nology we create results in
the same sort of confused,
lost experience. In our work
we constantly see people who
can’t find a menu item they’ve
found before, are uncomfortable
exploring configuration, or don’t
know how to select multiple
items. What should be easy is
daunting, complex, misunderstood, frustrating, sometimes
feared, and often ignored.
In our producer-consumer
society, the users don’t have the
mental model that the makers
have. While we like to point to
the viral video of infants using
iPads or tell the joke about our
children having to show us how
to install a piece of software,
we have to ask ourselves if we
believe that the youngest generation doesn’t—and won’t—have
the same set of fundamental
disconnects between how they
understand technology interactions and how designers create those interactions. Even if
that’s true, do we want to wait
(in a manner of speaking) until
today’s video star is 80 and
we’re all long gone before we
have a society that is enabled
by, instead of frustrated by,
technology?
Does It Bring New
Experiences and Capabilities into
People’s Lives?
In our communities of practice,
we think about this a lot: discussions of meaning, storytelling,
and delighters are ever present
in our conferences, mailing lists,
and design-planning sessions.
Thanks to digital technology,
new and meaningful experiences
are everywhere we look. We can
share photographs immediately
from just about anywhere, we
can get real-time advice about