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	<title>Playpen &#187; Design</title>
	<atom:link href="http://www.polaine.com/tag/design/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.polaine.com</link>
	<description>Uncommon Sense</description>
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		<title>The Irony of Neuroscience &amp; Behaviour Change</title>
		<link>http://www.polaine.com/2011/12/07/the-irony-of-neuroscience-behaviour-change/</link>
		<comments>http://www.polaine.com/2011/12/07/the-irony-of-neuroscience-behaviour-change/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 11:22:48 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[marketing]]></category>
		<category><![CDATA[Neuroscience]]></category>
		<category><![CDATA[science]]></category>
		<category><![CDATA[service-design]]></category>

		<guid isPermaLink="false">http://www.polaine.com/2011/12/07/the-irony-of-neuroscience-behaviour-change/</guid>
		<description><![CDATA[I have been enjoying the Brain Culture: Neuroscience &#38; Society series via BBC Radio 4&#8242;s podcasts recently. In the series Matthew Taylor looks at how developments in neuroscience are changing the way we think about everything from law and punishment to education and marketing. As a fan of Raymond Tallis&#8217;s writing, who is somewhat of [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>I have been enjoying the <a href="http://www.bbc.co.uk/programmes/b017n523">Brain Culture: Neuroscience &amp; Society</a> series via BBC Radio 4&#8242;s podcasts recently. In the series <a href="http://www.matthewtaylorsblog.com/">Matthew Taylor</a> looks at how developments in neuroscience are changing the way we think about everything from law and punishment to education and marketing. As a fan of <a href="http://www.raymondtallis.com/">Raymond Tallis&#8217;s writing</a>, who is somewhat of a neuroscience sceptic, I found Taylor&#8217;s account pretty balanced, but not without asking some provocative questions. </p>

<p>The last episode looked at the use of neuroscience with regards to behaviour change, perhaps most famous through the <a href="http://nudges.org/">Nudge concept</a> favoured by the previous and present UK governments. Its also something that has gained some attention in service design and public policy/social design fields as a potential tool for designing for behavioural change.</p>

<p>The theory is essentially that by bypassing our brains&#8217; rational level, we can be nudged into changing our behaviour on the semi-unconscious level, because our brains frequently make decisions before we are rationally conscious of them. This is put into practice in political environments, such as election campaigns, policy and public service systems  (as in the case of using it for preventing no-shows to doctor&#8217;s appointments) or in the slightly scary sounding field of <a href="http://en.m.wikipedia.org/wiki/Neuromarketing">neuromarketing</a>. On the one hand the practice appears extremely devious and devalues our sense of self and of being rational beings because it denies us the possibility of changing out nature (Tallis&#8217;s argument). On the other hand, neuromarketers claim that these techniques are no different from anyone who has baked bread or made fresh coffee in order to sell their house during viewings. </p>

<p>Science was built on the foundation of rational thought. Until recently economics and business thinking was also based on this rationale, much of it still is. The irony of the new discoveries in neuroscience, it seems to me, is that rational science is essentially getting excited about something designers and many others have know all along. People aren&#8217;t rational and make decisions &#8211; from financial investments to buying a car to getting married &#8211; based on their gut feelings, which they mostly post-rationalise afterwards. It&#8217;s also why we are so naturally rubbish at understanding statistics and probabilities. Science has taken several decades to rationally prove that we are irrational.</p>
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		<item>
		<title>Nest – Why Product Designers Don&#8217;t Design Products Anymore</title>
		<link>http://www.polaine.com/2011/10/26/nest-%e2%80%93-why-product-designers-dont-design-products-anymore/</link>
		<comments>http://www.polaine.com/2011/10/26/nest-%e2%80%93-why-product-designers-dont-design-products-anymore/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 09:00:15 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[nest]]></category>
		<category><![CDATA[product]]></category>
		<category><![CDATA[service-design]]></category>
		<category><![CDATA[wifi]]></category>

		<guid isPermaLink="false">http://www.polaine.com/?p=1516</guid>
		<description><![CDATA[By now most of you will have already seen the learning thermostat, Nest, designed by Tony Fadell, who led the team that created the first 18 generations of the iPod and the first three generations of the iPhone. The news has been heating up the Web for the last couple of days. For those of [...]
Possibly related posts:<ol>
<li><a href='http://www.polaine.com/2011/02/12/talking-service-design-at-parsons-nyc/' rel='bookmark' title='Talking Service Design at Parsons NYC'>Talking Service Design at Parsons NYC</a> <small>On my way back from the (very good) Interaction &#8217;11...</small></li>
<li><a href='http://www.polaine.com/2011/07/07/design-research-a-failure-of-imagination/' rel='bookmark' title='Design Research &#8211; A Failure of Imagination?'>Design Research &#8211; A Failure of Imagination?</a> <small>Have design education and design research failed to fire up...</small></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: center;"><img src="http://www.polaine.com/playpen/wp-content/uploads/2011/10/NestLearningThermostat-Away.jpg" alt="NestLearningThermostat-Away.jpg" border="0" width="468" height="468" /></div>

<p>By now most of you will have already seen the learning thermostat, <a href="http://www.nest.com">Nest</a>, designed by Tony Fadell, who led the team that created the first 18 generations of the iPod and the first three generations of the iPhone. The news has been heating up the Web for the last couple of days.</p>

<p>For those of you who have not yet heard about it, Nest is a beautifully designed thermostat that is armed with an array of sensors and also Wi-Fi enabled. It is &#8220;programmable&#8221; in the sense that you teach it, but it&#8217;s not like one of the usual thermostats that is impossible to understand or operate. While thermostats sound boring, actually they account for an awful lot of energy wastage.</p>

<div style="text-align: center;"><iframe width="560" height="315" src="http://www.youtube.com/embed/QCJ1PnVlzIE" frameborder="0" allowfullscreen></iframe></div>

<p>According to the U.S. Department of Energy and Lawrence Berkeley National Lab approximately half the heating and cooling (HVAC) accounting for approximately half of the bill. The programmable thermostat, developed in the 1970s, promised to help people conserve energy, but 89 percent of owners rarely or never set a program (source: ACEEE, 2010). The devices are simply too complicated. In fact, Energy Star revoked its certification of all thermostats in 2009, according to Nest&#8217;s information sheet.</p>

<blockquote><p>Nest addresses the programming problem through a combination of sensors, algorithms, machine learning, and cloud computing. Nest learns behaviors and preferences and adjusts the temperature up or down accordingly, making you comfortable when you&#8217;re home and saving energy while you&#8217;re away. Nest also provides people with tips and information to help them make energy-saving choices.</p>

<p>&#8220;It was unacceptable to me that the device that controls 10 percent of all energy consumed in the U.S. hadn’t kept up with advancements in technology and design,” says Tony Fadell.</p>
</blockquote>

<p>So far, so normal. It&#8217;s a great product in an area that has really failed at any kind of innovation and a product that hopefully does what it says. Except, of course, that it&#8217;s not <em>just</em> a product. It&#8217;s a product-service system. </p>

<p>There are several layers of services in Nest. The first obvious one is that it&#8217;s an information and control system that&#8217;s managing your heating (or cooling) service. Warmth and coolness aren&#8217;t products, they&#8217;re environmental services that we are able to control and interact with. Most of the time we&#8217;re doing that with pretty blunt instruments, but Nest aims to change that.</p>

<div style="text-align: center;"><iframe width="560" height="315" src="http://www.youtube.com/embed/5thQRIX3Rio" frameborder="0" allowfullscreen></iframe></div>

<p>Then there is the learning aspect of Nest. It&#8217;s smart enough, apparently, to know when the house is empty and turn itself down as well as learn the patterns of your behaviors. But it&#8217;s also able to influence <em>your</em> behavior with its leaf icon that shows you that you could save or be more environmentally friendly by turning it down a notch.</p>

<div style="text-align: center;"><img src="http://www.polaine.com/playpen/wp-content/uploads/2011/10/retouched_1_2.jpeg" alt="retouched_1_2.jpeg" border="0" width="466" height="431" /></div>

<p>Nest is also Wi-Fi enabled, which means you can access, monitor and set it from a variety of devices via a Web interface. So not only do the designers have to design the product, but also consider how that Web interface is going to look and feel. Most of the other smart home interfaces I have ever seen look like an engineer&#8217;s readout on Windows 3.0. If the Nest concept is going to be successful in this regard, they need to be sure that this aspect of their service works.</p>

<p>Finally, you can buy a Nest from Best Buy, but you can also <a href="http://store.nest.com/">buy it directly from Nest themselves</a>. So they&#8217;re offering a retail service, which also includes help working out the installation process along with useful videos and <a href="http://support.nest.com/">online support</a>. The device also helps you install it and set it up. You can even order a Nest and have them come and install it for you. Again, a whole back-end of service management that must be taken into account as part of the design process.</p>

<p>If their website (compare that to other home heating manufacturers&#8217; websites) and offering is anything to go by, Nest have this pretty well covered. But it just goes to show that even a single, seemingly small product, needs a well thought through service ecosystem for it to really work. Product designers don&#8217;t just design products anymore and they need to think of the product-service system they are entering into or creating, not just let others deal with it as an afterthought.</p>
<p>Possibly related posts:<ol>
<li><a href='http://www.polaine.com/2011/02/12/talking-service-design-at-parsons-nyc/' rel='bookmark' title='Talking Service Design at Parsons NYC'>Talking Service Design at Parsons NYC</a> <small>On my way back from the (very good) Interaction &#8217;11...</small></li>
<li><a href='http://www.polaine.com/2011/07/07/design-research-a-failure-of-imagination/' rel='bookmark' title='Design Research &#8211; A Failure of Imagination?'>Design Research &#8211; A Failure of Imagination?</a> <small>Have design education and design research failed to fire up...</small></li>
</ol></p>]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Design Research &#8211; A Failure of Imagination?</title>
		<link>http://www.polaine.com/2011/07/07/design-research-a-failure-of-imagination/</link>
		<comments>http://www.polaine.com/2011/07/07/design-research-a-failure-of-imagination/#comments</comments>
		<pubDate>Thu, 07 Jul 2011 17:16:12 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[cumulus]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[DRS]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[STEM]]></category>

		<guid isPermaLink="false">http://www.polaine.com/?p=1500</guid>
		<description><![CDATA[Have design education and design research failed to fire up the imagination in public discourse? I believe so and I believe the STEM (Science, Technology, Engineering and Math) mantra has unbalanced thinking about education curricula in general. John Thackara&#8217;s recent Observers Room newsletter notes the same: Last month, as the Dutch government expelled trouble-making artists [...]
Possibly related posts:<ol>
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</ol>]]></description>
			<content:encoded><![CDATA[<p></p><p>Have design education and design research failed to fire up the imagination in public discourse? I believe so and I believe the STEM (Science, Technology, Engineering and Math) mantra has unbalanced thinking about education curricula in general. <a href="http://www.doorsofperception.com/">John Thackara&#8217;s</a> recent <a href="http://designobserver.com/emailview.html?email=2308"><em>Observers Room</em> newsletter</a> notes the same:</p>

<blockquote>
<p>Last month, as the Dutch government expelled trouble-making artists from the state funding system, UK and US policymakers demanded a stronger focus by education on science, technology, engineering, and mathematics — the STEM subjects. They claim a STEM workforce &#8220;determines a nation&#8217;s ability to sustain itself.&#8221;
</p>
<p>No it does not. A too-sharp focus on STEM creates an innovation policy that is not fit for purpose. We need to diversify, not reduce, our ways of knowing and acting in the world. We need to emphasize the social dimension of innovation, not just technology. And we need to master systems thinking more than silo thinking. Experimental art and design can help us do all of the above — not as an alternative to science, but as its enrichment.</p>

<p>True innovators decline to remain locked in the STEM cell.</p>
</blockquote>

<p>Last month I spoke at the <a href="http://collab.northumbria.ac.uk/2011paris/">Cumulus/Design Research Society <em>Researching Design Education</em> Symposium</a> in Paris and argued a similar case. For a profession that claims imagination and divergent thinking to be among its key attributes, design research has failed to ignite public imagination. Despite efforts by the likes of <a href="http://our.risd.edu/2009/08/20/stem-to-an-idea/">John Maeda</a>, the rhetoric of STEM  dominates the media. Science writers expound in newspaper columns, entire TV channels are devoted to the wonders of science. Science is, of course, important, but this one-sided view of research has not been counter-balanced by an equivalent, passionate exploration of the boundaries of design in the public sphere. Yet the potential is there – arguably, a handful of TED Talks have done more to raise the awareness of the importance of design than several decades of design research publication. Although there are exceptions, design research has failed to imagine and communicate an integrated vision of design comparable to that of science.</p>

<p>The paper I wrote for the presentation argues that design has failed to integrate the nexus of theory, research and practice and is a call to arms for design researchers to bring their activities into a broader, public discourse. Despite the rhetoric of interdisciplinarity, design education research has become too convergent in its thinking and discipline specific. As practices such as service design engage in projects at the public policy level, it is essential for design to explicitly articulate the process of <a href="http://www.methodsofsynthesis.com/">design synthesis</a> in order to gain and maintain credibility, for such projects offers an opportunity to bring design’s value and activities on par with the sciences in public discourse.</p>

<p>You can download the full paper, <a href="http://www.polaine.com/writing/apolaine_DRS_paper_DesignImaginationFailure.pdf"><em>Design Research &#8211; A Failure of Imagination?</em></a> and the <a href="http://www.polaine.com/writing/apolaine_DRS_presentation_DesignImaginationFailure.pdf">presentation slides</a> (8.5MB PDF &#8211; lots of images). The full proceedings of the symposium are available on the <a href="http://collab.northumbria.ac.uk/2011paris/?page_id=2">conference website</a>.</p>

<p>I would be very interested to hear any feedback or opinions from others on this subject.</p>
<p>Possibly related posts:<ol>
<li><a href='http://www.polaine.com/2011/02/12/talking-service-design-at-parsons-nyc/' rel='bookmark' title='Talking Service Design at Parsons NYC'>Talking Service Design at Parsons NYC</a> <small>On my way back from the (very good) Interaction &#8217;11...</small></li>
</ol></p>]]></content:encoded>
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		</item>
		<item>
		<title>Is Design Research Useless for Innovation?</title>
		<link>http://www.polaine.com/2009/12/11/is-design-research-useless-for-innovation/</link>
		<comments>http://www.polaine.com/2009/12/11/is-design-research-useless-for-innovation/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 15:45:06 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[service-design]]></category>
		<category><![CDATA[thinking]]></category>

		<guid isPermaLink="false">http://www.polaine.com/?p=1353</guid>
		<description><![CDATA[Don Norman has just posted a very provocative and thoughtful piece about the value of design research, or not. &#8220;I&#8217;ve come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs.&#8221; You should read the full article, but he [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Don Norman has just posted a very provocative and thoughtful <a href="http://jnd.org/dn.mss/technology_first_needs_last.html">piece about the value of design research</a>, or not.</p>

<blockquote>&#8220;I&#8217;ve come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs.&#8221;</blockquote>

<p>You should read the full article, but he goes on to essentially argue that innovation is driven by technology not needs. This leads him to this: &#8220;Myth: Use ethnographic observational studies to discover hidden, unmet needs&#8221; and continues:</p>

<blockquote><p>&#8220;But the real question is how much all this helps products? Very little. In fact, let me try to be even more provocative: although the deep and rich study of people&#8217;s lives is useful for incremental innovation, history shows that this is not how the brilliant, earth-shattering, revolutionary innovations come about.</p>

<p>&#8220;Major innovation comes from technologists who have little understanding of all this research stuff: they invent because they are inventors. They create for the same reason that people climb mountains: to demonstrate that they can do so. Most of these inventions fail, but the ones that succeed change our lives.</p></blockquote>

<p>He then lists several examples, such as the airplane, the automobile, SMS messaging, etc. that arose from technology, not research. Obviously this touches a nerve for me, because it&#8217;s a large part of what I do and teach. I think it&#8217;s an important conversation to have, <em>especially</em> in academia, which can often be terribly navel-gazing and/or over-zealous about the importance of a certain avenue of research because it&#8217;s what is required to get grant funding. But I think Norman is both right and wrong and also viewing needs and technology from an engineering perspective (which has always been my criticism of him, despite his human centred design views). Here&#8217;s the clincher:</p>

<blockquote>&#8220;Edison launched his first phonograph company within months of his invention: he never questioned the need. He had invented the paperless office, he announced, and launched his product.&#8221;</blockquote>

<p>The thing is, Edison did question the need, he just got it wrong. He thought the need for his invention was the paperless office. It turned out it was to record and sell music. To me, this example just goes to show how important it is to have an insight into people&#8217;s lives and examine not what they <em>say</em> they want or need, but what they actually need by watching what they do.</p>

<p>It&#8217;s also particularly pertinent in service design because it isn&#8217;t necessarily product or technology led. Of course Twitter is a service and one that is both potent and that people never knew they had a need for, but Twitter&#8217;s technology isn&#8217;t complex. Twitter didn&#8217;t arise from an innovative idea to build a chat space, Twitter arose from the idea of modifying an existing paradigm for a certain need.</p>

<p>In some ways I&#8217;m arguing my way back into Norman&#8217;s final point, which is that real usefulness comes from slow, incremental changes – &#8216;innovation&#8217; that, in his words, is &#8220;least interesting innovations to the university and company research community&#8221;. He sums this up as, &#8220;technology first, invention second, needs last&#8221;. Whilst I agree that iterative processes often create innovation, and I also think that the way society uses a technology for things completely left-field to what it was originally designed for (e.g. SMS) is where some great innovation happens, I still don&#8217;t see this as technology coming first. Technology is just a medium through which culture expresses itself and with which people communicate, ultimately.</p>

<p>Technology without any application is either an innovation waiting to happen or something useless sitting in the corner like an old Betamax video recorder. If the need isn&#8217;t there, no level of technology helps anyone. I would add that this is a particularly American approach to the role and value of technology in a determinist fashion. It also reminds me of Andy Cameron and Richard Barbrook&#8217;s essay, <a href="http://www.hrc.wmin.ac.uk/theory-californianideology-main.html"><em>The Californian Ideology</em></a>.</p>

<p><a href="http://www.portigal.com/blog/don-norman-says-design-research-is-great-for-improvement-but-useless-for-innovation/#comments">Steve Portigal</a> and Frog Design&#8217;s <a href="http://designmind.frogdesign.com/blog/what-good-is-design-research.html?utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+frog-design-mind+%28design+mind%29">Adam Richardson</a> have also written thoughtful responses to Norman&#8217;s piece, which is how I came across it. Todd Zaki Warfel has also written a <a href="http://zakiwarfel.com/archives/a-rebuttal-to-technology-first-needs-last/">rebuttal</a>. <em>[UPDATE: Good post from Nicolas on this over at <a href="http://liftlab.com/think/nova/2009/12/08/about-don-normans-take-design-research/">Pasta &amp; Vinegar</a>. The comments are valuable too.]</em></p>
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		</item>
		<item>
		<title>Printing Your Toast</title>
		<link>http://www.polaine.com/2009/12/06/printing-your-toast/</link>
		<comments>http://www.polaine.com/2009/12/06/printing-your-toast/#comments</comments>
		<pubDate>Sun, 06 Dec 2009 17:31:06 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[luzern]]></category>
		<category><![CDATA[Othmar Mühlebach]]></category>

		<guid isPermaLink="false">http://www.polaine.com/?p=1346</guid>
		<description><![CDATA[Congratulations to one of my MA students at Luzern, Othmar Mühlebach, who has just won the second prize at the Berner Design Awards for his toaster re-design. Based on the idea of a printer, you lay a stack of bread at the top and each slice runs through the toaster. Given the trend for burning [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><img class="frame center" src="http://www.polaine.com/playpen/wp-content/uploads/2009/12/Toaster_1.jpg" alt="Toaster_.jpg" border="0" width="578" height="416" /></p>

<p>Congratulations to one of my MA students at <a href="http://www.hslu.ch/design-kunst">Luzern</a>, Othmar Mühlebach, who has just won the second prize at the <a href="http://www.bernerdesignaward.ch/desktopdefault.aspx/tabid-1507//914_read-1392">Berner Design Awards</a> for his toaster re-design. Based on the idea of a printer, you lay a stack of bread at the top and each slice runs through the toaster.</p>

<p>Given the trend for <a href="http://www.starwars.com/kids/do/crafts/f20081106/index.html">burning designs onto toast</a>, I expect Othmar&#8217;s design could be modified to burn any kind of graphic. Might overheat the USB cable though.</p>

<p><img class="frame center" src="http://www.polaine.com/playpen/wp-content/uploads/2009/12/Toaster_Othmar_Muehlebach.jpg" alt="Toaster_Othmar_Muehlebach.jpg" border="0" width="578" height="373" /></p>
]]></content:encoded>
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		<slash:comments>26</slash:comments>
		</item>
		<item>
		<title>The Little Man in the Box</title>
		<link>http://www.polaine.com/2009/06/25/the-little-man-in-the-box/</link>
		<comments>http://www.polaine.com/2009/06/25/the-little-man-in-the-box/#comments</comments>
		<pubDate>Thu, 25 Jun 2009 05:34:54 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[multitouch]]></category>
		<category><![CDATA[naturalinterface]]></category>

		<guid isPermaLink="false">http://www.polaine.com/?p=1290</guid>
		<description><![CDATA[Hi from Multitouch Barcelona on Vimeo. All of us anthropomorphise our machines, perhaps no more so than the car and the computer. Hi, A Real Human Interface from Multitouch Barcelona (an interaction design group that explores natural communication between people and technology) is a charming example of how we think about computers and interfaces from [...]]]></description>
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<p></p><p class="center"><a href="http://vimeo.com/4697849">Hi</a> from <a href="http://vimeo.com/multitouchbcn">Multitouch Barcelona</a> on <a href="http://vimeo.com">Vimeo</a>.</p>

<p>All of us anthropomorphise our machines, perhaps no more so than the car and the computer. <a href="http://www.multitouch-barcelona.com/?p=515">Hi, A Real Human Interface</a> from <a href="http://www.multitouch-barcelona.com/">Multitouch Barcelona</a> (an interaction design group that explores natural communication between people and technology) is a charming example of how we think about computers and interfaces from a human perspective.</p>

<p>Whatever we might know about the technology and how it works, we talk about the &#8220;server having some trouble&#8221; or our computers &#8220;having a bad day&#8221; or &#8220;going crazy&#8221;. We&#8217;re so biologically programmed for interaction to be with other beings, it&#8217;s very hard not to think of the little man in the box.</p>

<p>(Via <a href="https://twitter.com/LukePittar">@LukePittar</a> and all the little people who run messages back and forth in the intertubes.)</p>
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		<title>Writing is Design</title>
		<link>http://www.polaine.com/2009/03/03/writing-is-design/</link>
		<comments>http://www.polaine.com/2009/03/03/writing-is-design/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 11:13:14 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[thinking]]></category>
		<category><![CDATA[Writing]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=1123</guid>
		<description><![CDATA[&#8220;Verbalizing design is another act of design. I realised this while writing this book,&#8221; writes Kenya Hara in the preface to his book, Designing Design. But writing itself is an act of design, whatever the subject. Over the years I have done quite a bit of writing and recently my PhD is the largest block [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><img class="frame center" src="http://www.polaine.com/playpen/wp-content/uploads/2009/03/pen-and-moleskine.jpg" alt="pen_and_moleskine.jpg" border="0" width="458" height="301" /></p>

<p>&#8220;Verbalizing design is another act of design. I realised this while writing this book,&#8221; writes Kenya Hara in the preface to his book, <a href="http://www.amazon.com/gp/product/303778105X?ie=UTF8&#038;tag=playpen0b-20&#038;linkCode=as2&#038;camp=1789&#038;creative=390957&#038;creativeASIN=303778105X"><em>Designing Design</em></a>. But writing itself is an act of design, whatever the subject.</p>

<p>Over the years I have done <a href="http://www.polaine.com/playpen/publications/apolaine_publications.html">quite a bit of writing</a> and recently my PhD is the largest block of words I have ever tackled. I have learned more about design and the creative process through writing than I have through designing.</p>

<p>The Guardian has a piece today titled <a href="http://www.guardian.co.uk/books/2009/mar/03/authors-on-writing"><em>Writing for a living: a joy or a chore?</em></a> in which nine authors give their views on writing. There is the usual mix of tortured writers and those that love it and go into a &#8220;special place&#8221; in their heads, but it&#8217;s a good insight into the process because they are all pretty honest. My own feelings about writing are probably closest to Ronan Bennett&#8217;s.</p>

<p>I enjoy writing. I like it because it is a slower process than designing on the computer. It takes longer to make something polished because you need to write, edit and re-write several times. </p>

<p>One of the problems with working in applications like Photoshop or Illustrator is that it is easy to produce something glossy, but empty, very quickly. The finished-looking nature of the roughs can be a real handicap to generating new ideas or developing further iterations of an initial one. For this the sketchbook is king.</p>

<p><a href="http://www.tomato.co.uk">Tomato&#8217;s</a> <a href="http://www.phofa.net/blog/john/">John Warwacker</a> once said to me that he used to like the days when computers were slow because you could think about what you were doing whilst the progress bar was chugging along. Nowadays, we multitask. A quick Twitter or e-mail whilst Adobe applications crash around and update themselves in the background.</p>

<p>Thinking time is important and the slow, sometimes tortuous, pace of writing is perfect for thinking whilst creating. </p>

<p>Word processors make it easy enough to endlessly tweak, but I prefer keeping things simple with <a href="http://www.redlers.com/">Mellel</a> or <a href="http://www.hogbaysoftware.com/products/writeroom">Writeroom</a>. Following <a href="http://www.polaine.com/playpen/2009/02/24/john-cleese-on-creativity/">John Cleese&#8217;s</a> advice, writing is one of the few times when I happily ignore everyone. Even <a href="http://www.twitter.com/apolaine">Twitter</a>. No, really.</p>

<p><a href="http://www.nataliegoldberg.com/">Natalie Goldberg&#8217;s</a> advice in <a href="http://www.amazon.com/gp/product/0877733759?ie=UTF8&#038;tag=playpen0b-20&#038;linkCode=as2&#038;camp=1789&#038;creative=390957&#038;creativeASIN=0877733759"><em>Writing Down the Bones</em></a><img src="http://www.assoc-amazon.com/e/ir?t=playpen0b-20&#038;l=as2&#038;o=1&#038;a=0877733759" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /> is &#8220;allow yourself to write junk&#8221;. If you don&#8217;t, you never get to the good stuff and it is the imperfection of the written first draft that has taught me the most about design. I am happy to write a rubbish opening few paragraphs because I know that I will eventually find what it is I want to say by the time I reach the end. Then I can go in and re-write it.</p>

<p>Teaching students has taught me the value of the rough draft too, for students often hold their first idea as sacrosanct. They want to immediately make it, polish it, without realising the first idea is just a stepping stone to the next one and knowing where to stop is the real trick.</p>

<p>I find that much harder with visual design (and I&#8217;m not really a graphic designer, but an interaction and experience designer, so I cheat with graphic design). The tools are too distracting, there are too many possibilities and glossy options. I think it is why I prefer working out the concepts and wireframes – the bare bones are almost completely about the <em>experience</em> not the gloss. I&#8217;m thinking of downgrading to the earliest version of Adobe apps that will run on my machine. Perhaps I&#8217;ll even install <a href="http://sheepshaver.cebix.net/">Sheepshaver</a> and run <a href="http://creativebits.org/the_first_version_of_photoshop">Photoshop 1.0</a> (which I remember using) and <a href="http://www.makingpages.org/pagemaker/history/">PageMaker 1.0</a>.</p>

<p>If you are a designer I can recommend writing as a way to hone your creative process. You can even <a href="http://www.designersreviewofbooks.com">write about other designers&#8217; writing</a> if you want.</p>

<p>I suspect other people who are sporty have similar stories. <a href="http://www.iyengar-yoga-offenburg.de">Yoga</a> has taught me a lot about slow, steady practice too, as has playing music. </p>

<p>What has been your greatest creative influence outside of your design life?</p>

<p><em>[Random shout out: Someone called Leigh got in touch with me from my contact page about my PhD. There was a bug in the form that meant I didn't get the e-mail address. Leigh, can you mail me again - the form is fixed now or you can just use andy at this domain.]</em></p>
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		<title>Gruber on iPhone-Likeness</title>
		<link>http://www.polaine.com/2008/11/04/gruber-on-iphone-likeness/</link>
		<comments>http://www.polaine.com/2008/11/04/gruber-on-iphone-likeness/#comments</comments>
		<pubDate>Tue, 04 Nov 2008 09:46:18 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[daring fireball]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[john gruber]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=943</guid>
		<description><![CDATA[Good piece from John Gruber on iPhone-Likeness and why many developers don&#8217;t get it when it comes to creating apps that feel iPhone-like: I’ll put forth one central, overriding guideline for iPhone UI design: Figure out the absolute least you need to do to implement the idea, do just that, and then polish the hell [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Good piece from John Gruber on <a href="http://daringfireball.net/2008/11/iphone_likeness">iPhone-Likeness</a> and why many developers don&#8217;t get it when it comes to creating apps that <em>feel</em> iPhone-like:</p>

<blockquote><p>I’ll put forth one central, overriding guideline for iPhone UI design:</p>

<p><em>Figure out the absolute least you need to do to implement the idea, do just that, and then polish the hell out of the experience.</em></p>
</blockquote>

<p>This, it seems to be, is the essence of <em>any</em> interaction design.</p>
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		<title>Taxi Driver With Storyboards</title>
		<link>http://www.polaine.com/2008/10/29/taxi-driver-with-storyboards/</link>
		<comments>http://www.polaine.com/2008/10/29/taxi-driver-with-storyboards/#comments</comments>
		<pubDate>Wed, 29 Oct 2008 10:23:03 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[film]]></category>
		<category><![CDATA[scorsese]]></category>
		<category><![CDATA[taxi driver]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=923</guid>
		<description><![CDATA[There&#8217;s a discussion going on over at IxDA about whether an interaction design can create great interaction without great visual design skills. My answer is &#8220;It depends&#8221;. The two are overlapping areas and whilst some interactions are really helped or hindered by the visuals, it&#8217;s also possible to have something almost entirely visually driven or [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: center;"><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/FvQV21hkMjI&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.youtube.com/v/FvQV21hkMjI&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object></div>

<p>There&#8217;s a discussion going on over at <a href="http://www.ixda.org/">IxDA</a> about <a href="http://www.ixda.org/discuss.php?post=34316">whether an interaction design can create great interaction without great visual design skills</a>. </p>

<p>My answer is &#8220;It depends&#8221;. The two are overlapping areas and whilst some interactions are really helped or hindered by the visuals, it&#8217;s also possible to have something almost entirely visually driven or entirely interaction driven. In service design, the designed interactions are often human-to-human and have no designed visual element at all.</p>

<p>It also depends on who you are working with too. I remember reading <a href="http://www.amazon.com/gp/product/0571220029?ie=UTF8&#038;tag=drob-20&#038;linkCode=as2&#038;camp=1789&#038;creative=390957&#038;creativeASIN=0571220029">Scorsese on Scorsese</a><img src="http://www.assoc-amazon.com/e/ir?t=drob-20&#038;l=as2&#038;o=1&#038;a=0571220029" width="1" height="1" border="0" alt="" style="border:none !important; margin:0px !important;" /> when I was studying film and being surprised and rather relieved that <a href="http://www.imdb.com/name/nm0000217/">Scorsese&#8217;s</a> storyboards for <a href="http://www.imdb.com/title/tt0075314/">Taxi Driver</a> were pretty much just stick men drawings and very rough sketches. <a href="http://www.imdb.com/name/nm0152469/">Michael Chapman&#8217;s</a> cinematography brought to life the miserable rain-soaked loneliness of late-night New York and Travis&#8217;s unstable life.</p>

<p>Thanks to the wonder that is <a href="http://www.youtube.com">YouTube</a>, you can <a href="http://www.youtube.com/watch?v=FvQV21hkMjI">watch a side-by-side comparison</a>.</p>
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		<title>Designing Education&#8217;s Future</title>
		<link>http://www.polaine.com/2008/09/11/designing-educations-future/</link>
		<comments>http://www.polaine.com/2008/09/11/designing-educations-future/#comments</comments>
		<pubDate>Thu, 11 Sep 2008 17:17:24 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[northumbria]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[slideshare]]></category>
		<category><![CDATA[socially aware]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=851</guid>
		<description><![CDATA[I gave a presentation yesterday at Northumbria University&#8217;s School of Design&#8217;s staff conference called Designing Education&#8217;s Future: online, collaborative, playful and socially aware. I just found out it has been featured on Slideshare, which is always good to hear. I&#8217;ll try and stripe the audio on it soon to help it make more sense. It&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="width:425px;text-align:left" id="__ss_591429"><object style="margin:0px" width="425" height="355"><param name="movie" value="http://static.slideshare.net/swf/ssplayer2.swf?doc=apolainenorthumbriadesignpres-1221049734974703-9&#038;stripped_title=designing-educations-future-online-collaborative-playful-and-socially-aware-presentation" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slideshare.net/swf/ssplayer2.swf?doc=apolainenorthumbriadesignpres-1221049734974703-9&#038;stripped_title=designing-educations-future-online-collaborative-playful-and-socially-aware-presentation" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object></div>

<p>I gave a presentation yesterday at <a href="http://northumbria.ac.uk/sd/academic/scd/">Northumbria University&#8217;s School of Design&#8217;s</a> staff conference <a href="http://www.slideshare.net/apolaine/designing-educations-future-online-collaborative-playful-and-socially-aware-presentation/"> called Designing Education&#8217;s Future: online, collaborative, playful and socially aware</a>. I just found out it has been featured on <a href="http://www.slideshare.net/apolaine/designing-educations-future-online-collaborative-playful-and-socially-aware-presentation/">Slideshare</a>, which is always good to hear.</p>

<p>I&#8217;ll try and stripe the audio on it soon to help it make more sense. It&#8217;s an extension of <a href="http://blogs.omnium.net.au/main/2008/07/23/the-future-isnt-what-it-used-to-be/">The Future Isn&#8217;t What It Used To Be</a> and goes into the <a href="http://www.omnium.net.au">Omnium</a> projects quite a bit more.</p>

<p>Thank you to all of you at Northumbria who made me so welcome (and for the surreal conversation Aysar).</p>
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