Don Norman at IIT Design Research Conference 2010 from IIT Institute of Design on Vimeo.
唐老爷子的讲话。
主题两个:研究与实际产品间的缺口,两种不同类型的创新。
Research-product gap
HCI学术界大多是充满创新精神的人,但这些研究者并不擅长制造可以商业化的产品,更缺乏对市场、制造业、物流等的知识。研究成果往往以发表文章、学术演讲的形式呈现。而工业界则需要可行的、具体的产出。这个缺口不好也不坏,只能说是天生如此。所以Norman提议应该在这两个领域间增加一个中间层──translational group,也就是能将学术创新与商业化产品结合起来的人。
Two types of innovation
两种创新:渐进性的和激进性的。
通常而言,激进性的创新是由科技发展驱动的。新的科技出现,然后思考其可能的应用领域,最后才是需求的出现。比如最早的人类并不真正需要厕所,反倒是厕所的出现导致了现在它的不可或缺。另一个例子就是福特的那句名言了。
而渐进性的创新一般就由UCD(user-centered design)驱动了。它能不断完善一个新创的产品,将其推到顶峰。
总体而言,一个产品(或产业)的发展是个二维坐标系,纵轴是技术的发展,横轴是这个产品“含义”的发展。比如计算机产业,技术发展推动了硬件、软件水平的前进,而设计上的创新则为其带来了新的应用,从最早的科研到现在的娱乐行业。
另一个例子是计算机的界面。最早的命令行界面,用的是离散的指令来处理离散的文件。图形界面和各种传感器的界面,虽然不必再记忆那么多指令而可以用菜单甚至手势取代,但本质上还是两个离散量。而Norman预言,我们将会用手势、身体语言等来进行连续性的操作。听起来挺抽象,我的理解是人机交互不再具有一个明确的目标,不再是以完成某个任务为导向,而是由智能化的环境无处不在、一刻不停地根据环境和人产生的信息来即时产生输出。
—-以下是笔记原文—-
Research-product gap
- First computer first telephone etc. were not from design innovation
- Design research doesn’t lead to new product categories
- Technology first, application next, needs last: there was no fundamental need for indoor toilet, but now it is.
- Creative minds in technology, design ,science: Ideas first, justification later
- Who is the audience for design research (esp. human-centered design): end user? store? distributer? Engineers, programmers, marketing, sales.
- There is a gulf between the product and the research
- Research output: publications, conference talks. Manufacturing, marketing, etc. are absent
- Company product wants practical results, specifics, its output is shippable products
- Steve Jobs fired usability people and designers at his return, just kept some graphics designers, but led to better products
- Researchers are good at creativity but not producing reliable shippable products
- The gap is not bad nor good, but fundamental
- The need of a group between research and product – the translational engineering
Two types of innovation
- Radical innovation
- Incremental innovation
- what human-centered design does
- Technology drives innovation – the y dimension, meaning changes driven by design – the x dimension: e.g. Swiss mechanical watch and Japanese electronic watch and swatch; computers shifts from for work to for entertainment