WEBVTT

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So we know we're not just designing&nbsp;
interfaces, we're designing interactions.&nbsp;&nbsp;

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We're not just designing interactions,&nbsp;
we're designing interventions.&nbsp;&nbsp;

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That's your job. However, what do&nbsp;
we mean by design? What is design?&nbsp;&nbsp;

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This is one of those things that there'll&nbsp;
be 50,000 answers to this question.

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I'm going to give you one but&nbsp;
hopefully it's one that's helpful.&nbsp;&nbsp;

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So I'm going to say, first of all, that design&nbsp;
is about achieving goals within constraints.&nbsp;&nbsp;

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So there's some sort of goal or purpose that&nbsp;
you're after. In interaction design that might&nbsp;&nbsp;

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be about an enjoyment goal for people,&nbsp;
about giving... having somebody in
&nbsp;

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to be able to see a film or be able to listen&nbsp;
to music. Or to be able to engage in a social&nbsp;&nbsp;

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relationship. It might be a work goal&nbsp;
like achieving something efficiently,&nbsp;&nbsp;

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being able to produce videos easily.
But there's a goal there. And this is true&nbsp;&nbsp;

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probably of design in general. Even if you're&nbsp;
designing pure art, you have some sort of

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goal, which might be, again, it might be aesthetic&nbsp;
or it might be about helping people understand meaning.

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There's a purpose that you have there.
And it's about trying to achieve that purpose.

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However, there are constraints to that. You&nbsp;
do not usually have total freedom, otherwise&nbsp;&nbsp;

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you become a magician, not a designer. Those&nbsp;constraints are critical.

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Some of those design constraints might be about the kinds of&nbsp;medium that you have to work with.

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If you're a painter, whether you're using oils&nbsp;
or watercolors, but as an interaction designer,&nbsp;&nbsp;

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it's about your computers that you're using,&nbsp;
what kind of device somebody is likely to have.&nbsp;&nbsp;

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What kind of platform they're on.
Is it for an Apple or an Android,&nbsp;&nbsp;

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if it's for a phone or something else? These are&nbsp;
sort of broad questions.

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And sometimes you might have choices on those. So that becomes part of&nbsp;your design remit, to make those choices.&nbsp;

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Other times they're given to you. This&nbsp;
is going to run in this organization and&nbsp;&nbsp;

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everybody has this kind of computer, full stop&nbsp;
[period]. There's also constraints about time&nbsp;&nbsp;

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and money. What's available to you? You do not&nbsp;
usually design with unlimited money or time.&nbsp;

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You make choices there. So because&nbsp;
there are constraints, you have to&nbsp;&nbsp;

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make choices and trade-offs between some of your&nbsp;
constraints. But constraints are usually given.&nbsp;&nbsp;

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So the trade-off you often have to make is&nbsp;
between different goals and purposes.&nbsp;

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Which of multiple goals are you going to achieve?&nbsp;
If I'm designing some video editing software,&nbsp;&nbsp;

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I want to make it obviously&nbsp;
as pleasurable and enjoyable&nbsp;&nbsp;

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to use by the person editing as I can.
I don't want them to have a horrible job.

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However, I also might want to produce the highest-quality&nbsp;video that is possible,

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because that's going to improve the experience ultimately of a&nbsp;person like yourself watching this video.&nbsp;&nbsp;

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It could be that I have to trade these off.
I have to have something that's going to take&nbsp;&nbsp;

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more effort and possibly not very interesting and&nbsp;
enjoyable effort by the person doing video editing&nbsp;&nbsp;

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in order to produce a better quality for you.&nbsp;
There is a trade-off. I cannot usually achieve&nbsp;&nbsp;

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all of my goals and constraints.
Trade-offs are essential to design.&nbsp;&nbsp;

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The second of those constraints, one of the core&nbsp;
constraints you have is your materials.

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In an art setting that might be about the kind of paint&nbsp;
you're using or what you're using, whether you're&nbsp;&nbsp;

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painting or whether you're doing sculpting.
Clearly that makes a difference.

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If you're a sculptor and if you're using stone or wood, that&nbsp;is going to change the nature of what you produce.&nbsp;&nbsp;

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This is also true of physical design, and&nbsp;
it's also true of interaction design.&nbsp;

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So in a physical sense, I often – I won't do it&nbsp;
now – but I can lift up chairs and things like

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this and say, ah, look, this chair is made of&nbsp;
metal.

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If you take the design of a chair that's made of metal it will often have thin legs.

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If you make that in wood, the legs would break.

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But similarly, if you take a wooden chair, that's&nbsp;
a much more solid one, and made it metal, it would

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probably be too heavy to move. The materials&nbsp;
used change the fundamental nature of design.

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That's true of physical design, but it's also&nbsp;
true of digital design. You have to understand&nbsp;&nbsp;

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the nature of materials you're using. So if you&nbsp;
design something that is initially designed for&nbsp;&nbsp;

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a desktop computer and just take the same design&nbsp;
and squash it into a phone, it won't work.

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If you take a design that is designed for&nbsp;
your phone and then try and put it without&nbsp;&nbsp;

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sufficient changes onto a voice interaction, it&nbsp;
won't work. You have to understand your materials.&nbsp;&nbsp;

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So what are your materials?
I've already given you some of them,&nbsp;&nbsp;

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the kind of platform you're on. Your computer&nbsp;
is part of the materials. You have to understand&nbsp;&nbsp;

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the nature of what's possible. Some of&nbsp;
that's obvious, like the screen size,&nbsp;&nbsp;

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the thing I was just talking about.
But also, what computation is possible? Say you're&nbsp;&nbsp;

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the designer, you're not a builder yourself. Say&nbsp;
to the person who is actually constructing this:&nbsp;&nbsp;

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"Oh, this this has to work like this. Is that&nbsp;
possible?". Or are you making things so difficult&nbsp;&nbsp;

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that you will cause problems elsewhere?
What are the fundamental capacities of it?

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You cannot, for instance, ask that for an interactive&nbsp;
video, that you have instant-millisecond

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timing between two places, distance on the Earth,&nbsp;
because the speed of light constrains you.

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There are constraints and capacities like that,&nbsp;
but also storage capacity. How much video can&nbsp;&nbsp;

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you store on a computer? That's a limited&nbsp;
amount, depending on the kind of device.&nbsp;&nbsp;

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The kinds of tools you've got to use,&nbsp;
the kind of platforms you're on...

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All of these are part of the material that's&nbsp;
available to you as a designer.

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Now, it might be that some of the details of that are done by&nbsp;other people,

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but you have to design something that works within those constraints.You have to understand the material,&nbsp;&nbsp;

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the digital material. But of course, you also&nbsp;
have to understand people. The other aspect of&nbsp;&nbsp;

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it is the people, the other crucial aspect. So&nbsp;
you have to understand the nature of people.

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Otherwise, you can't design for them. People are&nbsp;
part of your materials. You have to understand&nbsp;&nbsp;

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their psychology, their social nature. And of&nbsp;
course, these extra things which are complicated&nbsp;&nbsp;

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about the interaction between the people and&nbsp;
technology and between people and each other.

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So you have a rich picture of materials.&nbsp;
Now, you might be starting to think – and&nbsp;&nbsp;

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as I say "materials" and then I put&nbsp;
people into that picture – you might&nbsp;&nbsp;

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have been comfortable with me saying "your&nbsp;
computer is a material". Of course...

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But people as your material, surely that's a&nbsp;
little bit functional way to think about people?&nbsp;&nbsp;

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Well, it is. People are not a material in&nbsp;
the same sense as the paint you choose when&nbsp;&nbsp;

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you're painting or whether you choose to&nbsp;
use stone or wood when you're carving.

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It's not the same. People have&nbsp;
individuality. However, what we say&nbsp;&nbsp;

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is that if you only treat people as well as you&nbsp;
treat materials, you probably treat them better&nbsp;&nbsp;

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than they are often treated in design. So we&nbsp;
treat people at least as good as materials.

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I'll explain why. How many times have you heard&nbsp;
there's been a big accident, whether it's a plane&nbsp;&nbsp;

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accident, train accident or something like&nbsp;
that. People say, "Oh, it was human error,&nbsp;&nbsp;

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it was due to human error".
The person didn't do the right thing at&nbsp;the right point.

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They didn't notice something&nbsp;
that was important and things went wrong.

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You might have said it. It might be in a&nbsp;
hospital situation, industrial situation.&nbsp;&nbsp;

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So just imagine instead the wing falls off the&nbsp;
plane because there's metal fatigue where the&nbsp;&nbsp;

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wing joined the plane. Now you would say it
was due to the metal fatigue, but you wouldn't&nbsp;&nbsp;

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say "it was metal error". You would say "it's a&nbsp;
design error". Because the designer of the plane,&nbsp;&nbsp;

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the engineers, the detail designers would have&nbsp;
had to – should have – understood the nature of&nbsp;&nbsp;

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metal and the fact that you do get metal fatigue&nbsp;
after a while. You should either design it

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so that where there's metal fatigue, it doesn't&nbsp;
fundamentally mean the plane will crash.&nbsp;&nbsp;

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Or you design it so that you can detect&nbsp;
when that metal fatigue is happening&nbsp;&nbsp;

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and then take preventive maintenance.&nbsp;
There are a number of strategies you've got&nbsp;&nbsp;

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because you understand that metal as a&nbsp;
material has known ways of failing.

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We as humans have limits and&nbsp;
constraints and ways that we&nbsp;&nbsp;

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fail in the sense we don't always do things in the&nbsp;
perfect way. Just like a piece of metal doesn't.&nbsp;&nbsp;

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As a designer your job is to understand those&nbsp;
limitations of people as actors in the system.&nbsp;&nbsp;

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And ensure that the design of the system as a
whole works even when those happen. So whenever&nbsp;&nbsp;

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you hear about human error, it was human&nbsp;
error. But typically, it wasn't the operator&nbsp;&nbsp;

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or the pilot or the nurse or the doctor in&nbsp;
the hospital. It was typically the designer&nbsp;&nbsp;

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of the system that's there.
If you treat users as well as a piece&nbsp;&nbsp;

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of metal. You are probably dealing with them&nbsp;
a lot better than they usually are dealt with.&nbsp;&nbsp;

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So having said that, let's just roll back and&nbsp;
come back to what's the central message here?

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The central message is that for you as a&nbsp;
designer, the user is at the heart of what you do.&nbsp;&nbsp;

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Understanding your users,&nbsp;
and you have to understand&nbsp;&nbsp;

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the technology you work with, but understand&nbsp;
those users, understand the nature of them.

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And as I said, then you'll start to treat them&nbsp;
far better, hopefully, than a piece of metal.

