Practical Design Dominates 2015
Released on 12/28/2015
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For companies and consumers,
2015 was a big year for practical design.
What do I mean by that?
Think of it this way, it is no longer enough
that our devices be smart.
We want them to be useful.
More than that, we want them to be usable.
Intelligence is flashy.
Usefulness and usability, those are substantive.
Good practical design is where
those three qualities intersect.
These are important distinctions.
And if you're a designer, you probably
make them all the time.
But this year saw these concepts burst
into the public consciousness in a big way.
Just look at smart watches.
Whether you hate them or love them is actually irrelevant.
'Cause what matters is this.
If you've used one, even briefly,
you probably have some strong opinions
on its user interface.
And that's exciting.
Rarely has society been more attuned
to so fundamental a design concept, as a user interface.
And that attention extends way beyond wearables.
This year's biggest upgrades to Android and iOS,
and talking about things like Now on Tap and 3D Touch.
These are all geared towards making
our devices simpler to navigate.
Major progress in speech recognition,
mobile connectivity, and neural networks
have all led to rapid advances
in the utility of apps, and the usefulness
of our digital assistants.
Between this distribution in the New York Times,
and the support it's been getting
from cinematographers and app designers
and game developers, even VR
has gotten less intimidating.
Across the board, consumers are demanding less
and less friction from their everyday interactions.
And designers are responding
by honing our technologies to finer
and more functional points.
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