{"id":55525,"date":"2015-02-03T18:43:49","date_gmt":"2015-02-03T23:43:49","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/to-make-tech-design-human-again-look-to-the-past\/"},"modified":"2015-02-03T18:43:49","modified_gmt":"2015-02-03T23:43:49","slug":"to-make-tech-design-human-again-look-to-the-past","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/transhuman-news-blog\/post-human\/to-make-tech-design-human-again-look-to-the-past\/","title":{"rendered":"To Make Tech Design Human Again, Look to the Past"},"content":{"rendered":"<p><p>    The landscape of interaction    design is a mess. But messes have a way of also bringing about    opportunities, dont they?  <\/p>\n<p>    Examples abound of inappropriate    and unnecessary technology masquerading as innovation. Look at    the 2015 Consumer Electronics Show from last month; it featured    a bewildering array of innovation box-checking, ranging from    touchscreen fridges to dashboards that take your hands off the    wheel and eyes off the road. But any modern innovation manager    can slap a touchscreen on a product and tell you what it adds    over its analog counterpart. I believe its just as important    to consider what is being lost.  <\/p>\n<p>    Consumers have grown weary of    novelty. People crave meaning in their products and humanness    in their interactions. From unnecessarily curved    screens, to     cups that tell you what you know you just poured into them,    we interaction designers are as culpable as anyone in the    marketing chain in proposing solutions in search of problems.    And admitting that we have a problem is just the first step:    The future of interaction design will be about making it human    (again).  <\/p>\n<p>    I want interaction designers to    remember where we came from in order to stay mindful of where    were going. In the early 20th century, interaction design    wasnt much of a career because there simply wasnt any need    for it. Mechanical devices were controlled physically and    directly, period. A lathe handle turned a gear that turned the    lathe in the same direction. You could design the handle to fit    the human hand a bit better, but otherwise you didnt have to    solve any deep cognitive interaction problems such as, How    will this interface be understood, and valued by the user? What    role does metaphor play? What does this interaction say about    our brand?  <\/p>\n<p>    An early example of interaction    design that resembles what we do today is the typewriter. You    remember those, dont you? They were like a word processor and    a printer all in one, but with infinite battery life.  <\/p>\n<p>    Though strictly mechanical,    typewriters do, after all, have a one-to-one relationship    between buttons (aka keys) and their actions. Nonetheless,    somebody    thought to layout those buttons in a very specific non-linear    way and in an abstract order according to letter frequency in    the English languageitself an abstract concept. The layout    also took into consideration tactile human factors such as    physical reach of average fingers and the distance between each    button. Theres a reason Q and Z are so awkward to get to and    ASDF are not.  <\/p>\n<p>    This innovation was further    humanized with the introduction of a     patented key curvature that subtly mirrors your finger    shape. Here we have an early example of human interaction, and    one whose near-perfect design has barely changed in 140 years.    Even though a typewriter is quite an abstract device, weve    come to see it as natural, human, primitive, and even    emotive.  <\/p>\n<p>    Human interaction is so basic and    natural and yet as our tools have evolved, weve struggled with    the conversation between abstract and tangiblebetween digital    and analog. I cant think of a more abstract invention or one    that highlights this dialog better than the personal computer.    Computers of the mid-century could compute anything todays    machines can, just more slowly. But, in hindsight, speed wasnt    the barrier to mass adoption. The real problem was that    humankind had invented the most powerful machine in the history    of history and yet almost nobody knew how to use it, or really    even cared.  <\/p>\n<p>    The breakthrough moment for the    digital age wasnt just the addition of monitors and keyboards,    nor was it the miniaturization that semiconductors introduced,    astounding though that was. As I see it, the real coming-of-age    moment was an idea alone. An idea born in the 1970s and which    would humanize this beast and turn it into everyones current    superpower. The Graphic User Interface; the greatest idea in    interaction design. Ever.  <\/p>\n<p>    The first GUI came from Xeroxs    astonishingly overlooked     Palo Alto Research Center, where I would have loved to have    been a fly on the wall (or beanbag chair). The history of PARC    and how Bill Gates and Steve Jobs appropriated everything of    value away from Xerox is by now well known (and if not, watch    Triumph of the Nerds immediately). Suffice it to say    that everything we now know as modern computing: the networked    office, tablets, icons, menus, email (and this list goes on)    was hatched then and there. But at the top of that list is the    GUI and the deceptively simple introduction of the Desktop    Metaphor.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>More:<br \/>\n<a target=\"_blank\" href=\"http:\/\/feeds.wired.com\/c\/35185\/f\/661370\/s\/42fd0c49\/sc\/4\/l\/0M0Swired0N0C20A150C0A20Chuman0Einteraction0Edesign0C\/story01.htm\/RK=0\/RS=pEdPBQ5r80eeyKrzrBVeUCC3zO0-\" title=\"To Make Tech Design Human Again, Look to the Past\">To Make Tech Design Human Again, Look to the Past<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> The landscape of interaction design is a mess. But messes have a way of also bringing about opportunities, dont they <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/transhuman-news-blog\/post-human\/to-make-tech-design-human-again-look-to-the-past\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[13],"tags":[],"class_list":["post-55525","post","type-post","status-publish","format-standard","hentry","category-post-human"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/55525"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=55525"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/55525\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=55525"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=55525"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=55525"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}