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The approach that I apply to design has&nbsp;
evolved over a considerable amount of time.

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And the name that I use to&nbsp;
describe it has also been evolving.

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But the reason for that is because I'm also&nbsp;
changing what it is that we approach as designers.

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So, in the very beginning, when I first started&nbsp;becoming a designer – which is the 1980s –

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I was concerned about the early adoption of computer&nbsp;systems

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which were really almost impossible for anybody to understand;

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even the experts who&nbsp;designed them
were making errors in using them.

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And there's a famous case where

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the early Unix&nbsp;
systems had a text editor that was called "Ed" – for "Editor".

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You could type away and type your&nbsp;
program or your text, whatever you're doing,

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and spend several hours typing it, and you have this&nbsp;wonderful document.

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And then you — "Ah, I'm finished!"; then you turn off the machine and go home.

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And&nbsp;you come back the next morning to continue and...

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It wasn't there.

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Well, why wasn't it there?
Because you didn't *save* it.

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And, well, you mean...

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The system doesn't bother to tell you&nbsp;
when you try to turn it off that

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"Hey, do you want to save the information?"

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It was little&nbsp;things like that that were so frustrating.

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In the early days, what we did is we tried to study&nbsp;
the people who used these complex systems.

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And it was not just computer systems.
I actually started&nbsp;off studying

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nuclear power systems – some of the nuclear power accidents

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where the control rooms&nbsp;
were so badly designed that if you wanted to cause

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an error, you could not have done a better job&nbsp;
in designing something to cause errors.

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And then *aviation safety* where lives were at stake – many&nbsp;lives were at stake.

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And there were a huge amount of research and work done,

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and that was a really good&nbsp;
place to work.

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I worked with the American National Aeronautics and Space Administration – NASA.

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Most&nbsp;people think of NASA as shooting rockets up into space,

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but they forget the first two letters – "NA"&nbsp;– are "aeronautics".

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And so, NASA is the world's leader often in aviation safety.

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And that's where I started.

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So, we were looking, though, at the *users* of these systems, and so we called them "users".

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And I was at&nbsp;the University of California, San Diego at the time.

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And my research group, Stephen Draper and I

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edited&nbsp;a book that we called "User Centered System Design".

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And, of course, the initials of "User Centered&nbsp;System Design" is the name of my university: UCSD.

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But we emphasized, first of all,&nbsp;
focusing on the users – the people&nbsp;–&nbsp;

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and, second of all, that it was a system.

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The&nbsp;system stuff, though, kind of got dropped.

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And we decided we didn't really like the focus&nbsp;on users.

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Why are we calling you "a user"? You're a *person*.

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Why don't we call you "a person"?

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And so,&nbsp;we started to call it *human-centered design*.

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And many people ask me what the difference is&nbsp;between user-centered design and people-centered&nbsp;design.

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And all I can say is it's the same&nbsp;
thing – it's just a little bit later in time.

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Well human-centered design – and sometimes&nbsp;I even call it "people-centered design"&nbsp;&nbsp;

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– because I don't call you "a&nbsp;human";

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I call you "a person" –

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has evolved to having four major principles&nbsp;– namely,

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- Focus on the people.
- Make sure you solve the right underlying problem.

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- Think of&nbsp;everything as a system. And 
- Do iterative work.

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Because we're never going to get it right;&nbsp;
people are far more complex,

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and societies are even more complex than individual&nbsp;people.

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So, we have to experiment, do a test,

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modify, and continually improve.

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So, that's the basis&nbsp;of all of these.

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Now, I've come to start the term *humanity-centered design*.

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And why&nbsp;is that?

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Well, focusing upon the individuals

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is often not quite right.

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You have to focus&nbsp;upon the groups of people, the societal issues.

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You have to focus upon a larger set of things.

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When you do a system analysis, that's what happens.

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And so, that's why I've decided I&nbsp;
will start calling a lot of what I do

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*humanity-centered design*.

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But I still&nbsp;consider all of these to be one similar approach.

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And, in fact, some&nbsp;people just call it "design thinking".

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Design thinking has other attributes.

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For&nbsp;example, when I say we have four major principles,

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I don't say anything about how we actually get&nbsp;
the clever new idea that's the breakthrough.

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How do I actually do the thinking and the creative&nbsp;work?

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And so, a lot of the emphasis in the design thinking world

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are the techniques and methods that&nbsp;
we use to come up with novel, important

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and robust and doable solutions.

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So, but all of these have to&nbsp;come together.

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So, in the design world, we must have

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many, many different methods and many different&nbsp;techniques

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and many different approaches.

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But what unites all of us in the field that I am talking&nbsp;about

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is the focus upon people, society, humanity.

