• The design of technology to fit human needs and capabilities is determined by the psychology of people. Yes, technologies may change, but people stay the same

External Forces

  • Competitive pressures drive products, and by extension design. Three factors that influence competition are price, features, and quality.

  • The real business pressures on companies are: the need for speed, the concern about costs, the competition that may force the company to change its offerings, and the need to satisfy several classes of customers and users.

  • Additional pressures include the development cycle of products, and the restrictions imposed by large organizations, in addition to the complexity with managing them.

  • These make it difficult to follow the complete process of design.

  • Featuritis - after the product has been available for a while, a number of factors inevitably appear, pushing the company toward the addition of new features., even those outside of the original design or what it is capable of.

    • More customers like the product, but they also want more features, functions and capabilities.
    • Competition adds new features that aren’t in the sold product.
      • The attempt to match competition causes all products to be the same.
      • Most companies compare features with their competition to determine where they are weak
      • Good design requires stepping back from competitive pressures and ensuring that the entire product be consistent, coherent, and
      • The Customer Obsessed Approach — ignore the competition and appeal to what the customers really want.
    • Customers are satisfied, but the market becomes saturated so there is a need to expand the feature set to appeal to more people.
  • A design is flawed if it cannot be manufactured or marketed.

Innovation

  • New technology forces changes, opening up new design challenges while rendering old devices obsolete.

    • Technology changes rapidly, but people and culture change slowly.
    • Most people do not like changes in conventions. It takes long for what should have been obsolete to die out.
    • Most radical ideas fail: large companies are not tolerant of failure, which is needed to explore the space of possibilities.
    • Failures happen but many are not publicized. Failures can happen due to unpreparedness of the marketplace, the technology, or the company.
    • Ideas take a long time to go from conception to successful and useful product.
      • It is extremely difficult to develop all the details required to ensure that a new idea works, to say nothing of finding components that can be manufactured in sufficient quantity, reliability, and affordability.
      • Ideas that are too early often fail, even if eventually others introduce them successfully. People are conservative.
  • Innovation can come incrementally or radically. The typical case is the incremental one.

    • Radical innovation changes paradigms. It changes lives and industries.
      • It starts fresh, driven by new technology.
      • It is as likely to find the best technology as it is with the worst.
      • It entails redefining existing technologies and industries.
    • Incremental innovation makes things better.
      • This involves continual testing and refinement in a hill-climbing manner (similar to the Design Process).
      • Hill climbing is unlikely to converge to truly disruptive technology.

Society

  • We are surrounded with objects of desire, not objects of use. Design has a sociopolitical role as it meets the wants of people as well.
  • What may be good for business may be bad for the environment. For example:
    • The business practice of deliberately designing products that fail to sell more,
    • The very notion of things being “in fashion”
    • Subscription-based services.
  • The design of everyday things is in great danger of becoming the design of superfluous, overloaded, unnecessary things.
  • The rise of small, efficient tools that can empower individuals leads to what Norman calls the rise of the small. Now individuals can do what was traditionally done by only a select few. Technology enables creativity.

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