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Push Table, Jennifer Hing
Above & below: ‘Push’ Table by Jennifer Hing.
Push Table, Jennifer Hing

Jane Fulton Suri‘s wonderful Thoughtless Acts? chronicles, visually, “those intuitive ways we adapt, exploit, and react to things in our environment; things we do without really thinking” – effectively, examples of valid affordances perceived by users, which were not designed intentionally.

Observing how people actually ‘make use’ of/hack the products, systems and environments around thememergent user behaviour – and extracting lessons and ideas which can then be applied developing new and improved products, is a cornerstone of IDEO’s human factors strategy, and it seems to have been very successful. It’s an intelligent way of designing.

So I was excited to see, at New Designers last week, some inspired projects based around exactly this kind of thinking.

Jennifer Hing (Manchester Metropolitan, Three Dimensional Design) has dedicated her work to just this principle (as she puts it, “I design around people’s natural behaviour, bending objects around the fine details of living”) with a pair of beautifully simple, efficient pieces of furniture, the ‘Push’ Table and Hallway Stand, both of which intentionally afford users what they’d like to do anyway, at just the right moment:

Clearing the table is a simple task made complicated by the search for an alternative surface to temporarily relocate anything removed. An easy and desirable solution is to push everything off the surface and out the way, yet this movement is contrary to what culture, experience and common sense has taught us.

This table is based around the ‘pushing’ action. The sloped surface gently catches falling items, containing them until next required. It allows the most basic and initial response to clearing the table to take place.

As someone whose filing system consists mostly of using every horizontal surface I can find to deposit strata of tools, books, papers, components, etc, the utility of the Push Table resonates very much. I can even imagine building (adjustable) separators into the sloped section, to allow a primitive physical filing system to emerge (but see also Anna Harris’s Ifiltro, discussed below).

Push Table, Jennifer Hing
Above: ‘Push’ Table; Below: Hallway Stand by Jennifer Hing.
Hallway Stand, Jennifer HingHallway Stand, Jennifer Hing

The hallway… holds strong routines in preparation for departure, individual to everyone. It can range from busy and hectic to quiet and empty within seconds, it experiences different weights of traffic depending on the time of day and is the instant dumping ground for anything that may arrive through the front door. It is an intense yet brief environment… The Hallway Stand is the amalgamated solution to many of the little actions and issues we have in that particular environment. It provides one collected place for coats, shoes, bags, keys, post and anything else we allow to loiter there. The aim is to simplify and contain this highly functional area.

It’s angled so it can be leant against any wall, with the shelf/drawer/oddment tray horizontal, and has an array of peg-type hooks that by the look of it could be used for lots of different things. Again, almost inviting emergent behaviour. Jennifer’s personal statement is also, very rarely for a new graduate designer, clear and eloquent about what she wants to do: “I want to make better use of and develop people’s initiative alongside bringing ease and fluidity to everyday actions.” I wish her the best of luck: this approach to design really is an open door waiting to be pushed, if only you can find where to push.

My Table, Tiina Hakala
Above & below: My Table by Tiina Hakala
My Table, Tiina HakalaMy Table, Tiina Hakala

Tiina Hakala‘s My Table embodies some similar thinking (as does her Stor chair):

This project started as a research how people misuse items, for example how we often sit on tables or hang our clothes on door handles. This ‘unintentional design’ worked as an inspiration for My Table. We often use our desks for something totally different than working… I tried to keep this in mind and find a storing solution for the endless items, lamps, pens, paper folders, etc, we keep on our desks.

My Table offers endless possibilities to customize your workspace. The re-configurable sheet metal parts slide between two tabletops that allow you to move them around and organize them in an order that fits perfectly for you.

Again, this is a clever and neat approach – the variety of parts reminded me of the kinds of add-on bins, brackets and workpiece holders often found around machine tools where experienced machinists have adapted their environment to match their workflow. (Looking in detail at how other people set up their workshops/studios/desktops (in all senses) is endlessly fascinating.) Tiina’s system uses a table top with a slot all the way round to hold the tab on the add-on parts, but a system with adjustable clamps (sprung or threaded) could also work very well, if perhaps not as elegantly.

In addition to the utility value, there’s also the ‘personalisation’ benefit, as Tiina (UCCA Rochester, Furniture & Product Design) mentions on her website: arranging these holders, lamps, bins, hooks and so on does allow a workspace to match the user’s mental model much more closely, while displaying some personality. (Still, I’ve held by the “messy desk a sign of a sophisticated mind” philosophy ever since seeing a newspaper article with that title stuck to the underside of another kid’s desk lid at the age of 8 or 9.)

ifiltro, Anna Harris
Above & below: Ifiltro table by Anna Harris
ifiltro, Anna Harris

The Ifiltro table, by Anna Harris, is very clever indeed. As the accompanying cards explained:

Remove items from your pockets – Drop or place the contents onto the Ifiltro table top – Small items such as keys and money will filter through to a drawer below.

I don’t know if Anna’s thinking was along the same lines as Jennifer and Tiina’s, but the design’s addressing a very similar area, and it’s something that’s simple and, fundamentally, elegant.

It reminds me of an example I saw in a (GCSE?) design & technology textbook, where a student’s design for a ‘machine to sort two different sizes of marbles’ (a brief which may conjure up images of sensors, comparators, gates, etc) was simply two diverging steel rails made out of coat hangers, with two trays underneath, so that as they rolled along the rails, smaller marbles dropped into the first tray and larger marbles into the second. We don’t see that sort of design thinking often enough – I guess it’s a kind of analogue computing (I know I’ve gone on about it before).

What do all these projects have in common? They’re fundamentally about matching the product’s affordances to what the user would like to be able to do in a situation, based on observations of users’ behaviour and unintended perceived affordances found in artefacts. That’s quite a mouthful. We could call it designing for behaviour, maybe. It’s design to match behaviour rather than design to cause behaviour (which is most of what I talk about on this site).

But then, the affordance of, say, the sloping section on Jennifer’s table, means that a user will perceive it and be more likely (probably) to use it, than sweep stuff onto the floor. So it does ’cause’ user behaviour, in a way, as does all design.

I’ll come back to this idea, as once we start looking at products with more technological content, it perhaps becomes easier to distinguish the ideas of ‘product behaviour’, ‘user behaviour’ and ‘overall behaviour’ (an idea I’m grateful to Ed Elias for).

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Springer delivery note
Springer delivery note

This delivery note from Springer informs me that the book I’ve bought “must not be resold”. Good luck with that. So have I bought it or not? Or have I bought a licence to read it? What if I give it away?

Many companies would love to be able to control what users can do with things they buy, or with information after someone’s learned it. We know that, and we know that, fundamentally, it’s not going to work. You can try and shape behaviour, to guide users into helping themselves, but nonsense such “end-user licence agreements” for books has no mechanism of enforcement, and offers no benefit to the reader if he/she obeys it anyway.

How valid, legally, are any of these “post-purchase conditions”, anyway? Surely the first-sale doctrine or its equivalents allow users to re-sell items they buy with impunity?

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Tumble Sums by Sarah BurwoodWe’ve covered teaching machines and programmed learning textbooks a few times on the blog, and I’ll admit to a general fascination with analogue computing and similar ideas, ever since reading John Crank‘s Mathematics and Industry as a teenager, after finding it in a skip (dumpster) along with a lot of other very interesting books*. It was the idea that you could build an analogue electrical circuit, with resistors, capacitors and inductors, to model many physical phenomena (gravitational fields, etc), which really intrigued me, brought up in a world where computation was presented as entirely digital.

But I digress. A lot of the fascination comes from seeing a different way to explain a concept to someone else: a structured, alternative form of learning or understanding a problem, which is, somehow, immensely satisfying. There’s always the glint of a possibility that if we could find different ways to explain difficult or complex subjects, more people might be able to understand and appreciate them.

Sarah Burwood, a graduating Industrial Design student showing her work at Made in Brunel this week, has created Tumble Sums, a ‘Child’s Mechanical Visual Calculator’:

Tumble Sums by Sarah Burwood

Helping children understand fundamental mathematical principles, Tumble Sums is a calculating tool which visually shows a child how an answer is being reached. Calculations are solved in a physical way, based solely on mechanical operations. Tumble Sums focuses on an understanding of the way children think, their mathematical understanding and the psychology behind these aspects.

It looks to be beautifully machined from acrylic sections, and that height alone makes it extremely imposing. Imagine one of these at the back of every primary-school classroom!

This concept of making hidden processes visible in order to aid the construction of the user’s mental models is something that will, I think, be an important component of lots of more advanced interfaces in the years ahead, particularly in areas where, fundamentally, we’re bad at understanding the consequences of our actions (environment, health, finances). It’s maybe allied to constructionism, though by no means the same idea.

*Incidentally, the morning I first turned up at Brunel again as a PhD student, I sat in the wonderful garden John Crank had created, reading Vance Packard’s The Waste Makers, waiting for the doors to the building to be unlocked.

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I met a lot of remarkable people in Finland, and some of them – they know who they are – have given me a lot to think about, in a good way, about lots of aspects of life, psychology and its relation to design. Thanks to everyone involved for a fantastic time: I was kind-of aware of the idea of Csíkszentmihályi’s flow before, but something about the combination of week-long permanent sunlight, very little sleep, great hospitality and a hell of a lot of interesting, clever people, brought home to me the reality of the phenomenon, or one quite like it.

A couple of the people it was great to meet were Loove Broms and Magnus Bång of the Interactive Institute in Stockholm, who have worked (among other things) on innovative ways to provide users with feedback on their energy use, beyond ‘traditional’ interfaces. We’ve seen a few of the Institute’s STATIC! projects before on the blog before, but it was very interesting to be introduced to some more recent concepts from the AWARE project. They’re all well worth a look, but one in particular intrigues me, primarily because of how simple the idea is:

Puzzle Switch, AWARE project, TII
The Puzzle Switch – designed by Loove Broms and Karin Ehrnberger. One type is shown above; below, a different design in ‘On’ (left) and ‘Off’ (right) positions.Puzzle Switch, AWARE project, TII   Puzzle Switch, AWARE project, TII

The AWARE Puzzle Switchlower part of this page – really is as simple as a a series of light switches where it is very obvious when they are switched on, and which “encourage people to switch off their light, by playing with people’s built-in desire for order.”

Where else can we use this idea? The Puzzle Switch does it safely, in a way that, for example, having a lever hanging off the wall at a crazy angle (which would equally suggest to people that they ‘put it right’) would not. Is the key somehow to make it clearer to users that high-energy usage states are not ‘defaults’ in any way? That accompanying any energy use, there needs to be some kind of visible disorder (as with the irritating flashing standby lights) to cause users to notice and consciously to assess what’s going on?

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Nudge book cover
An ‘advance uncorrected page proof’ of Nudge I managed to get off Abebooks. Thanks to Hien Nguyen for the photo.

Nudge, by Richard Thaler and Cass Sunstein, is a publishing sensation of the moment, no doubt helped by Thaler’s work advising Barack Obama (many thanks to Johan Strandell for originally pointing me in Thaler and Sunstein’s direction). I’ve been reading the book in some detail over the last month or so, and while a full section-by-section review of its implications/applicability to ‘Design with Intent’ is in the works, this morning I saw that the Nudge blog’s John Balz had linked here with a post about the Oxford benches, so it seemed apposite to talk about it briefly.

Behavioural economics has/ought to have a lot of parallels with design psychology and usability research: it is effectively looking at how people’s cognitive biases actually cause them to understand, interpret and use economic systems, not necessarily in line with the intentions of the systems’ designers, and not necessarily in accordance with rational man theory. It’s clear there’s a lot in common with examining how people actually understand and use technology and designed elements of the world around them, and there would seem to be a continual bottom-up and top-down iteration of understanding as the field develops: what users actually do is studied, then inferences are made about the thought processes that lead to that behaviour, then the experiment/system/whatever is refined to take into account those thought processes, and what users actually do is then tested again, and so on. This is very much the way that many conscientious user-focused design consultancies work, in fact, often using ethnography and in-context user observation to determine what’s really going on in users’ heads and their interactions with technology.

Dan Ariely‘s Predictably Irrational is an excellent recent book which lays bare many of the cognitive biases and heuristics guiding everyday human decision-making, and he does take the step of suggesting a number of extremely interesting ‘improvements’ to systems which would enable them to match the way people really make decisions – which are, effectively, examples of Design with Intent as I’d define it.

But Thaler and Sunstein go further: Nudge is pretty much an elaborated series of applying techniques derived from understanding these biases to various social and economic ‘problems’, and discussion of how guiding (nudging) people towards ‘better’ choices could have a great impact overall without restricting individual freedom to make different choices. They call it libertarian paternalism and in itself the idea is not without controversy, at least when presented politically, even if it seems intuitively to be very much a part of everyday life already: when we ask someone, anyone, for advice, we are asking to have our decision guided. BJ Fogg might call it as tunnelling; Seth Godin might express it in terms of permission marketing.

Choice architecture

For Thaler and Sunstein, choice architecture is the key: the way that sets of choices are designed, and the way that they are presented to people(/users) is the basis of shaping decisions. (There’s a massive parallel here with designing affordances and perceived affordances into systems, which isn’t difficult to draw.) The establishment of ‘choice architects’, as Thaler and Sunstein describe them, within companies and governments – people with specialised domain knowledge, but also understanding of biases, heuristics and how they affect their customers’ decisions, and how to frame the choices in the ‘right’ way – is an intriguing suggestion.

Clearly, any system which intentionally presents a limited number of choices is in danger of creating false dichotomies and decoy effects – either accidentally or deliberately (e.g. this [PDF, 300 kB]). Manipulation of defaults raises similar questions (Rajiv Shah is doing some great work in this area). But, depending on the degree of ‘paternalism’ (or coercion) intended, it may be that intentionally misleading choice architecture might be considered ‘ethical’ under some circumstances. Who knows?

We’ll look at Nudge in more detail in a future post, but suffice to say: it is a very interesting book – my copy’s annotated with over a hundred torn-up bits of Post-It note at present – and it seems to be placing designers, of various kinds, at the centre of taking these ideas further for social benefit.

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One-way screw

One-way screws, such as the above (image from Designing Against Vandalism, ed. Jane Sykes, The Design Council, London, 1979) are an interesting alternative to the usual array of tamper-proof ‘security fasteners’ (which usually require a special tool to fit and remove). There’s a very interesting illustrated listing of different systems here.

A fastener requiring a special tool is effectively addressing the “Access, use or occupation based on user characteristics” target behaviour – and is functionally equivalent to a ‘what you have’ security system such as a padlock, except that anyone can look at almost any engineering catalogue and buy whatever special tools are needed to undo most security fasteners, pretty cheaply and easily, whereas it’s still a bit more difficult to obtain padlock master keys.

However, this kind of one-way clutch head screw, which can be tightened with a normal flat screwdriver, but is very difficult to undo using any tool (without destroying it) can be thought of as addressing a slightly different target behaviour: this is “No access, use or occupation, in a specific manner, by any user”. Even if the original installer wants to undo the screw, he or she can’t do it without destroying it (e.g. drilling it out). A few of the other systems illustrated on the Security Fasteners website also have this property:

Image from Securityfasteners.netImage from Securityfasteners.netImage from Securityfasteners.netImage from Securityfasteners.net

I’m particularly intrigued by the Shear Nuts and No Go enclosures (last two images above) – these two types effectively self-destruct/render themselves permanent as they are fixed into place. Something about this step-change in affordance fascinates me, but I’m not sure why exactly; it’s a similar idea to a computer program deleting itself, or Claude Shannon’s ‘Beautiful Machine’ existing only to switch itself off.

A step further would be a fastener or other device which (intentionally) destroys itself if the wrong tool (by implication an unauthorised user) tries to open/undo it, but which will undo perfectly well if the correct tool is used – along the lines of the cryptex in the Da Vinci Code, just as an ATM will retain a card if the wrong PIN is entered three times: it’s both tamper-evident and limits access. What other cryptex-style measures are there designed into products and systems?

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