Getting someone to do things in a particular order (Part 2)

Continued from part 1

Suggested mechanisms

These are the suggested mechanisms applicable to User follows process or path, performing actions in a specified sequence - they fall roughly into three ‘approaches’. In this post, I’m going to examine the System element approach.

System element approach

This approach includes mechanisms relating to the layout and properties of system elements, hence all technical rather than human factors.

Placing, Spacing and Orientation - how system elements are laid out - are some of the most fundamental mechanisms a designer can employ to help a user to follow a process or path in the intended sequence, and can be used both in the ‘real’ world and, as metaphors, in software. Movement or oscillation, as an ‘action’ property of system elements, which may involve changing their placing/spacing/orientation, can also be used to help achieve similar aims.

Placing

Placing may be implemented as simply as arranging interactive elements (functions, buttons, shops, products on shelves - effectively, anything) in sequence so that a user interacts (sees / notices / experiences / uses) them in the ‘right’ order. This might involve actually hiding one element behind another so that the first ‘must’ be dealt with before progressing to the next (or only displaying the second element once the first has been dealt with), but often this is not necessary: users will tend to interact with elements in a predictable sequence, at least where it is clear which direction the sequence is meant to progress (compare reading directions in different alphabets, for example, and the effect this has on the layout of interfaces).

Amazon's order process reveals elements in sequence
Example: The elements of Amazon’s order process, revealed to the user in sequence

Placing can also involve arranging (non-interactive) elements to ‘channel’ users along a path in an intended sequence - walls, fences and guard rails are obvious architectural examples, but there are more subtle ones too, such as the layout of some casinos in which winners are ‘funnelled’ past many lures on their way to a single cashier.

Guard rails to channel pedestrians
Example: Guard rails are placed to channel pedestrians away from crossing at the mouth of a road junction

Spacing

Spacing - deliberate separation of system elements in space - can also be used strategically to cause users to follow a path or sequence of operations or interactions. For example many supermarkets are laid out with common items such as milk and bread at the back of the store, meaning that shoppers pass many other shelves of items (with potential for impulse purchase) on the way to their ‘target’, and on the way back to the checkouts at the front of the store.

Spacing can also be used to cause users to follow procedures requiring a delay between performing operations - the ‘on’ switch for a lathe may be spaced far enough away from the chuck that it is impossible for the operator’s fingers to be in a dangerous position as the device is switched on. Along similar lines, spacing light switches for different parts of a corridor or stairway apart so that they must each be switched on in sequence individually when needed (rather than allowing users to switch them all on at once) may reduce unnecessary electricity use.

Dairy section drives traffic to rear of supermarket
Example: Dairy items are often positioned to drive traffic to the rear of a supermarket. Image from wander.lust

Orientation

Orientation is necessarily related to placing and spacing - the relative angle or attitude of system elements can be used as a mechanism for encouraging or channelling users to follow a path or perform actions in sequence. A trivial example is the use of angled walls to ‘funnel’ pedestrians along a particular path. It can also be used to cause users themselves to change their orientation in response, where this is part of an intended sequence of user behaviour - the staggered pedestrian crossings which make sure users turn to face the direction of oncoming traffic, as mentioned in Part 1, use the changing orientation of the walkway to change users’ orientation.

Pedestrian crossing staggered to cause users to face oncoming traffic
Example: A staggered pedestrian crossing designed so that users face oncoming traffic. Image from the UK Highway Code.

Movement or oscillation

Movement or oscillation may involve changing the placing/spacing/orientation of system elements, and can be applied in a physical or metaphorical sense. A moving indicator which guides the user through a process or sequence, or indeed, brings system elements which require interaction to the user (or routes them past), encourages (or forces) following procedures in the ‘right’ order.

Consider this mechanism as a dynamic implementation of placing/spacing/orientation: it has the potential to control much more fully the order in which users are exposed to objects or functions. The most obvious examples are conveyors on production lines, bringing components or products to stationary workers in the right sequence, but even museum exhibits such as the Crown Jewels may be displayed in a rotating or constantly moving case, which displays them to visitors in a certain order and reduces the possibility of undesired interactions.

Conveyor brings items to user in the right sequence
Example: A conveyor (such as this on a Krispy Kreme doughnut preparation line) brings products or components to workers in the right sequence. Image from Silversprite

In part 3, we’ll look at the Poka-yoke approach to getting someone to do things in a particular order.

J G Ballard & Architectures of Control

Ballardian

Over at the brilliant Ballardian, editor Simon Sellars has just published my article ‘J.G. Ballard & Architectures of Control‘, where I take a brief look at how Ballard’s work repeatedly examines ‘the effect of architecture on the individual’ - something central to both the physical and psychological aspects of my research. Many thanks are due to Simon for giving me the opportunity to write for this (very knowledgeable) audience, and I hope I’ve done the subject justice.

Surveillance cameras hung like gargoyles from the cornices, following me as I approached the barbican and identified myself to the guard at the reception desk… High above me, fluted columns carried the pitched roofs, an attempt at a vernacular architecture that failed to disguise this executive-class prison. Taking their cue from Eden-Olympia and Antibes-les-Pins, the totalitarian systems of the future would be subservient and ingratiating, but the locks would be just as strong.

Super-Cannes, chapter 15.

Towards a Design with Intent ‘Method’ - v.0.1

As mentioned a while back, I’ve been trying to find a way to classify the numerous ‘Design with Intent’ and architectures of control examples that have been examined on this site, and suggested by readers. Since that post, my approach has shifted slightly to look at what the intent is behind each example, and hence develop a kind of ‘method’ for suggesting ’solutions’ to ‘problems’, based on analysing hundreds of examples. I’d hesitate to call it a suggestion algorithm quite yet, but it does, in a very very rudimentary way, borrow certain ideas from TRIZ*. Below is a tentative, v.0.1 example of the kind of thought process that a ‘designer’ might be led through by using the DwI Method. I’ve deliberately chosen an common example where the usual architectures of control-type ’solutions’ are pretty objectionable. Other examples will follow.

General view of the method diagram v.0.1

Basics of the DwI Method, v.0.1

1. Assuming you have a ‘problem’ involving the interaction between one of more users, and a product, system or environment (hereafter, the system), the first stage is to express what your intended target behaviour is. What do you actually want to achieve?

2. Attempt to describe your intended target behaviour in terms of one of the general target behaviours for the interaction, listed in the table below. (This is, of course, very much a rough work in progress at present, and these will undoubtedly change and be added to.) Your intended target behaviour may seem to map to more than one general target behaviour: this may mean that you actually have two ‘problems’ to solve.

General target behaviours v.0.1

3. You’re presented with a set of mechanisms - loosely categorised as physical, psychological, economic, legal or structural - which, it’s suggested, could be applied to achieve the general target behaviour, and thus your intended target behaviour. Some mechanisms have a narrow focus - dealing specifically with the interaction between the user and the system - and some are much wider in scope - looking outside the immediate interaction. Different mechanisms can be combined, of course: the idea here is to inspire ’solutions’ to your ‘problem’ rather than actually specify them.

The mechanisms, illustrative v.0.1

 

An example

This example is one that I’ve covered extensively on this blog: the most common ’solutions’ are, generally, very unfriendly, but it’s clear to most of us that the ‘wider scope’ mechanisms are, ultimately, more desirable.

Original photo by David Basanta
Sleeping on a bench in Hyde Park, London. Photo by David Basanta

Introduction

A number of benches in a city-centre park are occupied overnight or during parts of the day by homeless people. The city council/authorities (’they’) decide that this is a problem: they don’t want homeless people sleeping on the benches in the park. Expressed differently, their intended target behaviour is no homeless people sleeping on the benches.

So, which of the general target behaviours is closest to this?

Currently the list (disclaimer: v.0.1, will change a lot, letter allocations are not significant) is:

A1:  Access, use or occupation based on user characteristics
A2:  Access, use or occupation based on user behaviour
B:   No access, use or occupation, in a specific manner, by any user
C:   User provided with functionality only when environmental criteria satisfied
D:   Separate flows and occupation; users have no influence on each other
E:   Interaction between users or groups of users
F:   No user-created blockages or congestion caused by multiple users
G:   Controlled rate of flow or passage of users
H:   User follows process or path
I:    User pays the maximum price which still results in a sale

While we might think the ‘discriminatory’ implications of A1 and A2 are relevant here given our assumptions about the authorities’ motives, in fact ‘they’ probably don’t want anyone sleeping on the benches, regardless of whether he or she’s actually homeless, just having a lunchtime nap before returning to a corner office at Goldman Sachs, or anywhere in between. They don’t mind someone sitting on the bench (grudgingly, that would seem to be its purpose), as long as it’s not for too long (that’s another ‘problem’, though with very similar ‘solutions’), but they don’t want anyone sleeping on it. It’s not exactly the same problem as preventing anyone lying down (we might imagine a bright light or loudspeaker positioned over the bench, which allows people to lie down but makes it difficult to sleep), but the problems, and most solutions, are very close.

So it turns out that B, ‘No access, use or occupation, in a specific manner, by any user’, best matches the intended target behaviour in this case:

General Target Behaviour close-up, v.0.1

From mechanisms to ’solutions’

Looking at the diagram (PDF, 25k, or click image below), a number of possible mechanisms are suggested to achieve this target behaviour. (Again, a disclaimer: this is very much work in progress, and many mechanisms are missing at this stage.) There are physical, psychological, economic, legal and structural mechanisms, some with a narrow focus, and some much wider in scope.

Category B preview, v.0.1

I’ll try to pick out and discuss a few mechanisms - physical, psychological and structural (leaving out the legal and economic for the moment) - to demonstrate how they can be applied in the context of the bench example, but first it’s important to note two things:

  • Different mechanisms can of course be combined to produce solutions: e.g. legal mechanisms would need some kind of surveillance, either human or technological, to enforce; a ‘stick‘ approach along with a ‘carrot’ may be more effective than simply one or the other. So a fine for interacting with the system (i.e. sleeping on the bench) would probably have more effect if combined with making the alternative more attractive, e.g. providing somewhere else for people to sleep.
  • None of these mechanisms is an actual ’solution’ to the ‘problem’ directly, and even if applied rigorously, the actual effectiveness in terms of physically forcing, psychologically encouraging, or otherwise enforcing the intended target behaviour is not guaranteed. Users are not mechanical components; nor are they all rational economically. Your results will vary.
  • The most obvious physical mechanism for addressing the issue is the placing of material - to interrupt the surface of the bench, or perhaps even to cause injury (usually not done deliberately with park benches, but surely done, at least in the sense of conditioning the user not to repeat the interactions, with some pigeon spikes, barbed wire, anti-climb and various anti-sit spikes).

    Mechanisms close-up, v.0.1

    Interrupting the surface of the bench is usually done by adding central armrests (which do at least serve another function in addition), as illustrated here:

    New anti-homeless bench being installed at Richmond Station

    Belson Georgetown Bench
    A new bench with armrests being installed at Richmond Station, just as London Overground takes over from Silverlink; and the Belson Georgetown Bench, “Redesigned to face contemporary urban realities, this bench comes standard with a centre arm to discourage overnight stays in its comfortable embrace.”

    Of course, it is possible to sleep on a bench with central armrests, but it’s certainly discouraging, as the Belson quote suggests.

    Sleeping over armrests on bench, photo by Rick Abbott
    Photo by Rick Abbott

    Placing of material could equally be subtractive rather than additive - so interrupting the surface might also suggest removing elements to prevent or discourage sleeping. This could be in the form of removing every (say) third section of a bench, thus making the remaining length too short to lie down on properly (this has been done in some airport lounges), making the benches shorter altogether, or even separating the seats into ’single-occupancy benches’ - which would seem to be suggested by the spatial mechanism:

    Short bench - image from Yumiko Hayakawa Single occupancy benches - photo by Ville Tikkanen
    “A man tries to sleep on a deliberately shortened bench at the park” - photo from this excellent article by Yumiko Hayakawa discussing anti-homeless measures in Tokyo; ‘Single-occupancy benches’ in Helsinki - photo by Ville Tikkanen

    Indeed, simply narrowing the bench (making a kind of perch), and/or removing the backrest from a bench which already has central armrests, so that someone can’t even lean back to doze, would also count in terms of removing material.

    Mechanisms close-up, v.0.1

    Designs suggested by the orientation of material mechanisms are also fairly common - most often, a simply angled seat surface, as used on many bus-stop perches or these benches:

    Angled bench - photo from Yumiko Hayakawa
    “Can’t Lie Down, Can’t Lean Back - A man has a hard time getting a break on this partitioned, forward-leaning bench at Tokyo’s Ueno Onshi park”. Photo from Yumiko Hayakawa’s article.
    Bench by Joscelyn Bingham
    The ‘Lean Seat’ by Joscelyn Bingham

    Curved surfaces, both convex and concave, can also be employed:

    Curved bench - photo from Yumiko Hayakawa Curved bench - photo from PhatalbertConvex surface tubular bench in Tokyo - photo from Yumiko Hayakawa’s article; Concave surface bus shelter perch in Shanghai - photo by Albert Sun

    And curvature can be combined with the use of armrests (and height - which suggests that spatial might also be expanded to include something like “dimensional change to alter distance between elements of system”) to create something like the ‘Oxford Cornmarket montrosity’, which might prevent people sleeping on it, but certainly doesn’t stop people occupying it in a way the designers didn’t intend:

    Monstrosity, Oxford Cornmarket

    Monstrosity in use, Oxford Cornmarket
    The ‘benches’ in Oxford’s Cornmarket Street, discussed here and here. Second photo by Stephanie Jenkins

    Looking at some of the other relevant physical mechanisms, it’s worth noting that change of environmental characteristic - ‘local temperature change’ - also finds an expression in the convex Tokyo bench pictured above - as Yumiko Hayakawa notes in the original article:

    The hard curved surface of this stainless-steel bench, too hot in summer, too cold in winter, repels all but one visitor to Ikebukuro West Park.

    We might also think of positioning a street lamp right above a bench - to make it took bright to sleep there easily at night - as a similar tactic in this vein, ‘local illumination change’.

    What about the other relevant physical mechanisms? Change of material characteristic could mean a bench that deforms in some way when someone lies on it, or maybe has an uncomfortable surface texture (nails?). But both of these would probably preclude the bench’s use for sitting, in addition to sleeping. Movement or oscillation could suggest a bench which is balanced somehow so that it requires the user’s feet to be on the ground, in a normal sitting position, to keep it stable, and which would fall over (extra degree of freedom introduced) when someone tried to lie down on it, or maybe a bench which is sited on a turntable continually rotating, or a vibrating base, so that the user’s feet on the ground are again needed for stabilising, and someone lying down would fall off. None of these is an especially realistic ’solution’, but would all address the ‘problem’ even if simultaneously introducing others.

    (At this point, we might consider that if the ‘problem’ mainly occurs at night, we might want a bench that only becomes un-sleepable on - or unusable - at night. This would be best addressed by general target behaviour C, ‘User provided with functionality only when environmental criteria satisfied’ - many of the suggested mechanisms will be similar, but with conditional elements to them - if it is dark, or after a certain time, the bench might automatically retract into the ground, or become uncomfortable, if it weren’t already.)

    As noted on the diagram (PDF, 25k), I’ve (so far) had a bit of a mental blind-spot in coming up with wider-scope physical mechanisms to address this general target behaviour. The only sensible ones so far relate to applying the placing of material on the approach to the system, so in this case, it might mean putting the bench on an island surrounded by mud, water or spikes and so on, which doesn’t really seem useful. This wider-scope line-of-thinking needs much further development for some types of mechanisms, although it’s fairly obvious where it relates to making an alternative system more attractive.

    Mechanisms close-up, v.0.1
    Narrow-scope psychological mechanisms

    Turning to psychological mechanisms, with both narrow and wider scopes, the emphasis pretty much comes down to a ’stick’ or ‘carrot’ approach: either scare/warn/otherwise put off the user from sleeping on the bench, or make an alternative more attractive/available. It’s about creating unattractive perceived affordances, perhaps, where the physical mechanisms are about removing real affordances.

    From the narrow scope point-of-view, some of the applicable psychological ’solutions’ might include: ‘warning’ potential sleepers off with signage or colour schemes (not that this would do much; it’s more likely to provoke amusement, as in the photo below); making benches which look uncomfortable (whether or not they are); paying(?) scary or unattractive other ‘users’ to hang around the bench to scare people away (which perhaps defeats the object slightly); or, probably most likely, using overt surveillance of the bench, by humans or cameras, which brings in considerations of the legal mechanisms too (and maybe economic, in the form of fines). Another aspect of surveillance is making the (unwanted) interaction visible to other users - using the pressure of social norms to ’shame’ people into not doing something (positioning the sink outside the bathroom, in a kind of ante-room visible to others, is a good example), but it’s difficult to see how to apply this to the bench example - even if the bench is, say, positioned where lots of people will see the user sleeping on it, the pressure to vacate it is pretty low. This is a kind of ‘public’ feedback; feedback itself is an extremely important psychological mechanism in interaction design, but seems (from my research so far) to be much more applicable to some of the other general target behaviours.

    Sign in bushes, photo from Tacky Fabulous Orlando Mechanisms close-up, v.0.1
    A genuine sign in Orlando, via Boing Boing; and some applicable wider scope psychological mechanisms.

    The wider scope psychological mechanisms are much more positive - indeed, more positive than anything else so far in this example. Here, the aim is to make alternative systems - i.e. an alternative to sleeping on the park bench, whatever it might be - more attractive. This is where this sort of thing comes into play:

    Sean Godsell, House in a Park Sean Godsell, House in a Park
    Sean Godsell’s ‘House in a Park’, a bench that folds out into a rudimentary shelter (above) and (below) Bus Shelter House, which “converts into an emergency overnight accommodation. The bench lifts to reveal a woven steel mattress and the advertising hoarding is modified to act as a dispenser of blankets, food, and water.”
    Sean Godsell, Bus Shelter House

    Note that at this level, the alternative systems themselves are attractive (more attractive than sleeping on the park bench) by simply fulfilling users’ needs rather than any psychological ‘tricks’. There is a lesson there.

    ‘Guerrilla’ responses by users frustrated at heavy-handed anti-user measures don’t directly have a place in the DwI Method, at least as currently constituted, but in this case, for example, providing temporary cardboard seating (/sleeping benches) or even parts that fit over benches with central armrests to permit sleeping once again, as Crosbie Fitch suggests, are worth thinking about:

    Perhaps also, for each anti-sit seat design, one could come up with cardboard add-ons that re-enable long-term seating and recumbence. These could be labelled “Temporary Seat Repairs”, “Protective Seat Covers”, “Citizen City Seats”, or something far wittier.

    Mechanisms close-up, v.0.1

    It’s the structural mechanisms which suggest the more large-scale ’solutions’, from provision of alternative systems (as in the Sean Godsell examples above) to actually removing the need for anyone to sleep rough. Ultimately, of course, that’s a better goal than any of the above - anything discussed in this article - but it’s not really a ’solution’, rather a desirable aim, or even an intended target behaviour in itself, addressing a social issue rather than a ‘design’ one. Addressing the ‘disease’ rather than merely disguising the symptoms is surely preferable in the long-term.

    Alternatively, some cities have simply removed benches altogether where there is a ‘homeless problem…

    Benches removed - photo by Fredo Alvarez
    Benches stripped in Washington DC - “A small homeless population [had grown] there within the past few months”. photo by Fredo Alvarez.

    …’removal of system entirely‘ being the structural mechanism there: doing absolutely nothing to help the homeless users, and in the process removing the benches for everyone who uses the park.

    Conclusions

    The choice of such a negative example for demonstrating this very early version of the Design With Intent Method - where almost all the ’solutions’ suggested are anti-user and generally unfriendly - reflects, pretty much, where my ‘architectures of control’ research came from in the first place. Most of the examples posted on the site over the past couple of years have generally been about stopping users doing something, forcing them to do something they don’t want to do, or tricking them into doing something against their own best interests - certainly more than have been about more positive efforts to help and guide users.

    I thought that using the DwI Method initially to see if I could ‘get inside the head’ (possibly) of the ‘they’ who implement this kind of disciplinary architecture would be a useful insight, before applying the method to something more user-friendly and worthwhile - which willl be the next task.

     

    *As ‘Silverman’ cautioned before, the aim must not be to remove the use of engineering/design intuition - most creative people would not respond well to that anyway - but primarily to inspire possible solutions.

    Design with Intent

    I’ve recently been doing a vast amount of reading (and writing a brief paper) on architectures of control-type strategies and precedents, from lots of different fields, as a precursor to planning the first practical parts of my PhD research, and in trying to classify and categorise different approaches, I’ve once again had to think about defining exactly what it is I’m investigating.

    ‘Architectures of control’ is a powerful label, and fits well (I think) with the original definition I applied to it, but on a more abstract level, these kinds of strategies - whether the ‘control’ is persuasion, coercion, stick, carrot, or something else - are all about intent on the part of the designer (as noted by ‘Silverman’ in a comment here). All the strategies involve design intended to result in certain user behaviour. The designer/engineer/planner, or his/her masters (corporate or political) have particular behavioural outcomes in mind for the interaction between user and product/system/environment (whether or not those intended outcomes actually occur is another matter). So, I considered Design with Intent (DwI) to encompass, more succinctly, the scope of my research. As such, I’ve added the phrase to the blog’s title; the ‘Architectures of Control’ part will remain in addition. Previous name change discussions raised some very interesting points about the merits and implications of different terminology.

    Close-up of new header image.

    The blog itself will also be changing a bit. If you’re reading directly rather than via RSS, you’ll have seen the new header image (larger version above), which attempts to symbolise both the architectural and the technological by inserting a building onto PCB-like tracks and pads: product and building design can very much be components of intentionally engineered behavioural systems, which is to some extent the message the blog’s trying to put across. I’ve loosely modelled the building in the image on the heavily Brutalist Brunel University Lecture Centre, by Richard Sheppard, most famous from its appearance as the Ludovico Centre in A Clockwork Orange. Many Brutalist (and Modernist) structures strike me as being very much like scaled-up consumer products set into a larger landscape (possibly why they seem to appeal more to designers and engineers than to the general public); what better to represent the idea of product architecture than actual architecture which resembles a product, or even an electronic component? It even has pins in the right place.

    You might also notice that I’ve relegated the ‘Fulminate‘ posts to their own position in the sidebar - from now on, they won’t directly appear in the main body of the homepage, though if you click on the logo you can see them all, at fulminate.co.uk (which is really just architectures.danlockton.co.uk/category/fulminate). The main reasons for moving them are that a) not being about architectures of control, they tended to distract from the main focus of the blog, and potentially confuse new readers, b) they’re generally (so far) about things such as freelancing or Runnymede which are of interest to a different set of readers and c) if I want to develop Fulminate further as a blog, it will be neater standing slightly separated. The idea of having everything thrown together in the same blog seemed good at the time but in practice it irritated me a little too much. Hey, it’s just the annual re-branding.

    My aim is to maintain this blog more consistently in 2008, and make it useful as an archive of DwI examples, techniques and approaches, as well as chronicling my PhD research and (hopefully) helping engage other designers and technologists interested in this area. In that vein I really do hope to reply to e-mails more quickly, engage further with commenters, and so on, as well as rewriting much of the introductory material linked from the sidebar so that it’s more up-to-date and benefits from examples that have come to light over the past couple of years, as well as actually explaining my current research. Now that I’ve got something more closely approximating a ‘normal’ working week, as opposed to the arbitrary hours that freelancing entails, it ought to be possible to keep up this website in a timely and regular manner. We’ll see.

    I believe in mirror-queues

    Meagan Call has written a very interesting piece examining the technique used in some (women’s) public restrooms* of moving the mirrors to the wall near the entrance/exit, rather than behind the sinks as might be expected (and is usually found in mens’ facilities), to lessen queueing and speed up throughflow:

    No mirrors behind the sinks: photo by Meagan CallMirrors by exit instead: photo by Meagan Call

    Women often linger, using the excess water from their recently scrubbed hands to squish, flatten, and fluff their hair. I’ve seen women who don’t bother to wash their hands bend over the sinks to play with their hair or re-touch makeup. And of course, some women go into the restroom for the sole purpose of looking into the mirror. No mirror equals less congestion, people washing their hands can get to the sinks more easily, and will leave more quickly.

    Moving the mirror near the doors is actually an intelligent solution… by moving the mirrors away from the water, primping is less desirable. In addition, by placing it in the pathway of the door, people are more likely to feel foolish and in the way, and are therefore more likely to pass by quickly. The open space does not invite people to stay and look in the mirror.

    Meagan’s analysis is spot-on - this is a clever technique which is subtle enough not to be noticed by the majority of users, but which nevertheless shapes their behaviour. The agenda is one of social benefit (for the greater good of the other users, reducing congestion) rather than explicitly commercial (in the context of the service area where the facilities are located), but it presumably has the effect of reducing complaints, hence increasing customer satisfaction even if only marginally.

    We’ve looked before at some of the issues around mirrors in a retail environment, but in a confirmation/corollary of Meagan’s thoughts, I’ll end with two pertinent quotes:

    Stand and watch what happens at any reflective surface - we preen like chimps, men and women alike… Mirrors slow shoppers in their tracks, a very good idea for whatever merchandise happens to be in the vicinity.

    Paco Underhill, Why We Buy.

    A large hotel in an American city received many complaints about the slowness of its elevators. It installed mirrors next to the elevator doors. The complaints ended.

    Lawrence Lessig, Code and Other Laws of Cyberspace

    ………..

    */bathrooms/toilets/conveniences/other

    Photos from Meagan Call.