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Interviews

The Key to Simplicity: Questions for Donald Norman

“Technology can help only if it can adopt a simple structure so that controls for different devices are as similar to one another as possible, making the learning much easier. Multiple purpose controls are an abomination. It is possible to have a single device transform itself into independent devices for controlling different tasks. But here the key is to make the switch from the support of individual technologies and individual devices to the support of cohesive, organized activities.” (Eddie Lopez – User Centered)

A Conversation with Steven Johnson, Part 3/3

Jesse James Garrett interviews Steven Johnson- “Tufte played a huge role in popularizing the story — to this day, most of the people I meet who are familiar with it read about it in Tufte first. He actually wrote about it twice, (…). His original assessment was factually wrong on a number of fronts – it greatly overstated the role of the map in solving the mystery of where the cholera was coming from, and the map itself that Tufte included was a heavily modified replica created for a 1912 textbook on public health. In the later book, he got the story right, though I think he’s a little too bullish on the map’s originality as a work of information design.” – (Adaptive Path)

Conversation with Michael Bierut – Part 3/3

Peter Merholz interviews Michael Bierut – “Making room for the real world is even harder today than it was 30 years ago. The amount of technical skills a young designer needs is vast, and the degree of professional specialization is staggering. All of this helps to foster an atmosphere that seems to reward tunnel vision. But in the end, the designers who are doing the most exciting work — and in some cases it coincidentally happens to be the most beautiful work — are the ones who don’t hesitate to claim the whole world as their subject matter.” (Adaptive Path)

A Conversation with Steven Johnson, Part 2

Jesse James Garrett interviews Steven Johnson- “Clearly interfaces are tools for understanding the world. So many of the most interesting debates in the ‘new media’ space revolve precisely around the question of how specific interfaces will shape the user’s view of the world. And those debates play back into the design decisions that shape the next generation of software.” (Adaptive Path)

Interaction Design: An Introduction

Liz Danzico interviews Dan Saffer on his new book – “Genius design is when the designer relies on his or her own experience and skill to design, without any input from users. It’s done by designers who either don’t have the resources or the inclination or temperament to do research. Too often, it is practiced by inexperienced designers with little skill, but it can and has been used by many designers to create impressive things. Reportedly, the iPod was made with no user research, for example.” (BusinessWeek.com)

Top Designer Says World Cup Design ‘Just Embarrassing’

“They are over-organized; there are too many messages; and nobody wants to take on responsibility. In fact, it is a perfect mirror of German society right now. It is very much akin to the governing grand coalition — two big parties that are basically canceling each other out because no one can make any decisions. Everyone is trying to be nice, everyone knows we have to do something, change society, change behavior, and economy, but no one wants to take the first step because we’re so comfortable. We’re still wrapped up in our nice security blanket. We know it’s cold outside, but we just stay inside and huddle. This sort of World Cup design is very much communal huddling — trying to please everyone but never even putting a finger outside of that security blanket.” (says Erik Spiekermann – Deutsche Welle) – courtesy of dirkknemeyer