Debate time: Why are we so often wrong about the way new products and services will affect our lives? TV, said radioheads, would kill our imaginations. The VCR and the DVD, said movie studios, would kill their business. The ubiquity of computers was supposed to bring us paperless offices.
The latest mistaken prediction was that the internet--a simple way of sending electronic correspondence--would precipitate a sharp decline in snail mail. Of course, just the opposite has happened. Postal markets worldwide are continuing to grow. Germany, one of the largest European mail markets, saw increased overall volume of one billion pieces from 2003 to 2006. New Zealand's mail spike has been directly linked to the internet. In America alone, eBay is responsible for an estimated 1 billion packages a year that wouldn't have been sent when people couldn't see the contents of your attic online; Netflix has been shipping 2 million movies a day since at least 2005; and most of us are now getting a paper bill in the mail we didn't get 20 years ago, the DSL bill.
Which is not to say we're always wrong: the telephone did in fact lead to a decline in personal, handwritten letters, cell phones make us drive like jerks, and the music business is most definitely dying. (That latter fact, however, may have less to do with MP3s and more to do with the fact that most new music, well, sucks.) But we're not putting this entry up so we can pat ourselves on the back for correct predictions--we're interested in what makes us wrong. How can we, as product designers, look past the obvious and truly understand what global trends will really mean to us as end-users?
Suggestions please!
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I worked closely with engineers for awhile, and there motto was pretty easy, always design and engineer for the worst case scenario. So in the engineers head, it's ingrained in there psyche for quite a few valid reasons, to think of the worst.
Further more it's a well known fact that most people have trouble being creative and really struggle when it comes to envisioning the future, it's always a utopian world or a world based on past reflective memory, they find it hard to think about the grey and it's in the grey where we as designers should sit, not at the forest level or at the tree level but in between.
But when the product gets into the wild, its life is a lot richer and more complex than (b) takes into account.
Say you just invented the mobile phone-- you know it'll sell because people already use payphones, but beyond that it's not worth your while to wonder exactly how it will affect daily life.
For example, you might think, "this will totally change the social significance of not answering the phone," so maybe you decide that callers won't be able to tell if you're screening, out of range, or in a call.
Except you'd be wrong to make that decision so early, because the more narrowly you plan, the harder it will be to hit the target. It'd be a waste of energy.
I think designers can predict trends OK--wise ones just don't make bets on their predictions.
some interesting concepts so far...
most change has little to do with trends and more to do with randomness/unique events...
http://www.fooledbyrandomness.com/
http://www.amazon.com/exec/obidos/ASIN/1400063515/nassimtalebsfavo/002-8533486-7104820
ultimately we (esp. designers) tend to think we know more or have more insight/awareness than we really do.
We (product designers) deal in a world of "How" not "What". So when you define a world based on "How", you can't assume or predict "What".
The internet is a "How", "What" is left to the users. Computers are great for "how" to store electronic documentation, communication, and storage... It is the users who decide to print everything they read, store and mail.
If a designer were to define the "Who", "How", "Where" and "Why" to force a "What"... the people would rise up and kill the designer. "What" makes us free. "What" is creativity.
We should not be in the job of "What".