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The Museum of Vestigial Desire

Convenience

tags: negotiation off-center design published on:

Design is a science of enforcing convenience. There is no harm of course, in lightening labour and simplifying systems. No harm. Except to the interests of the mind. Things quickly become boring when they become convenient. In fact, they recede into the background. Become a part of the infrastructure. Take toilets, for instance. Or the internet. Or maybe the ipod.

Industrial design is the only knowledge-system which holds an ambition to bore everyone as quickly as possible. If it is easy to use, it doesn't get in the way. If it does not get in the way its already boring. Friction, being of interest, is forever lubricated. It is similar to promoting probiotic culture in our body, we need some micro-organisms in our body, for our own good. Design as a machine, as a system, that reduces all friction to convenience is a problem. It is like an overdose of antibiotics. Designers need to forgo their insights, their possession of the secrets to turn our minds. And be human, vulnerable, off-the-mark again.

But who will take the extra pain? And why? When the easier and more convenient is just a outstretched-arm away it is always picked. Any true gamer will agree with me - an easy game is boring, no fun. A good game is a fine balance of the difficulty, the learning curve so-to-say and the rewards. Design needs to be like a good game, instead of always peddling cheap and uninteresting convenience. I want to play, not go to sleep.

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