Errors

Cultural Barriers to Success

Tim Buton Exhibition at La Cinémathèque in Paris

Man-made Disasters in a Wake of Tsunami This month, The Fukushima Nuclear Accident Independent Investigation Commission issued its final report on the disaster: It was man-made! Here’s a quote from the report: What must be admitted — very painfully — is that this was a disaster “Made in Japan.” Its fundamental causes are to be found in the ingrained conventions of Japanese culture: our reflexive obedience; our reluctance to question authority; our devotion to ‘sticking with the program”; our groupism; and our insularity. Had other Japanese been in the shoes of those who bear responsibility for this accident, the result may well have been the same. The last sentence is particular insightful — the blame was not rested on the shoulders of a particular individual, as tempting as that might be, or even on the shoulders of some manager. The fault was places on the cultural context in which the incident played out. Museums in Paris We just got back from seeing a Tim Burton exhibit at the La Cinémathèque, in Paris. The content of the exhibit, as one could imagine, is quite wonderful. But there were many, many human failures in making the visit an enjoyable experience. And yes,…

Where to post the “OK” Button on the Screen?

OK Button on Early Mac

I have very strong opinions about where on the screen the OK or NEXT or SUBMIT buttons go in relation to CANCEL. Without giving it away, I’m going to walk through the design decision tree and provide a lot of references for both sides of the issue — yes, there are strong feelings about the right versus the left position choice. I’m not alone! Passive versus Active Buttons Active Buttons are the ones that advance the action to the next level. Passive ones return the users to previous state, negate the action sequence. OKAY, OK, NEXT, SUBMIT, ACCEPT, GO are all active buttons. CANCEL, BACK, PREVIOUS are action that reverse forward momentum and push the user to places they’ve been before. HELP and INFO sidetrack the user and distract from forward thrust of activity. In general, product designers want to move the users toward their goals — thus we want the perceptual focus to be on the action buttons. We want to make sure that users fist see the way forward, and then click on the right button that propels them forward to completion of the task. All distractions and side movements should be downplayed with Interface Design with the…

Socially Constructed Beliefs

American Academy of Pediatrics (AAP) came out with a strong recommendation against the use of bumpers in cribs. The September 2007 issue of The Journal of Pediatrics examined deaths and injuries attributed to infant crib bumper pads: “Twenty-seven accidental deaths reported by medical examiners or coroners were attributed to bumper pads. The mechanism of death included suffocation and strangulation by bumper ties. Twenty-five nonfatal injuries were identified, and most consisted of minor contusions. All retail bumpers had hazardous properties.” AAP has finally announced that it is formally against bumpers. That certainly took a while. And, amazingly, the bumper pads are still for sale by all major baby room outfitters, and parents are still buying them and using them with their beloved offspring. Why? Why would parents knowingly endanger their children? This is an interesting case of Mental Model Traps, Mirroring Errors, and Cognitive Blindness. Mental Model Traps Let’s start by Mental Model Traps that parents fall into in this particular case. To do this, we need to back up in time a bit. The design of children’s beds had undergone considerable evolution over the last few centuries. Cribs used to be just large baskets with tightly woven sides. The weave…

Community of Practice and Knowledge Propagation Circle

This summer my family and I travelled to Rome. While the temperatures didn’t reach the usual astronomic heights, it was rather warm. But we, and other visitors, didn’t have to worry about thirst. Rome has the best network of public drinking fountains that I have ever seen. Every few blocks, there’s a beautifully-designed basin with a spigot of continuously running water (I know, being from California, the never-ending stream made us very uncomfortable, too). There are two bits of information that have to be passed on to the first-time visitors of Rome: the water is potable—safe to drink, and how to use the fountain—there’s a bit of a trick to them. Above is my son demonstrating a little secret interaction. There’s a small hole on the top of the pipe that can serve as drinking fountain if the main hole at the end is plugged up (with a finger). While we learned about the great drinking water in Rome from many traveling guides (books, online sites, etc.), we obviously didn’t know about the trick until we watched a pro do it. Knowledge Propagation Circle Information propagates through communities. When we first encounter a novel bit of data, it tends to…

Lost in Translation: Cultural Differences in Advertising

“Lost in Translation” was a wonderful movie by Sofia Coppola, starring Bill Murray and Scarlett Johansson. It depicted the delicious confusion of Western tourists in total Japanese cultural emersion. In particular, the scenes where Bill Murray shoots a liquor commercial for the Japanese market are simply priceless. In retrospect, I see where Ms. Coppola got her ideas. Her cousin, Nicholas Cage, have been making wonderfully odd (to our sensibilities) commercials for years. He clearly had stories to share. Here are a few of his gems, courtesy the World Wide Web: and But it’s not only Japan that surprises our/my cultural biases. This morning, my husband and I went to a local grocery store in Rome, Italy. In the cheese section, there was a little paper bottle of parmesan cheese with a mouse of the package. The mouse didn’t work for me at all! So much for cultural differences. Here’s a small collection of ads for McDonalds from all over the world. Please compare it to the packaging and menus for this restaurant chain that I’ve posted here in the past: “Cultural World Domination”. Notice all of the anchoring errors, metaphor mistakes, cultural biases, mirroring errors, and general cognitive and cultural…

Empathy on the Brain

Empathy is a necessary component of product design. To design and make something that is comfortable to use for someone else, requires the maker of the product to imagine how another human being would feel while using it. This is a hard thing to do. Medical students have to take “bed side manners” classes that explicitly teach empathy for the patient. Some design schools do the same (check out this video in Product Design Resources). Fortunately, humans come equipped with a special region in the brain whose job it is to help us see the world from another’s point of view. Here’s a short introduction by Rebecca Saxe, “How we read each other’s minds.” So when we go to the movies, we relate to the characters and feel what they feel, and cry when they are sad, and laugh when they are happy, and cringe when things get awkward, because we have the Right TPJ (or RTPJ) region in our brain just behind and above our right ear. We aren’t born ready to use this part of our brain, as the experiments described by Dr. Saxe in the video show. It takes a long time for this social problem solving…

Entropy & Design

Entropy is the measure of a system’s disorder and it increases with time (as dictated by the Second Law of Thermodynamics). Once the egg is cracked open, it’s impossible to make whole again: “Humpy Dumpy sat on the wall, Humpy Dumpy had a great fall; all the king’s horses and all the king’s men couldn’t put Humpy Dumpy together again!” We are taught the second law of thermodynamics from a very early age! So what about design? Surly, we steadily progress to a better and finer product, right? Unfortunately, in my experience, the steady progress is rarely the case when dealing with big company, large products, or long time frames. Big, large, and long spell out entropy in design. Let me walk you through it. We Need A New Product! It all starts with a call: “MegaCorp needs a new product!” Well, the words are sometimes different, but it is all the same—there’s change in the air. With luck, this means that various departments of the MegaCorp Inc. scramble to do some market and internal research to come up with some ideas: What does the market need? What resources do we have? What can we develop? (given time, people, budget,…