by Andy Polaine on December 11, 2009
in General
Don Norman has just posted a very provocative and thoughtful piece about the value of design research, or not.
“I’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.”
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: “Myth: Use ethnographic observational studies to discover hidden, unmet needs” and continues:
“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’s lives is useful for incremental innovation, history shows that this is not how the brilliant, earth-shattering, revolutionary innovations come about.
“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.
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’s a large part of what I do and teach. I think it’s an important conversation to have, especially in academia, which can often be terribly navel-gazing and/or over-zealous about the importance of a certain avenue of research because it’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’s the clincher:
“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.”
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’s lives and examine not what they say they want or need, but what they actually need by watching what they do.
It’s also particularly pertinent in service design because it isn’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’s technology isn’t complex. Twitter didn’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.
In some ways I’m arguing my way back into Norman’s final point, which is that real usefulness comes from slow, incremental changes – ‘innovation’ that, in his words, is “least interesting innovations to the university and company research community”. He sums this up as, “technology first, invention second, needs last”. 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’t see this as technology coming first. Technology is just a medium through which culture expresses itself and with which people communicate, ultimately.
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’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’s essay, The Californian Ideology.
Steve Portigal and Frog Design’s Adam Richardson have also written thoughtful responses to Norman’s piece, which is how I came across it. Todd Zaki Warfel has also written a rebuttal. [UPDATE: Good post from Nicolas on this over at Pasta & Vinegar. The comments are valuable too.]
Tagged as:
Design,
Research,
service-design,
thinking
by Andy Polaine on October 15, 2008
in General
by Andy Polaine on August 2, 2008
in General
by Andy Polaine on March 27, 2008
in Uncategorized
There’s a well-balanced piece from Patrick Wintourin the Guardian today about parents being shown how to protect their children online.
It reports of a government initiative based on a review by Dr Tanya Byron (she works as a consultant in child and adolescent mental health and also presented quite a few programmes for the BBC on the subject).
I’ve only skim-read the main points of the report (which is available for download in full), but it makes interesting reading. The most important aspect is that she goes quite thoroughly through the pros and cons of the use of technologies – from social networks and general internet use to online videogames. It also draws upon a lot of evidence from children themselves.
It’s nice to see Byron is not pedalling the old ‘it rots young minds and they’re all being groomed by pedophiles’ line, by rather she looks at the complexities of the interactions between parents, children, society and technology:
“Ironically parents’ concerns about risk and safety of their children in the streets and outside has driven a generation of children indoors, where it could be argued they are being exposed to a whole new set of risks.”
It’s good to see some of the onus being put back on parents too. The use of these technologies is not inherently better or worse than what children used in previous generations and I’ve lost count of the amount of conversations I’ve had about videogames.
Arguably the use of these technologies are mostly beneficial, especially in the future that children will be growing into. The real problem is that many parents have no idea about how the internet functions, about social spaces online or the culture of videogames and that really needs to change.
It’s good to see this kind of research and well worth a read – it’s well-written too. (There are also quite a few annexed documents about the methodology and brain development research that background the report).
Photo: uncleboatshoes on Flickr
[tags]Tanya Byron, child development, videogames, parenting[/tags]
Tagged as:
child-development,
Culture,
Education,
parenting,
Play,
Research,
Tanya-Byron,
Technology,
videogames
by Andy Polaine on September 27, 2007
in Uncategorized

Chris O’ Shea recently completed Out of Bounds during his residency at the Design Museum. Chris also writes the very good Pixelsumo from which I frequently steal links draw inspiration and I’ve been a little remiss about blogging this earlier, but Chris promised to also put some video documentation up online (which helps explain the project) and also agreed to do a short interview.
Out of Bounds makes real the childhood fantasy of having superhero X-Ray vision to explore parts of the Design Museum that are normally not accessible to the public. It’s also an extremely playful piece that, as Chris puts it, encourages adults to “relinquish the learnt behaviour of adulthood and reconnect with the wonderment of youth.”
Click the read link for the interview….
[click to continue…]
Tagged as:
Art,
chris-oshea,
Design,
design-museum,
installation,
Interactivity,
pixelsumo,
Play,
Research,
Technology
by Andy Polaine on September 24, 2007
in Uncategorized
by Andy Polaine on August 4, 2007
in Uncategorized
There’s a great post on Data Visualization: Modern Approaches over at Smashing Magazine.

Some of them are pretty well-known, like Newsmap and (one of my favourites) We Feel Fine, but there are some newer and more unusual ones in there too as well as some good links in the comments.
There seems to me to be two distinct schools of thought about data visualisation – one is about taking a data set and then creating (usually) static images from them. This I find kind of interesting in that it often displays relationships that you wouldn’t see in a spreadsheet of numbers, etc. The data often seem to be used as the raw material for some kind of Processing-esque algorithm that spits out an image (like the Madonna track image from Shape of Song that I’ve used above).
The second, and in my opinion far more interesting, are data visualisations that are interactive in some way. Now, of course I’m going to say that, but I think there is a great deal to be said for being able to play around with the relationships in data and explore. I think it makes what can often be pretty, but pretty boring, interesting instead. It’s one of the reasons I like We Feel Fine so much – it’s a really playful interface with interaction design that relates to the content perfectly.
Musiclens and Diggstack are pretty nice too. Diggstack – a bit like We Feel Fine – I find fascinating for the ‘Internet in real-time’ aspect of it, rather like Twittervision or the more interesting (content-wise) Flickrvision.
What all of them demonstrate is that core principle of interaction design which is about plugging one thing into another and seeing what happens. It seems to me that everything else is built off of that foundation.
(Via Yacco)
Tagged as:
Art,
Culture,
Design,
Interactivity,
Play,
Research,
Technology
by Andy Polaine on August 1, 2007
in General
I’m going to be giving a seminar called Creative Collaboration and the Future of Education at Urban Learning Space in Glasgow who have a number of really interesting projects concerning future ways of working, playing, thinking and learning.
I’ll be presenting the Creative Waves 2007 – VIP project in detail, talking about the using a design process and creative collaboration for cross-disciplinary projects as well as a look at the issues facing the future of education. Much of which I have developed since writing about these issues a while back. I’m planning a bit of a brainstorming session with the attendees too. There will hopefully be a podcast and a download of the presentation on the ULS website afterwards.
It would be great to catch up with any of you there and if you want to get in touch before hand, please do.
Details are: 30 August 2007, 10am – 12.30pm. It’s free, but you need to contact Yvonne Kincaid to register.
Tagged as:
Culture,
Design,
Education,
Lectures,
Research,
Work
by Andy Polaine on July 25, 2007
in Uncategorized
I’ve just been introduced to a wonderful book.

It’s called Timeless Toys: Classic Toys and the Playmakers Who Created Them
, by Tim Walsh and documents the history and development of classic toys.
The original, self-published, book was called The Playmakers: Amazing Origins of Timeless Toys and Tim has a website and blog of the same name. I’m still waiting to receive my copy, but there are several excerpts on the Playmakers site that document the history the Super Ball, The Slinky, Jenga, Pez and Play-Doh (did you know it was wall cleaner?).
All the stories are inspiring examples of people thinking totally outside of the box and putting everything they had into an idea that they were sure would work, even if they had huge fears about it. Most of them are incredibly simple too and plenty were the result of accidents or of playing with materials. There seems to be a real sense of inventing things and then seeing what they might be useful for, rather than the other way around. It’s quite a Google approach to working and a real antidote to all the marketing/functional specification driven projects that are so often part of our daily jobs.
For extra, slightly nerdy thrills, there are also some fascinating patent diagrams Tim managed to dig up. The G.I. Joe one is particularly weird.
Thanks to my PhD supervisor, Ross Gibson, for the heads up.
Tagged as:
books,
Culture,
Design,
Play,
playmakers,
Research,
toys
by Andy Polaine on April 19, 2007
in Uncategorized
I added the link to Michael Schmitz’s Human Computer interaction in Science Fiction Movies to my del.icio.us account a while ago when one of my students showed me the link. I then forgot to blog it.
It’s a pretty interesting account of the interaction (sorry..) between sci-fi and what actually exists or is invented as a result. But the best thing about the essay is that it digs up some really rubbish ideas and some films I had totally forgotten about too.
Johnny Mnemonic is one such criminal. Take a look at Keanu at work here:

But one other thing caught my eye – Schmitz goes right back to Fritz Lang’s Metropolis and reminds us of the sort of ‘clock’ interface that has lights around it.

The worker has to move the hands to the lights when they light up all day. That’s all he does. Doesn’t it remind you of responding to all those e-mails, IMs and SMS messages all day?
Tagged as:
Culture,
Design,
Education,
Interactivity,
Research,
Technology