1. All designs have unintended consequences. Including policy design.
The US tied healthcare to employment by accident. They restricted wage increases to stabilize the workforce during WWII. Unable to offer higher wages, corporations offered healthcare to compete. #designmtw
2. Health insurance's value increased greatly with penicillin (1945) and as the post WWI economy boomed, the private insurance industry with it:
1939, 8 million
1952, 92 million
3. Several attempts to nationalize healthcare since WWII have failed. One major force against it: the American Medical Association(!).
This gets political fast, but one theme is the desire of doctors to keep control over pricing. A public option would reduce their power.
4. All designers should habitually ask:
- how can this be used for undesirable purposes?
- How will it change the behavior of the people/orgs it will impact, for better and worse? Now and in future?
- How will powerful self-interested forces respond? (esp. in policy design)
Study decisions, not just ideas. It's decisions and the people who make them that define how ideas are evaluated.
If you only care about ideas you'll stay mystified and angry about why "the best" idea never gets chosen.
Study decisions. Learn how to influence them.
I've read many books on decision making but this one had the most powerful impact on me.
For the approach he takes alone, studying front line workers making life and death decisions, it's a worthy read.
Sources of Power, Gary Klein
Have you ever kept a decision journal? Here's how it works.
When you have a big decision:
1. Write down your thoughts about your options. 2. And your rationale for deciding. 3. Then decide. 4. Experience the outcome. 5. Review 1 & 2 - what can you learn now? write it down
1. We have 5 basic senses - then why don't designers and experiences use all of them?
It's always fun to step back and ask this question, which often leads down the path to SMELL-O-VISION.
2. It sounds like a joke but Smell-O-Vision was one of many attempted innovations to improve the movie theater experience.
Like many attempted innovations, many approaches were tried. Some tried to pump in scents into the theaters, but the timing was a problem.
3. Others tried a simpler approach, using "scratch and sniff" cards - Instructions would appear on the screen telling you when to use which one. Clever.
1. All of the ideas in How Design Makes The World are encapsulated in these four questions every product team should ask regularly. #design#ux#designmtw
2. Many projects have requirements, schedules and cool ideas, but forget to focus on improving something specific for real people. Or get lost along the way.
Good teams refresh the real goals often, like a lighthouse.
3. We're all prone to forgetting our biases and designing for ourselves.
If we don't go out of our way to study our customer's real needs, and how they differ from our own, we will fail them and possibly not even know until it's too late.