SELECTED WRITINGS

FAST COMPANY / 4 design lessons learned from Apple’s Vision Pro

Apple CEO Tim Cook seemed to bring an almost religious fervor to launching Apple’s next computing paradigm as a counterpoint to Zuckerberg’s warmed over vision for the Metaverse. But while Apple has long been known as a design-led company, its headset seemed like a vehicle primarily designed to introduce Apple’s vision for a new era of “spatial computing.” This is Apple, so every element of the industrial design must be scrutinized. So what did Apple get right and wrong in the initial release of the Vision Pro? And which elements will set the standard for future AR headsets and which might fall away? Read more →


FAST COMPANY / Meta is having a midlife crisis, and Zuckerberg's stale vision is to blame

The news out of Meta couldn’t get much worse, with hundreds of billions in value lost and massive layoffs at the company. Yet, it’s not a stretch to say that Zuck's stale vision for the metaverse is at least partially to blame. As someone who began studying and designing for user behavior in virtual worlds more than 25 years ago, the news that Meta’s vision is on the rocks, is actually quite familiar and expected. Read more →


FAST COMPANY / We’re in a Golden Age of UX. Why is Zoom Still stuck in the 90’s?

Today we have cloud storage and augmented reality—all on our phones. Yet the user experience of Zoom and its competitors has not evolved in over 25 years. At a time when we desperately need online environments that encourage dialogue between people from different backgrounds and perspectives, why hasn’t video chat evolved at all? Read more →


FAST COMPANY / Apple Finally Created the World’s First Great Wearable. No, It’s Not The Apple Watch

Wearable technology has held the promise and imagination of designers for such a long time, and yet the path to mainstream cultural adoption has been extremely challenging. So, what does the breakthrough success of Apple’s Airpods teach us about designing for user behavior. And what are the potential positive benefits in an era of rapid urbanization, particularly with an aging population. Read more →


FAST COMPANY / What can Game of Thrones Teach us about User Friendly Design?

The set design of “Game of Thrones” embodies the changing role of design as an expression of privilege, comfort, and authority in the real world, from the middle ages to contemporary life. Read more →


WIRED / The Rapidly Disappearing Business of Design

My reflections on the rapid consolidation of the design business and the critical need for a healthy, independent design sector to tackle broader social and ethical issues that do not fit within a single corporate mandate. Read more →


FAST COMPANY / Why Interaction Design Matters

Fast Company asked me to write a short piece explaining interaction design for a broad audience. In this piece, I unpack the multi-layered user experience of the NYC subways to deliver an object lesson in the many applications of interaction design. Read more →

→ Famous Designers Show Us Their Favorite Notebooks

→ What Wile Coyote teaches us about Creative Intelligence

→ 8 Lessons for Creating Social Impact

→ Is Apple Really Committed to the iPad?


HBR / The Rise of UX Leadership  

UX (as user experience is known) is the new black in business culture. Most of the executives I meet with, regardless of their industry, now promote UX as key to their product strategy. For a designer like myself, it’s easy to recognize which executives know their products intimately, and which manage from a spreadsheet. Thankfully, I’m seeing the emergence of a new generation of UX-oriented leaders with little patience for the hands-off approach. Read more→

→ Scaling your User Experience Strategy

→ Why Is WhatsApp Worth as Much as an Oil Field?

→ Meet Your New R&D Team: Social Entrepreneurs

→ Can UX Save Enterprise IT?


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SSIR / When Will Design Get Serious About Impact?   

Social impact designers must shift their focus from designing individual products and services to shifting the fundamental dynamics of development work by addressing problems such as: a technology-first mindset and the lack of funder support for experimentation. Read more 

→ The Ethics of Innovation

→ Human-Centered Design and the Last Mile




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→ Design with Intent, DesignObserver