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But gratification is weirder. 
It's, I call it the sensory 

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enchantment of everyday life. 
And it happens quickly. 

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It it isn't retrospective, it 
only takes place in the moment. 

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And if you let that moment go 
by, you sort of miss it forever.

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It's around us constantly, all 
the time, but we often overlook 

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or don't notice it. 
And it provides these very small

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scale little delights and 
pleasures that not only 

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sometimes are easy to overlook 
or to ignore, but we've even 

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been kind of culturally trained 
to push aside. 

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Hello and welcome to another 
episode of the AIGA Design 

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Podcast. 
My name is Li Shan Huang Co, 

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Executive Director of Learning 
and Programs here at AIGA, the 

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Professional association for 
Design. 

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Hello everyone, I'm Julia 
Donatello, Design Competitions 

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and Event Manager at AIGA. 
This season on the show we are 

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exploring the theme of eyes on 
design. 

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Looking at design through three 
eyes, the connecting eye, how 

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design connects with other 
fields and disciplines, the 

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critical eye, being self 
reflective about what design 

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does and how we practice it, and
the future eye. 

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Looking at ways that design 
shapes the future. 

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And for today, we have the 
pleasure of receiving the guest,

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Ian Bogost. 
He's a writer, designer and 

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scholar of media and technology.
He's a contributing writer at 

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The Atlantic and the founding 
partner of Persuasive Games, a 

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game and design studio. 
He's also the author of 11 

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books. 
His games and artworks have been

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played by millions of people, 
and they're held in permanent 

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collections around the world, 
including at the Smithsonian 

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American Art Museum. 
He's a professor at the 

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Washington University in Saint 
Louis, where he serves as Co 

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executive director of the Office
of Public Scholarship. 

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His latest book, coming out now 
in July 2026, is called The 

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Small Stuff, How to lead a More 
Gratifying Life. 

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And that's the book is right 
here for the Yeah, we have our 

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copies and you can see. 
Watching us on YouTube, Yeah. 

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Yeah, for the ones watching us 
on YouTube. 

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And that's what we're here to 
talk to him about. 

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Ian, it's so great to have you 
on the show. 

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Oh, thank you so much. 
I'm really thrilled to be here 

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talking to you. 
So to go beyond the official 

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intro that Julia did so well, 
your career has spanned creating

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video games to writing media 
criticism to now your latest 

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book where among other stories 
you share, you talk about the 

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importance of touching a velvet 
sofa and why that matters. 

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You write about the design world
from both this insider and 

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outsider perspective, as 
somebody who designs games, 

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designs, experiences. 
And then also you have this 

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reflective distance as a critic,
as an academic. 

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So, to give our listeners a 
little bit more context about 

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your work, could you describe 
how these very facets of your 

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practice connect together in 
your? 

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Head and you know, I've had this
this amazing but very weird 

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career that's kind of hard to 
explain. 

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And when people ask me what what
do you do? 

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My heart sort of falls out of my
body in a in a way, But I think 

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that the through line is that I 
I've spent that whole career, 

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you know, studying and making 
experiences and and sometimes 

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those experiences are obviously 
design one software video games 

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are sometimes they're they're 
cultural systems. 

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I write books, for example, and 
articles for the Atlantic. 

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And then sometimes I'm looking 
at just ordinary, ordinary 

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objects and, and practices. 
He backpacks, lawn care, 

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haircuts, toasters. 
And I I really enjoy operating 

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at those various scales. 
The scale changes, but the 

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question doesn't. 
And the question is 

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fundamentally about how the 
things that people make shape 

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the way that they experience the
world and then how the world 

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responds and, and, and pushes 
back on them. 

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And As for being a designer and 
a critic, both I, I don't 

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really, I don't really 
experience those roles as 

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separate activities. 
Sometimes you talk about like 

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the, the sort of theorist 
practitioner as a notion and as 

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if it's this sort of tidy 
balance where you're half one 

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and half the other or 75% one 
and 25% the other. 

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And it's, it's never that tidy, 
of course. 

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But you know, making something 
to me as a way of asking a 

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question and criticism is a way 
of answering one. 

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And then the, the, the reverse 
is, is also is also true. 

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So whether I'm making games or 
software or editing book series 

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or writing essays or books or 
making objects, they're all like

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different methods for, for 
investigating and for pursuing 

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the same questions, for 
answering the same mysteries, 

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which is how do people make 
meaning from the world around 

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them? 
And sometimes I'd build an 

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object to see what happens to 
try to answer that question. 

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And sometimes I write about an 
object that I or someone else 

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has built. 
And I, I really see it as kind 

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of a dialectic, this cycle 
between practice and, and 

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criticism, like make stuff, step
back, think about what was made 

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or what could be made and vice 
versa. 

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And I, I learned that lesson 
really early. 

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You mentioned my, my game in 
design studio, which is called 

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Persuasive Games. 
And, and then I wrote a book 2 

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decades ago now called 
Persuasive Games. 

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It's just like one example. 
If I was think, trying to think 

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about design philosophy 
abstractly. 

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And that's what the book is good
for. 

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And then it's a well, OK, well, 
how do we put it into practice? 

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And how does putting it into 
practice lead to ways of 

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discussing it? 
Abstract and that that cycle has

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just been perpetual for me. 
Like this little machine that 

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continually produces objects and
then produces written or verbal 

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discourse about those objects. 
To follow up on that, is there a

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difference for you between 
critique and reflection on games

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because that is your core 
discipline as a designer versus 

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like other things like the the 
sofa or like a steering wheel or

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yeah. 
It's a, you've asked a deeper 

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question than you may even 
realize, because I, I think the,

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the design world and certainly 
the world of, of, of game 

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criticism or, and, and game 
design would see me in that way.

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And I'm not sure if I see myself
in, in that way any longer. 

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In a lot of ways, my 
relationship with games has been

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fraught and has been a decades 
long process of trying to figure

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out what it, what the lesson is 
to derive from, from games, 

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which are not a, a medium that 
the general public takes 

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seriously in the same way as, 
as, as the, as film or the novel

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or even the designed object, you
know, like the industrial 

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designed objects. 
And so I, I think it's fraught 

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for me. 
So one answer to your question 

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is my relationship with games 
has been a a long process of 

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asking what are the lessons that
games can teach us about 

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ourselves, the world and our 
place in it. 

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And I keep moving further and 
further away from the game as an

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object that has the where that 
lesson lives. 

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So it's less about like the 
entertainment value of the game 

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experience now and then it was 
like 10 years ago, it was about 

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play. 
I wrote a book on play. 

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I thought that's the that's the 
answer is the sort of ability to

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have playful experience with 
anything was in that title of 

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the book, play anything, not 
just with a game experience. 

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And now with the new book, with 
the small stuff, it's like, 

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actually, maybe the play doesn't
even matter. 

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It's just having, having a 
sensory encounter with the world

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is it, is it is enough. 
So it's, it's kind of a, a, a, 

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a, a long way of saying I, I, I 
tried to, I've tried to keep an 

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open mind about the objects of 
interest and experience to me, 

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rather than maybe that's been a 
mistake. 

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Like it's much easier to drill 
down into a subject and become 

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better and better and more and 
more versed in it, you know, 

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whether that's architecture or 
industrial design or game design

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or whatever your field is, you 
know, and I haven't done that. 

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I keep moving like further and 
further away to, to a more 

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distant orbit from the, the, 
the, the planetary body that, 

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that I'm supposedly moving 
around. 

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So like the it's, it's a, it's a
kind of a weird identity crisis 

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for me all the time, but one 
that I don't that I feel very 

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comfortable in because it's 
really more about like, what's 

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the next question to ask and try
to answer then, OK, this object 

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of study or of creation is like 
fixed and permanent for me. 

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And that's where I'm going to 
spend my time. 

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That's great, yen. 
I have to say that I've been 

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enjoying a lot your book. 
Great. 

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Thank you so much. 
And I think it, it provoked me 

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to very much connect with the 
physical world in a very like, 

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in a, in a very present way. 
So, you know, in the morning, I 

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opened the, the curtains at my 
house, make the bed, turn on the

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coffee machine, hear the noise 
of the, the coffee machine. 

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So it's almost, it feels like 
because your, your book for me 

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was an invitation to really slow
down and notice all this little 

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interactions with the physical 
world. 

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And I think that's a very much a
very interesting place to be. 

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And I've been talking about this
as, as if I'm experiencing your 

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book in in real life. 
So it's very, very cool. 

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And I wanted to hear more from 
you because I, I really 

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understand this provocative 
claim that your book offers. 

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And the thesis of your book is 
that the modern life has slowed 

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slowly robbed us from the small 
physical pleasures that I just 

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mentioned to you. 
Yeah, that we didn't even notice

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that we were using right. 
So even. 

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Yeah, for me, I didn't even pay 
that much attention to all this.

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So that I think that that's the,
the, the, the, the strong 

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provocation there. 
And because as designers are 

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trained to to observe the world 
and shape how people experience 

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it. 
I wanted to hear from you if you

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could elaborate on that. 
And, and what do you think is 

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the responsibility of designers,
but also the opportunity for 

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them to change this journey in 
terms of the the experience with

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physical, physical world? 
Right. 

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So I wrote the, I wrote the book
for ordinary people to, to, to, 

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to use that phrase and, and you 
know, by which I mean folks who 

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don't necessarily work in the 
design professions like we do. 

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And I really didn't want to put 
the burden of solutions on them.

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And, and you know, one of the 
things I argue in the book is 

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that it's not your fault. 
This feeling of what I call 

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dematerialization, of becoming 
disconnected from your your 

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sense of connection to the 
physical world that happened 

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through a set of systemic 
circumstances that you didn't 

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00:11:02,720 --> 00:11:04,720
choose and that aren't your 
fault. 

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00:11:04,760 --> 00:11:07,760
And, you know, you shouldn't 
internalize that blame. 

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00:11:09,120 --> 00:11:12,960
And I I did that in part because
most, most people don't have the

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00:11:12,960 --> 00:11:16,400
capacity as individuals to 
change the way the built 

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00:11:16,400 --> 00:11:20,000
environment is designed, you 
know, or the way that big 

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00:11:20,000 --> 00:11:23,440
organizations work to, to 
produce or culture that 

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00:11:23,440 --> 00:11:26,400
environment. 
But if I were speaking to 

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00:11:26,400 --> 00:11:29,640
designers or or to business 
leaders or lawmakers or urban 

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00:11:29,640 --> 00:11:34,000
planners or what have you, I 
would say, yeah, like absolutely

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00:11:34,280 --> 00:11:38,280
you have a responsibility to 
preserve and advance the the 

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00:11:38,280 --> 00:11:43,760
rich texture of everyday life. 
And I do worry that the design 

200
00:11:43,760 --> 00:11:46,680
community painting with A broad 
brush that the design community 

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00:11:46,680 --> 00:11:52,200
has not arisen to that 
challenge, which isn't fatal. 

202
00:11:52,200 --> 00:11:56,080
It means we can still go back or
or rich return to some of that 

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00:11:56,080 --> 00:12:03,520
attention to the the small scale
textured experience of sensory 

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00:12:03,520 --> 00:12:09,400
life that is very much present 
in both the natural world and 

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00:12:09,400 --> 00:12:12,560
the designs world. 
So I see it. 

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00:12:12,560 --> 00:12:14,360
I see it in two ways. 
Even though there's not there's 

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00:12:14,360 --> 00:12:17,400
not polemic in the book about 
like, oh, designers made our 

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00:12:17,400 --> 00:12:19,200
world bad or something like 
that. 

209
00:12:19,200 --> 00:12:20,480
And that's not really what I 
believe. 

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00:12:20,480 --> 00:12:24,440
It's complicated. 
But in the book I don't go into,

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00:12:24,440 --> 00:12:27,800
OK, well, here are the design 
world answers either. 

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00:12:28,080 --> 00:12:31,840
And that's a really interesting,
you know, future for this work 

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00:12:31,840 --> 00:12:34,600
that I hope to be able to 
participate in with this 

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00:12:34,600 --> 00:12:38,160
community is OK, what if you 
believe me that we lost this and

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00:12:38,160 --> 00:12:41,800
it's worth preserving or worth 
reclaiming, Then how do we do it

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00:12:42,200 --> 00:12:44,600
then how do we do it? 
And I, and I think that to me it

217
00:12:44,600 --> 00:12:50,480
feels like just an enormous 
opportunity and a really 

218
00:12:50,760 --> 00:12:53,040
delightful up. 
Like I'm excited about it. 

219
00:12:53,040 --> 00:12:56,440
And when I put my design hat on 
to think about, OK, well, how 

220
00:12:56,440 --> 00:12:57,840
could we make some progress 
here? 

221
00:12:58,320 --> 00:13:00,160
Because I think it's, it can be 
really simple. 

222
00:13:00,200 --> 00:13:02,920
Like we we don't have to change 
the whole universe in order to 

223
00:13:02,920 --> 00:13:05,880
get like a slightly more 
gratified experiences from the 

224
00:13:05,880 --> 00:13:07,160
ones that we're already 
creating. 

225
00:13:07,520 --> 00:13:11,960
Reading through your book has 
given language to maybe some 

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latent feelings I've already had
and some of the ways that I've 

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been trying to deal with what 
you call dematerialization. 

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00:13:18,360 --> 00:13:23,320
So having been of remote work 
since basically the pandemic, I 

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remember, you know, at that time
when the whole world shut down, 

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00:13:26,360 --> 00:13:28,240
our dog was still alive at the 
time. 

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00:13:28,240 --> 00:13:31,440
And I would just like notice how
much he would relish going for 

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walks in the woods and just like
stomping on the leaves and, and 

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00:13:34,320 --> 00:13:36,040
the sound of that and how much 
he liked it. 

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00:13:36,040 --> 00:13:39,760
Or nowadays I have a little 
garden and it's the height of 

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strawberry season. 
And so, you know, I spend all 

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day online in my computer, but 
just like the picking the 

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00:13:44,960 --> 00:13:48,320
strawberries and tasting that is
like literally like touching 

238
00:13:48,320 --> 00:13:51,560
grass, right? 
And, and feeling that, and so 

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00:13:51,680 --> 00:13:57,320
coming, coming back to language,
I wanted to get your help in 

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00:13:57,320 --> 00:13:59,600
sussing this out. 
So the subtitle of your book is 

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00:13:59,600 --> 00:14:01,280
How to Lead a More Gratifying 
Life. 

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00:14:01,520 --> 00:14:05,440
And you differentiate between 
satisfaction as pride and 

243
00:14:05,440 --> 00:14:08,760
accomplishment and gratification
in the sensory enchantment of 

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00:14:08,760 --> 00:14:11,080
everyday life, which is where 
the the dog and the strawberry 

245
00:14:11,080 --> 00:14:14,120
examples come into plays come 
into play. 

246
00:14:14,120 --> 00:14:16,240
And so you also say that 
gratification is relatively 

247
00:14:16,240 --> 00:14:18,080
easy. 
So can you help us understand 

248
00:14:18,080 --> 00:14:20,240
these different words and how 
you distinguish between them? 

249
00:14:20,800 --> 00:14:23,200
Absolutely there, there's, 
there's three kinds of 

250
00:14:23,200 --> 00:14:27,800
contentment that I describe in 
in the book. 

251
00:14:28,600 --> 00:14:30,960
And the three are happiness, 
satisfaction and, and 

252
00:14:30,960 --> 00:14:32,560
gratification. 
This is not the only way of 

253
00:14:32,560 --> 00:14:34,640
slicing this pie, but it's the 
way that I did. 

254
00:14:35,400 --> 00:14:38,040
And happiness is the one that 
people think about all the time.

255
00:14:38,040 --> 00:14:40,360
And there's like a whole 
industry of happiness and how to

256
00:14:40,360 --> 00:14:42,920
be more happy in a whole like 
social psychology of what 

257
00:14:42,920 --> 00:14:45,360
happiness means. 
And I've always been somewhat 

258
00:14:45,360 --> 00:14:49,440
suspicious of it because what 
does what is happiness exactly, 

259
00:14:49,440 --> 00:14:52,520
actually? 
And one answer is it's just sort

260
00:14:52,520 --> 00:14:55,680
of overall sense of general 
contentment with your plight in 

261
00:14:55,680 --> 00:14:58,320
your life. 
And it's usually focused on big 

262
00:14:58,320 --> 00:15:02,480
stuff, long term stuff, your 
family, your relationships, your

263
00:15:02,480 --> 00:15:07,280
career, your home life, the 
place you live, the plight of 

264
00:15:07,280 --> 00:15:09,480
your children or your pets or 
what have you. 

265
00:15:09,880 --> 00:15:13,320
It's hard that we have a sense 
that it should be hard that that

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00:15:13,320 --> 00:15:16,680
that's what we're meaning. 
Lives and happiness is great and

267
00:15:16,680 --> 00:15:20,200
I'm not against happiness, but 
it's different from satisfaction

268
00:15:20,520 --> 00:15:21,920
notification, right? 
Yeah. 

269
00:15:22,680 --> 00:15:27,560
And, and satisfaction is, is, is
also like big and it's, it's 

270
00:15:27,560 --> 00:15:29,640
like long term. 
And it also is somewhat 

271
00:15:29,640 --> 00:15:32,360
retrospective. 
So like you finish a big project

272
00:15:32,360 --> 00:15:34,240
and you take pride in having 
accomplished it. 

273
00:15:34,240 --> 00:15:37,440
And that could be, oh, I, I 
completed this building that I, 

274
00:15:37,440 --> 00:15:39,880
that I was, that I designed and 
worked on. 

275
00:15:40,120 --> 00:15:42,160
Or it could mean like I mowed 
the lawn and I, you do kind of 

276
00:15:42,160 --> 00:15:44,400
put your hands in your hips and 
you look at what you've done and

277
00:15:44,400 --> 00:15:48,120
you say, ah, I feel delight in, 
in seeing the, the whole thing 

278
00:15:48,120 --> 00:15:51,000
come together. 
And satisfaction's also, it's a 

279
00:15:51,000 --> 00:15:52,920
great feeling and we need it. 
And that pride and 

280
00:15:52,920 --> 00:15:57,000
accomplishment is really just so
capable of delivering meaning 

281
00:15:57,000 --> 00:16:00,400
to, to humankind. 
But gratification is weirder. 

282
00:16:00,400 --> 00:16:03,440
It's it, I call it the sensory 
enchantment of everyday life. 

283
00:16:03,440 --> 00:16:06,520
And it happens quickly. 
It, it isn't retrospective. 

284
00:16:06,520 --> 00:16:08,600
It only takes place in the 
moment. 

285
00:16:09,000 --> 00:16:13,440
And if you let that moment go 
by, you sort of miss it forever.

286
00:16:14,320 --> 00:16:19,040
It's around us constantly, all 
the time, but we often overlook 

287
00:16:19,040 --> 00:16:22,320
or don't notice it. 
And it provides these very small

288
00:16:22,320 --> 00:16:26,560
scale little delights and 
pleasures that not only 

289
00:16:26,560 --> 00:16:30,960
sometimes are easy to overlook 
or to ignore, but we've even 

290
00:16:30,960 --> 00:16:34,320
been kind of culturally trained 
to push aside, you know, like 

291
00:16:34,320 --> 00:16:36,960
that gratification is bad 
because it's about indulgence 

292
00:16:36,960 --> 00:16:39,880
and sensory pleasure at the 
level of sin rather than the 

293
00:16:39,880 --> 00:16:43,200
level of meaning. 
And you know, like I have, I 

294
00:16:43,200 --> 00:16:45,520
have my, my water bottle here 
with me. 

295
00:16:45,560 --> 00:16:47,400
And you know, it's got, I don't 
know if you can hear it, but 

296
00:16:47,400 --> 00:16:49,960
it's got ice in it. 
And I can feel and hear the, the

297
00:16:49,960 --> 00:16:54,080
ice tank against the metal 
interior of the, of the vessel. 

298
00:16:54,760 --> 00:16:58,080
And that's gratifying. 
So sometimes I just pick up my, 

299
00:16:58,160 --> 00:17:01,960
my water bottle and I, and I 
shake it and like, why do, why 

300
00:17:01,960 --> 00:17:04,240
do I do that? 
Like it doesn't have purpose. 

301
00:17:04,319 --> 00:17:07,760
It doesn't relate to the form of
the object, but, but it, it 

302
00:17:07,760 --> 00:17:10,319
reminds me that I am connected 
to it, that there are, there are

303
00:17:10,319 --> 00:17:12,599
these objects called ice cubes 
that will eventually melt. 

304
00:17:12,599 --> 00:17:16,960
And that I can, I can feel and 
hear them exist near me as like 

305
00:17:16,960 --> 00:17:21,880
friends, you know, and, and, and
that, that's what, that's what, 

306
00:17:21,960 --> 00:17:24,920
that's what like what 
gratification is and feels like,

307
00:17:24,920 --> 00:17:27,680
which has nothing to do with my 
health and why I might want to 

308
00:17:27,680 --> 00:17:30,760
hydrate, right? 
Or my sense of satisfaction and 

309
00:17:30,760 --> 00:17:35,640
having achieved a, an exercise 
or a personal goal that makes my

310
00:17:35,640 --> 00:17:38,480
body, you know, more adept. 
So that's, that's sort of like 

311
00:17:38,480 --> 00:17:41,520
at A, at a general level, what 
those 3 terms mean to me. 

312
00:17:42,120 --> 00:17:45,520
And I, I love that you brought 
an example that you do it 

313
00:17:45,520 --> 00:17:48,560
yourself. 
And so it seems like the did you

314
00:17:48,560 --> 00:17:51,800
feel that writing the book also 
was an invitation for you to 

315
00:17:51,800 --> 00:17:56,560
also pay attention to all these 
little interactions that you do 

316
00:17:56,560 --> 00:18:00,800
it you have? 
Yeah, this process has been, 

317
00:18:01,560 --> 00:18:03,520
it's been ongoing for me. 
You know, I've been working on 

318
00:18:03,520 --> 00:18:07,680
the book for four years or so. 
But when I think about it, this 

319
00:18:07,680 --> 00:18:11,680
is an obsession that I've had 
for much longer, and it does 

320
00:18:11,680 --> 00:18:16,320
connect to my interest in games 
to the to the point we discussed

321
00:18:16,320 --> 00:18:19,400
earlier. 
Games are kind of like dumb 

322
00:18:19,400 --> 00:18:22,280
purposeless objects. 
They don't need to exist. 

323
00:18:22,320 --> 00:18:26,280
They don't really have utility, 
but they're intensely 

324
00:18:26,280 --> 00:18:29,000
compelling. 
Like what is it to make someone 

325
00:18:29,000 --> 00:18:33,200
want to play Candy Crush or 
Wordle everyday or, or, or why 

326
00:18:33,200 --> 00:18:36,080
do you like touching the 
joystick in the buttons of 

327
00:18:36,080 --> 00:18:38,480
Pac-Man or Defender in the 
arcade? 

328
00:18:39,200 --> 00:18:41,440
And like, there's not a great 
answer to it. 

329
00:18:41,960 --> 00:18:44,480
And that's, I think that's one 
of the places where this started

330
00:18:44,480 --> 00:18:47,400
was my interest in the kind of 
the kind of purposelessness of, 

331
00:18:47,720 --> 00:18:50,040
of games or the relationship 
between games as designed 

332
00:18:50,040 --> 00:18:55,040
objects and as, as forms that 
have no, no structure or purpose

333
00:18:55,040 --> 00:18:58,560
that's similar to to other kinds
of of designed objects. 

334
00:18:59,440 --> 00:19:04,440
But I've also just been 
interested in ordinary objects 

335
00:19:04,440 --> 00:19:06,920
and ordinary life for a very 
long time. 

336
00:19:08,200 --> 00:19:11,160
And, you know, those are, those 
are certainly fall into the 

337
00:19:11,160 --> 00:19:14,360
purview of of design, but 
sometimes we don't take them as 

338
00:19:14,360 --> 00:19:17,920
seriously as we should. 
And when like the toast pops up 

339
00:19:17,920 --> 00:19:21,800
from the toaster, I think 
everyone knows that they like 

340
00:19:21,800 --> 00:19:24,160
that and and that they delight 
in it. 

341
00:19:25,280 --> 00:19:27,920
But but then we don't really, we
don't stop to think about it. 

342
00:19:27,920 --> 00:19:31,480
We don't take it as seriously as
even the form of that object, as

343
00:19:31,480 --> 00:19:35,080
a piece of industrial design, 
which is which is also been been

344
00:19:35,080 --> 00:19:38,400
notable to me. 
And I think some of this is like

345
00:19:38,720 --> 00:19:41,600
like gratification is a little 
funny as a concept because it 

346
00:19:41,600 --> 00:19:47,760
lives in the experience itself. 
It's like the pleasure of using 

347
00:19:47,760 --> 00:19:52,520
the thing and inhabiting it 
rather than the outcome that it 

348
00:19:52,520 --> 00:19:54,080
produces. 
Like did the product solve a 

349
00:19:54,080 --> 00:19:55,960
problem? 
Did I accomplish my goal? 

350
00:19:56,280 --> 00:20:00,200
Did the intervention that it 
that it, it offered improve, you

351
00:20:00,200 --> 00:20:03,960
know, my life or my community? 
And those are important 

352
00:20:03,960 --> 00:20:07,680
questions, but they're different
from asking whether something is

353
00:20:08,360 --> 00:20:12,120
gratifying. 
I would also say, you know, as 

354
00:20:12,120 --> 00:20:18,040
someone who's worked in, in and 
around software and high tech, 

355
00:20:18,160 --> 00:20:21,000
high tech, the high tech 
industries for a very long time.

356
00:20:21,720 --> 00:20:26,040
So, so much of design got like 
filtered through computation, 

357
00:20:26,040 --> 00:20:30,720
through design in the human 
computer interaction or, or, or 

358
00:20:30,720 --> 00:20:33,600
or interaction designer 
experience, design sense of the 

359
00:20:33,600 --> 00:20:38,280
word as that got overtaken by 
the computing sector. 

360
00:20:40,080 --> 00:20:45,000
And I do think that that that 
kind of corner of the design 

361
00:20:45,000 --> 00:20:50,240
world kind of gradually stopped 
caring about experience and 

362
00:20:50,240 --> 00:20:51,960
mostly became interested in 
outcomes. 

363
00:20:51,960 --> 00:20:54,320
I realize that's a strange thing
to say given that we have this 

364
00:20:54,320 --> 00:20:57,320
whole field subfield of design 
called experience design. 

365
00:20:57,320 --> 00:21:01,640
But isn't it really about 
accomplishing outcomes for the 

366
00:21:01,640 --> 00:21:04,720
designers or for the 
organizations that employ them 

367
00:21:04,960 --> 00:21:07,560
rather than for the, the 
so-called user, for the people 

368
00:21:07,560 --> 00:21:11,760
that are actually engaging with 
the design, with the designed 

369
00:21:13,120 --> 00:21:17,760
object, you know, and feeling 
the way the world works in a way

370
00:21:17,760 --> 00:21:22,160
that designed objects allow. 
Like the, the, the ice in my 

371
00:21:22,760 --> 00:21:25,880
water bottle or the, or the, or 
the toast popping up from the 

372
00:21:25,880 --> 00:21:30,480
toaster or what have you. 
That just all became downplayed,

373
00:21:30,560 --> 00:21:33,080
you know? 
But I've always been just just 

374
00:21:33,080 --> 00:21:36,080
so enamored of them, just 
obsessed almost with those kinds

375
00:21:36,080 --> 00:21:39,240
of encounters. 
And I finally decided, OK, let 

376
00:21:39,240 --> 00:21:41,880
me take the obsession seriously.
And we pretend like it makes 

377
00:21:41,880 --> 00:21:45,400
sense and try to make it make 
sense beyond my own weird brain.

378
00:21:46,960 --> 00:21:49,120
Yeah, I love it. 
And I think another reference 

379
00:21:49,120 --> 00:21:53,640
that reminded me when I was 
reading your book was the movie 

380
00:21:53,640 --> 00:21:55,760
Amelie Poulan. 
Oh yeah, sure. 

381
00:21:55,880 --> 00:21:57,000
I love that movie. 
Yeah. 

382
00:21:57,000 --> 00:22:01,920
Yeah, it's a very much like an 
extension of what you what you 

383
00:22:01,920 --> 00:22:06,040
bring in your book. 
And I think well as you were 

384
00:22:06,040 --> 00:22:10,120
saying all about the ordinary 
life and objects. 

385
00:22:11,600 --> 00:22:16,600
I understand that in a way you 
revisit the normandor which for 

386
00:22:16,600 --> 00:22:21,200
the designers, many of the 
designers know about this 

387
00:22:21,200 --> 00:22:23,400
concept from from this book 
here. 

388
00:22:23,560 --> 00:22:25,440
Don't know. 
Yeah, I have it here. 

389
00:22:25,440 --> 00:22:28,080
So it's which is called the 
design of everyday things. 

390
00:22:28,080 --> 00:22:30,800
So very much aligned with the 
conversation we've been having, 

391
00:22:31,320 --> 00:22:36,480
but in a way you update it in a 
more provocative way just 

392
00:22:36,480 --> 00:22:39,280
because you're you're, you're 
bringing that the problem isn't 

393
00:22:39,280 --> 00:22:42,480
bad design anymore, as Don 
Norman brings. 

394
00:22:43,320 --> 00:22:46,640
It's the good intentions, the 
ADA compliance, the file codes, 

395
00:22:46,640 --> 00:22:50,720
the motorized automation of the 
physical world that have made 

396
00:22:50,720 --> 00:22:55,520
the doors, as we're using as the
metaphor here, physically resist

397
00:22:55,680 --> 00:22:57,920
us. 
So for you, I wanted to hear 

398
00:22:57,920 --> 00:23:01,120
from you a little bit more what,
what's your take on that? 

399
00:23:01,120 --> 00:23:03,840
Is it is, is it a design 
problem? 

400
00:23:04,160 --> 00:23:08,040
Is it a policy problem? 
Or is it something that us as 

401
00:23:08,040 --> 00:23:12,160
designers will have to really 
deal with it and have to accept?

402
00:23:12,400 --> 00:23:14,240
Right, right. 
I do have this whole chapter on 

403
00:23:14,240 --> 00:23:15,840
doors. 
Like why you can't open doors? 

404
00:23:16,920 --> 00:23:19,400
It was funny because I was like,
didn't as I was writing, I was 

405
00:23:19,400 --> 00:23:21,000
like, Oh, I have to put the Don 
Norman stuff in. 

406
00:23:21,000 --> 00:23:23,880
And I was like, didn't, didn't 
Norman do all this already? 

407
00:23:23,880 --> 00:23:25,960
And I was like, I realize, no, 
there's still more to say. 

408
00:23:25,960 --> 00:23:28,960
But it was also interesting 
because as you say, I mean, the 

409
00:23:29,000 --> 00:23:31,600
the Norman door is such a 
familiar example to us in the 

410
00:23:31,600 --> 00:23:34,360
design community. 
Maybe it's even feels cliche, 

411
00:23:34,840 --> 00:23:38,160
but outside of our community, 
most people have never even 

412
00:23:38,160 --> 00:23:39,880
heard heard of that. 
They haven't read that book. 

413
00:23:39,880 --> 00:23:42,440
And, and even the idea that 
there is perceived affordances 

414
00:23:42,440 --> 00:23:44,360
and you don't know which hat, 
which, which side of the door to

415
00:23:44,360 --> 00:23:48,080
push or pull on, that's, that's 
new to people, which is, which 

416
00:23:48,080 --> 00:23:51,720
is, which is interesting. 
I think in answer to your 

417
00:23:51,720 --> 00:23:53,880
question, only one of the 
pictures I try to paint there is

418
00:23:53,880 --> 00:23:56,160
that it's, it's not just like 
the handle is hard to see or 

419
00:23:56,160 --> 00:23:57,920
hard to hard to understand how 
to use. 

420
00:23:57,920 --> 00:24:01,000
But but yeah, now there's like 
regulatory environments have 

421
00:24:01,000 --> 00:24:03,000
made it so that like you have to
be able to open the door 

422
00:24:03,000 --> 00:24:05,240
automatically. 
And there's, and there's, you 

423
00:24:05,240 --> 00:24:08,000
know, accessibility concerns, 
there's fire codes that may have

424
00:24:08,000 --> 00:24:11,040
to make it close, you know, with
a motor, if there's a fire 

425
00:24:11,040 --> 00:24:12,320
inside and all this kind of 
stuff. 

426
00:24:13,200 --> 00:24:16,040
And I, I think the way I would, 
I would answer the question is 

427
00:24:16,040 --> 00:24:19,320
that most problems in the world 
today are complicated. 

428
00:24:19,320 --> 00:24:22,040
They're, there's what we 
sometimes call wicked problems. 

429
00:24:22,200 --> 00:24:27,680
They don't have simple solutions
and they can't be solved by like

430
00:24:27,680 --> 00:24:31,280
willpower or ingenuity or 
aesthetics alone. 

431
00:24:31,280 --> 00:24:33,440
And, and doors are a good 
example of this, even though 

432
00:24:33,440 --> 00:24:36,120
they seem really simple, like 
we've got ADA requirements and 

433
00:24:36,120 --> 00:24:39,520
fire codes and liability 
concerns and energy efficiency 

434
00:24:39,520 --> 00:24:42,560
standards and security and 
automatic all this stuff. 

435
00:24:42,880 --> 00:24:46,560
And like, those are all 
legitimate, reasonable concerns 

436
00:24:46,560 --> 00:24:49,600
that should be addressed. 
And that means that the modern 

437
00:24:49,600 --> 00:24:52,840
door isn't like the result of 
bad design, but the accumulation

438
00:24:52,840 --> 00:24:55,560
of of all these good intentions.
And then when all the good 

439
00:24:55,560 --> 00:24:59,920
intentions get brought together,
something goes terribly awry. 

440
00:25:00,920 --> 00:25:03,720
So you might think of the the 
problem is 1 of competing 

441
00:25:03,720 --> 00:25:08,200
successes rather than obvious 
failures. 

442
00:25:08,520 --> 00:25:12,160
And I think from a design 
perspective, it's like, OK, that

443
00:25:12,160 --> 00:25:13,960
is the condition of the design 
now. 

444
00:25:14,040 --> 00:25:15,880
That is sort of where we start 
from. 

445
00:25:16,440 --> 00:25:18,680
And just as everything in the 
world feels as though it's 

446
00:25:18,680 --> 00:25:21,080
become much more complicated 
today, and then it was one or 

447
00:25:21,080 --> 00:25:25,080
two or three generations ago, so
it is with design. 

448
00:25:25,080 --> 00:25:27,520
We don't just like slap up a 
door any longer. 

449
00:25:27,680 --> 00:25:31,160
And there are consequences to 
that, to that fact. 

450
00:25:31,280 --> 00:25:35,680
Many good and many not exactly 
bad, but, you know, complicated.

451
00:25:36,600 --> 00:25:40,640
So yeah, designers need to not 
just accept but embrace that 

452
00:25:40,640 --> 00:25:46,160
circumstance as one that is is 
no intrinsic to every design 

453
00:25:46,160 --> 00:25:49,840
problem, even seemingly simple 
ones like we need a an entry 

454
00:25:49,840 --> 00:25:51,120
point into this. 
Structure. 

455
00:25:54,040 --> 00:25:56,720
I wanted to go back to this 
theme that you brought up 

456
00:25:56,720 --> 00:26:01,760
earlier of like the byproduct 
versus the intention of design, 

457
00:26:01,760 --> 00:26:03,080
right? 
You're talking about user 

458
00:26:03,080 --> 00:26:06,360
experience design versus like 
outcomes design, getting people 

459
00:26:06,360 --> 00:26:09,360
to keep on scrolling in an app 
or to buy something in 

460
00:26:09,360 --> 00:26:12,440
e-commerce. 
I remember years ago I had the 

461
00:26:12,440 --> 00:26:16,440
chance to visit an Audi factory 
at a previous job and they 

462
00:26:16,440 --> 00:26:19,240
showed us or they're telling us 
about how there was a team 

463
00:26:19,240 --> 00:26:22,520
dedicated to just like the sound
and the feel of the doors 

464
00:26:22,520 --> 00:26:25,440
opening and closing in this like
Audi like way, right? 

465
00:26:25,480 --> 00:26:29,600
So that's like a very extreme 
example of like a luxury car and

466
00:26:29,600 --> 00:26:32,360
how much intention goes into 
like these little things, not 

467
00:26:32,360 --> 00:26:35,080
even how the car drives, just 
how the door opens and closes. 

468
00:26:35,640 --> 00:26:38,520
But then as a counter example, 
in your book, you talk about 

469
00:26:38,520 --> 00:26:41,520
your friend Tom and his 
experience with this thick 

470
00:26:41,520 --> 00:26:44,320
masonry paint, and you have this
great onomatopoeia. 

471
00:26:44,320 --> 00:26:47,040
I don't know if I'm saying this 
right up the Schwach loop. 

472
00:26:47,320 --> 00:26:48,840
Yeah. 
That's that's it, yeah. 

473
00:26:48,880 --> 00:26:54,200
Schwach loop of this, it's more 
of a secondary sensory output of

474
00:26:54,200 --> 00:26:57,760
just the way that this paint 
goes on his walls, right? 

475
00:26:57,760 --> 00:27:00,560
And I don't think anybody 
designed the paint to do that 

476
00:27:00,560 --> 00:27:04,160
and to have that pleasurable 
sound and feel of that. 

477
00:27:04,160 --> 00:27:07,080
So, yeah, could you explore this
somewhere? 

478
00:27:07,080 --> 00:27:09,160
I mean, there are those, there's
the Audi example, and then 

479
00:27:09,160 --> 00:27:11,840
there's like the the paint where
it just happens to be 

480
00:27:11,840 --> 00:27:12,840
pleasurable. 
Yeah, I know. 

481
00:27:12,880 --> 00:27:15,360
So I think it's a great, I think
the Audi example is really 

482
00:27:15,360 --> 00:27:18,400
helpful because you know, we've 
been, we've been trained to 

483
00:27:18,400 --> 00:27:22,800
think of those, those, those, 
those experiences, those 

484
00:27:22,800 --> 00:27:27,760
connections that create 
gratification as like secondary 

485
00:27:27,760 --> 00:27:30,960
effects. 
You know, you're making a car 

486
00:27:31,160 --> 00:27:33,560
first and foremost and has to 
drive and be safe. 

487
00:27:33,560 --> 00:27:35,840
And then like the doors should 
work in a certain way. 

488
00:27:35,840 --> 00:27:38,160
If you have time and if it's a 
luxury vehicle, then you can 

489
00:27:38,160 --> 00:27:41,800
devote the attention to it. 
But when you think about it, 

490
00:27:42,400 --> 00:27:44,440
that stuff isn't secondary at 
all. 

491
00:27:44,760 --> 00:27:47,640
It's, it's the part we actually 
experience and that we 

492
00:27:47,640 --> 00:27:50,520
experience with as much 
regularity and maybe even more, 

493
00:27:50,520 --> 00:27:53,400
more frequency than the than the
driving itself. 

494
00:27:53,640 --> 00:27:56,280
You, you, you turn over the 
ignition of the car and drive it

495
00:27:56,520 --> 00:27:59,280
through the city, but you open 
and close the door every time 

496
00:27:59,280 --> 00:28:01,520
too. 
So to start from it's, it's 

497
00:28:01,520 --> 00:28:04,880
strange and intriguing to me 
that we would think of the sound

498
00:28:04,880 --> 00:28:08,560
that the door makes as something
to save for later if we have 

499
00:28:08,560 --> 00:28:12,000
time, as if it's not a 
fundamental first order part of 

500
00:28:12,000 --> 00:28:16,600
experiencing a vehicle we 
remember like the weight of the 

501
00:28:16,600 --> 00:28:19,480
handled or the resistance of the
hinge or the sound of the latch.

502
00:28:20,160 --> 00:28:24,800
And, and that experience isn't 
confined to the, the intended 

503
00:28:24,800 --> 00:28:28,360
function at all. 
Like we ought to be noticing it,

504
00:28:28,920 --> 00:28:32,360
even if it's not the thing that 
we thought we were making. 

505
00:28:32,360 --> 00:28:35,800
Because then when you go to use 
and try it out, you see it now 

506
00:28:35,840 --> 00:28:39,120
you know, if you're making 
masonry sealer, then you're 

507
00:28:39,120 --> 00:28:41,760
principally concerned with 
getting an affordable product 

508
00:28:41,760 --> 00:28:46,360
out that works well. 
But it is a part of the product,

509
00:28:46,560 --> 00:28:48,440
right? 
And it should be a part of, I 

510
00:28:48,440 --> 00:28:51,840
don't know what masonry sealer 
design processes are like. 

511
00:28:51,840 --> 00:28:53,840
I would love to learn more about
that. 

512
00:28:54,680 --> 00:28:59,200
But because it's so viscous, 
that outcome has consequences 

513
00:28:59,200 --> 00:29:02,360
for using and applying it, which
I know that painters talk about 

514
00:29:02,360 --> 00:29:04,720
because they have to actually, 
you know, do the work. 

515
00:29:04,800 --> 00:29:08,640
But my, my, my friend Tom and I 
use this stuff are, are, are 

516
00:29:08,640 --> 00:29:10,920
amateurs who don't know how to 
use it, use it properly. 

517
00:29:11,080 --> 00:29:14,040
So it's like, well, there's just
an opportunity to think about a 

518
00:29:14,040 --> 00:29:18,320
design problem that we wouldn't 
normally construe as a design 

519
00:29:18,320 --> 00:29:20,600
problem. 
This is maybe in part because 

520
00:29:22,000 --> 00:29:26,360
design culture still tends to 
privilege what a thing does or 

521
00:29:26,360 --> 00:29:29,280
how it looks over how it feels 
like. 

522
00:29:29,280 --> 00:29:32,440
We ask whether the product 
works, whether the task can be 

523
00:29:32,440 --> 00:29:35,480
completed, you know, whether the
user succeeded at accomplishing 

524
00:29:35,480 --> 00:29:37,600
the goal or whether they 
accomplished at helping us 

525
00:29:37,600 --> 00:29:40,720
achieve our goal. 
But those aren't the only 

526
00:29:40,720 --> 00:29:43,120
questions. 
And, and the sensory character 

527
00:29:43,480 --> 00:29:45,720
of the experiences we design. 
Like if those things don't 

528
00:29:45,720 --> 00:29:47,960
matter, I don't know what, I 
don't know what we're doing. 

529
00:29:48,120 --> 00:29:51,800
I don't know what we're doing, 
you know, So I, I wouldn't say 

530
00:29:51,800 --> 00:29:56,400
that like designers should start
intentionally engineering every 

531
00:29:56,400 --> 00:30:00,960
sound or smell or texture like 
that could become rot and a 

532
00:30:00,960 --> 00:30:04,760
little precious. 
And I also think that the, the 

533
00:30:04,760 --> 00:30:08,960
turn to like you remember, like 
the turn to delight in UX and 

534
00:30:08,960 --> 00:30:11,520
user experience design. 
Oh, we're going to create these 

535
00:30:11,520 --> 00:30:13,520
delight. 
And I, I think maybe that was 

536
00:30:13,800 --> 00:30:15,680
risky and failed. 
It was like more of a way to 

537
00:30:15,680 --> 00:30:18,440
make designers feel good, 
especially as they started 

538
00:30:18,440 --> 00:30:21,800
designing experiences just to 
produce those outcomes we were 

539
00:30:21,800 --> 00:30:24,160
talking about, right? 
Yeah. 

540
00:30:24,640 --> 00:30:26,800
But maybe there doesn't need to 
be a purpose, you know? 

541
00:30:26,800 --> 00:30:30,160
Some of the examples I discussed
in the book are powerful because

542
00:30:30,160 --> 00:30:32,920
they're not designed and they're
not instrumentalized. 

543
00:30:32,960 --> 00:30:36,120
And that's what makes them such 
interesting lessons like Tom 

544
00:30:36,120 --> 00:30:39,840
wasn't painting the wall to 
achieve the automata poetic 

545
00:30:39,840 --> 00:30:43,280
sensory delight of Shraksh 
looping, but that delight emerge

546
00:30:43,280 --> 00:30:46,960
from the encounter. 
And when it did, it was real and

547
00:30:46,960 --> 00:30:49,400
and it was important. 
And from there you kind of go, 

548
00:30:49,400 --> 00:30:53,080
oh, like from Tom's perspective,
this is something that mattered 

549
00:30:53,080 --> 00:30:54,320
to me. 
I want to do it more. 

550
00:30:54,400 --> 00:30:56,720
And if we turn it over on its 
head and say, well, we're from a

551
00:30:56,720 --> 00:31:00,720
design perspective, the lesson 
is that could be the first place

552
00:31:00,720 --> 00:31:02,480
you start. 
That could be where the design, 

553
00:31:02,920 --> 00:31:04,560
that where the, where the design
begins. 

554
00:31:05,080 --> 00:31:08,120
And so maybe as a way of of 
asking, well, how would we go 

555
00:31:08,120 --> 00:31:11,280
about that process as designers?
It's like we've become so 

556
00:31:11,280 --> 00:31:15,680
focused on optimizing experience
that we've forgotten how much 

557
00:31:15,680 --> 00:31:19,560
experience arises accidentally. 
They're not features, but kind 

558
00:31:19,560 --> 00:31:21,800
of consequences. 
And that's a pretty easy change 

559
00:31:21,800 --> 00:31:24,480
to me like, OK, well, if I'm 
going to be interested in 

560
00:31:24,480 --> 00:31:28,480
accidental or emergent 
properties of design, then I can

561
00:31:28,480 --> 00:31:32,560
very easily commit to paying 
different attention to that 

562
00:31:32,920 --> 00:31:36,920
design opportunity in the, in 
the refinement, iteration, 

563
00:31:36,920 --> 00:31:40,360
testing, etcetera process, 
right. 

564
00:31:40,960 --> 00:31:44,320
But you know, there's, there's 
a, there's another, it's like a 

565
00:31:44,320 --> 00:31:46,760
flip side version of it that 
isn't about function, but it's 

566
00:31:46,760 --> 00:31:50,680
about form. 
That like designs obsession with

567
00:31:50,680 --> 00:31:55,040
function has come alongside an 
equally obsessive interest in 

568
00:31:55,040 --> 00:31:59,200
form apart from use, which is 
like a a super kind of ironic 

569
00:31:59,200 --> 00:32:04,960
situation to find ourselves in. 
When Louis Sullivan coined the 

570
00:32:05,040 --> 00:32:08,080
the famous design axiom, form 
follows function, which is like 

571
00:32:08,080 --> 00:32:10,560
100 more than 125 years old now,
right? 

572
00:32:11,440 --> 00:32:14,880
What he actually meant was that 
the shape or aesthetics of a 

573
00:32:14,880 --> 00:32:17,560
designed object, like a building
in his case, that it should 

574
00:32:17,560 --> 00:32:20,640
arise from its purpose. 
But that's not even how we treat

575
00:32:20,640 --> 00:32:23,400
that idea anymore. 
It's more like forms. 

576
00:32:23,400 --> 00:32:26,120
It's entirely outside of a 
function. 

577
00:32:26,840 --> 00:32:31,040
And I think that by separating 
those two ideas of form and 

578
00:32:31,040 --> 00:32:35,280
function and isolating them from
one another over a century, 

579
00:32:35,280 --> 00:32:39,120
really, you know, from of 20th 
and 21st century design, 

580
00:32:39,880 --> 00:32:43,000
something fell out or a lot of 
things maybe fell out of the 

581
00:32:43,000 --> 00:32:44,600
middle. 
And one of the things that 

582
00:32:44,600 --> 00:32:47,960
dropped out is, is like 
gratifying design that that just

583
00:32:47,960 --> 00:32:51,520
didn't become as important as 
having either the correct 

584
00:32:51,520 --> 00:32:54,800
function or the correct form, 
whether or not those two things 

585
00:32:54,800 --> 00:32:58,240
were connected, let alone how 
they felt to use. 

586
00:32:58,400 --> 00:33:01,240
Despite the fact that we spent 
decades talking about actually 

587
00:33:01,240 --> 00:33:04,320
designing how they felt to use 
without really doing so in a 

588
00:33:04,320 --> 00:33:07,640
committed way. 
Yeah, that's great. 

589
00:33:07,880 --> 00:33:14,120
So I think bridging on what you 
just saw just said about the 

590
00:33:14,120 --> 00:33:18,200
fact that we've been so much 
focused in optimizing the 

591
00:33:18,200 --> 00:33:22,920
experience. 
So designers are currently 

592
00:33:22,960 --> 00:33:27,960
briefed to to make experience as
frictionless as possible. 

593
00:33:28,840 --> 00:33:33,280
And this has been a very strong 
principle in UX practice. 

594
00:33:33,760 --> 00:33:37,200
And and now there is a counter 
movement that says that 

595
00:33:37,200 --> 00:33:41,040
designers are talk are more 
talking about bringing back 

596
00:33:41,040 --> 00:33:46,280
meaningful friction. 
And I think your argument seems 

597
00:33:46,280 --> 00:33:50,520
to be different from both saying
that gratification isn't about 

598
00:33:50,520 --> 00:33:55,600
making things harder, but it's 
it's about noticing what's 

599
00:33:55,600 --> 00:33:58,320
already there. 
And I wanted to hear your 

600
00:33:58,320 --> 00:34:02,080
thoughts in in in into that. 
Like are we asking the? 

601
00:34:02,800 --> 00:34:06,200
Right, yeah, I'm so glad you 
brought this up because I I have

602
00:34:06,200 --> 00:34:09,679
been a little upset about the 
recent obsession with with 

603
00:34:09,679 --> 00:34:12,960
friction as a solution to a 
supposed problem we we face as 

604
00:34:12,960 --> 00:34:14,960
users and designers. 
And you're right. 

605
00:34:14,960 --> 00:34:16,960
I think it's wrong. 
I think it's entirely wrong 

606
00:34:16,960 --> 00:34:20,360
headed to hold that friction is 
what's missing from the designed

607
00:34:20,360 --> 00:34:22,840
and the built environment. 
But I, I understand why that 

608
00:34:22,840 --> 00:34:27,040
idea came about. 
Like everything became so smooth

609
00:34:27,520 --> 00:34:30,480
and so seemingly frictionless. 
And, you know, like the most 

610
00:34:30,480 --> 00:34:33,159
evident version of that is, is 
they're just glass screens 

611
00:34:33,159 --> 00:34:35,520
everywhere, which are literally 
frictionless or smooth. 

612
00:34:35,520 --> 00:34:37,480
And, and so like, oh, what's the
opposite of that? 

613
00:34:37,480 --> 00:34:40,040
Well, friction, that would be, 
you know, the obvious answer. 

614
00:34:40,360 --> 00:34:43,400
But if you stop and think about 
the experiences you actually 

615
00:34:43,400 --> 00:34:47,679
have with designed objects, then
friction is the, it's the wrong 

616
00:34:47,679 --> 00:34:49,679
solution. 
So I encounter this all the 

617
00:34:49,679 --> 00:34:51,600
time. 
There was one that I, I 

618
00:34:51,600 --> 00:34:55,800
experienced just just yesterday 
by happenstance, I was opening a

619
00:34:55,800 --> 00:34:59,800
container of sesame seeds for a 
Gelato recipe that I was working

620
00:34:59,800 --> 00:35:01,520
on. 
And, and it was a new bottle and

621
00:35:01,520 --> 00:35:05,000
it had one of those like 
freshness or safety seals. 

622
00:35:05,000 --> 00:35:07,680
And, and it was the kind that 
has the sort of vertical folded 

623
00:35:07,680 --> 00:35:10,720
clear plastic tab and you're 
supposed to pull up on the tab 

624
00:35:10,720 --> 00:35:15,800
to release the seal. 
And like, it seems like a good 

625
00:35:15,800 --> 00:35:17,800
design because it's got a thing 
you pull on. 

626
00:35:18,880 --> 00:35:20,120
But I just, I just couldn't do 
it. 

627
00:35:20,120 --> 00:35:22,240
I couldn't gain a purchase on 
it. 

628
00:35:22,760 --> 00:35:24,000
And this happens to me all the 
time. 

629
00:35:24,000 --> 00:35:26,760
It feels like, you know, so I 
had to cut the thing out in the 

630
00:35:26,760 --> 00:35:30,840
end and, and then I got it open,
but it was like the edge was, 

631
00:35:30,840 --> 00:35:33,480
was, was ratty now. 
And like, do I do I try to peel 

632
00:35:33,480 --> 00:35:35,320
that off with my fingertip or 
what do I do? 

633
00:35:35,760 --> 00:35:38,440
And like, that's friction. 
That's definitely friction, you 

634
00:35:38,440 --> 00:35:39,800
know, but that's not what I 
wanted. 

635
00:35:39,800 --> 00:35:42,640
What I wanted wasn't for it to 
be harder. 

636
00:35:43,040 --> 00:35:46,880
I wanted the gratifying delight 
of successfully releasing the 

637
00:35:46,880 --> 00:35:50,760
seal and then any like hearing 
it pop, you know, as it came 

638
00:35:50,760 --> 00:35:53,520
off, maybe. 
And then and then disposing of 

639
00:35:53,520 --> 00:35:55,680
the of the waste that it 
produced in a way that that 

640
00:35:55,680 --> 00:35:58,800
extended that gratification for 
a moment that let me linger in 

641
00:35:58,800 --> 00:36:02,000
the sensations that I'd had and 
then moving on with my life to 

642
00:36:02,000 --> 00:36:05,080
the next thing. 
And that's just not a, a 

643
00:36:05,080 --> 00:36:08,360
friction problem at all. 
Or, you know, at a higher level,

644
00:36:08,360 --> 00:36:10,880
maybe in a in a way that feels 
more important that the recent 

645
00:36:10,880 --> 00:36:14,240
reactions against touchscreen 
interfaces like an automobiles 

646
00:36:14,240 --> 00:36:17,760
say, you know, not really a 
problem of friction either. 

647
00:36:17,760 --> 00:36:21,360
Like, like we clearly, clearly, 
clearly took things far too far 

648
00:36:21,360 --> 00:36:25,360
to make drivers use effectively 
an iPad to adjust their their 

649
00:36:25,360 --> 00:36:29,000
radio or climate while piloting 
this many ton vehicle at highway

650
00:36:29,000 --> 00:36:30,880
speed. 
Like that was a bad idea. 

651
00:36:31,360 --> 00:36:33,920
But the return and it's it's 
only just starting the the 

652
00:36:33,920 --> 00:36:37,600
return to like neural knobs that
turn into fine increments 

653
00:36:37,600 --> 00:36:40,200
instead. 
That's not really about 

654
00:36:40,200 --> 00:36:45,080
introducing friction. 
It's about restoring a better 

655
00:36:45,080 --> 00:36:48,760
sensory connection between the 
operator and the machine. 

656
00:36:48,760 --> 00:36:51,880
And then once you create that 
sensory connection, then the 

657
00:36:51,880 --> 00:36:55,000
gratification can arise again. 
I'm feeling the knob, you know, 

658
00:36:55,000 --> 00:36:57,840
in my, in my fingertips and I 
hear it click and I can, I can 

659
00:36:57,840 --> 00:37:01,080
determine that my action has had
the intended consequence, but 

660
00:37:01,080 --> 00:37:04,160
just any consequence whatsoever.
And that makes me feel 

661
00:37:05,360 --> 00:37:06,600
gratified. 
Yeah. 

662
00:37:06,600 --> 00:37:10,800
So I'm like super down on on 
friction as an answer. 

663
00:37:10,800 --> 00:37:14,240
It's the it's the wrong answer. 
It's understandable why we came 

664
00:37:14,240 --> 00:37:17,000
to the answer because it feels 
like the opposite of of 

665
00:37:17,000 --> 00:37:19,400
smoothness and lightness and 
ease and disappearance and 

666
00:37:19,400 --> 00:37:21,960
transparency. 
But it's definitely not the way 

667
00:37:21,960 --> 00:37:24,760
forward to me. 
Yeah, that's, that's a great, 

668
00:37:24,800 --> 00:37:28,040
yeah, great example. 
And I think I'm, I'm, I would 

669
00:37:28,040 --> 00:37:32,960
like to bring another example 
that you mentioned in the book 

670
00:37:33,040 --> 00:37:35,680
that you write about how 
drinking from a particular kind 

671
00:37:35,680 --> 00:37:38,240
of Tumblr changes how something 
tastes. 

672
00:37:39,720 --> 00:37:41,880
Yeah, like scientifically, 
right. 

673
00:37:41,960 --> 00:37:43,200
Right. 
Yeah, There's been studies 

674
00:37:43,200 --> 00:37:44,000
there. 
It's amazing. 

675
00:37:44,000 --> 00:37:46,920
Yeah. 
And you call it multi modal 

676
00:37:46,920 --> 00:37:51,520
perception. 
And I mean, I'm sure packaging 

677
00:37:51,520 --> 00:37:55,240
and product designers probably 
know this by experience by 

678
00:37:55,240 --> 00:38:00,680
intuitively, but they rarely get
the chance to make that argument

679
00:38:00,760 --> 00:38:05,720
in the part of the brief as 
they're as they're designing the

680
00:38:05,720 --> 00:38:07,680
the product or the package, 
right? 

681
00:38:07,720 --> 00:38:12,400
I think in line with the idea of
the in reference of the Audi, 

682
00:38:14,120 --> 00:38:17,960
Audi, Audi doors. 
So I wanted to hear from you, 

683
00:38:17,960 --> 00:38:22,200
what would you change if that if
that was taken seriously from a 

684
00:38:22,200 --> 00:38:26,080
design principle point of view 
and not just like a side effect 

685
00:38:26,080 --> 00:38:31,120
or a byproduct of yeah, of its 
its process. 

686
00:38:31,680 --> 00:38:35,640
Yeah. 
I mean, I, I like to start, I 

687
00:38:35,640 --> 00:38:39,240
think I want to say that like 
the most heroic design to me is,

688
00:38:39,600 --> 00:38:43,040
is the one that produces the 
most ordinary, the most ordinary

689
00:38:43,040 --> 00:38:46,560
things in the most general use 
and, and packaging design, which

690
00:38:46,560 --> 00:38:48,720
you mentioned. 
Like, it may be just one of the 

691
00:38:48,720 --> 00:38:50,360
most interesting fields of 
design. 

692
00:38:50,360 --> 00:38:54,000
It brings together so many 
disciplines so synthetically of 

693
00:38:54,000 --> 00:38:57,480
industrial design and business 
and economics and food safety, 

694
00:38:57,480 --> 00:38:59,560
advertising, ecology or 
environmental design. 

695
00:38:59,560 --> 00:39:02,600
And like at a high level, I 
think we're just having a really

696
00:39:02,600 --> 00:39:07,280
diverse and multifaceted set of 
interests and, and challenges or

697
00:39:07,280 --> 00:39:09,680
constraints. 
That's just like always a great 

698
00:39:09,680 --> 00:39:15,040
place to be in. 
But like more helpfully maybe I 

699
00:39:15,040 --> 00:39:19,040
think it gets back to the the 
form function problem I was 

700
00:39:19,040 --> 00:39:20,920
mentioning earlier. 
Because like the really 

701
00:39:20,920 --> 00:39:23,640
interesting stuff, the most 
interesting and most gratifying 

702
00:39:23,640 --> 00:39:27,920
things, they seem to arise from 
a really serious and committed 

703
00:39:27,920 --> 00:39:31,080
marriage between form and and 
function. 

704
00:39:32,280 --> 00:39:37,480
And if you design in a way that 
produces an object that seems 

705
00:39:37,480 --> 00:39:40,960
less noticeable as an object, or
at least seems less noticeable 

706
00:39:40,960 --> 00:39:45,240
to designers as an object, then 
you're probably on the right 

707
00:39:45,440 --> 00:39:47,840
like moral path. 
You're, you're in the right 

708
00:39:47,840 --> 00:39:49,520
plane. 
You know, of, of effort. 

709
00:39:50,920 --> 00:39:54,480
You remember the Philippe Stark 
juicer, this famous like, you 

710
00:39:54,480 --> 00:39:57,600
know, alien arthropod looking 
juicer that like everybody was 

711
00:39:57,600 --> 00:40:00,480
obsessed with for years. 
And, and first it was just an 

712
00:40:00,480 --> 00:40:03,040
art object and then it was like 
an actual industrial design, you

713
00:40:03,040 --> 00:40:06,040
know, good and, and it's 
gorgeous, but. 

714
00:40:06,520 --> 00:40:08,040
I don't know if you've ever 
tried to use one, but it's 

715
00:40:08,040 --> 00:40:10,160
terrible as a as a juicer, 
actually. 

716
00:40:10,160 --> 00:40:12,000
It's like, not the juicer you 
want, you know? 

717
00:40:12,240 --> 00:40:13,440
It just gets stuff everywhere, 
right? 

718
00:40:13,480 --> 00:40:15,800
It just gets stuff everywhere. 
And it's a mess to clean up. 

719
00:40:15,800 --> 00:40:18,480
And you know, but if you think 
about something like the Oxo 

720
00:40:18,480 --> 00:40:20,840
Good Grips line of kitchen 
products, right? 

721
00:40:20,840 --> 00:40:24,720
Like that is that does not have 
the cultural prestige of a 

722
00:40:24,720 --> 00:40:28,600
Philippe Stark object. 
But they've literally spent 

723
00:40:28,600 --> 00:40:31,640
decades like just trying to make
ordinary tasks like peeling 

724
00:40:31,640 --> 00:40:34,520
fruit, not just more functional 
and beautiful, but but more 

725
00:40:34,520 --> 00:40:37,680
gratifying to remember what it 
was like to, to use like a can 

726
00:40:37,680 --> 00:40:41,160
opener before we had the, the, 
the, those kinds of tools. 

727
00:40:41,160 --> 00:40:44,280
And you were focused more on, on
the, the pain in your hand and 

728
00:40:44,280 --> 00:40:47,800
on than on the sensation of the,
of the, of the can of beans 

729
00:40:47,800 --> 00:40:52,800
giving underneath you. 
So I think like stepping back 

730
00:40:52,800 --> 00:40:57,240
from those examples, part of the
problem starts from like what 

731
00:40:57,280 --> 00:41:01,360
the question of what designers 
value and, and what, where they 

732
00:41:01,360 --> 00:41:05,440
derive professional meaning and,
and credibility, What makes them

733
00:41:05,800 --> 00:41:10,200
jealous of one another, even. 
And, and the, the, the 

734
00:41:10,200 --> 00:41:13,400
particular kind of like, like 
Tumblr cups that I discussed in 

735
00:41:13,400 --> 00:41:15,760
the book, these Carlisle sand 
tumblers. 

736
00:41:16,280 --> 00:41:20,080
Like it's just not likely to 
produce envy, I think among 

737
00:41:20,080 --> 00:41:24,600
professional designers, which is
too bad because it's, it's not 

738
00:41:24,600 --> 00:41:27,240
just an incredible victory of 
design, but it's an ordinary 

739
00:41:27,240 --> 00:41:31,200
object that millions of people 
has touched millions of people's

740
00:41:31,800 --> 00:41:33,960
lives. 
And yeah, like an iPhone has 

741
00:41:33,960 --> 00:41:35,440
also touched millions of 
people's lives. 

742
00:41:35,440 --> 00:41:38,720
But why would we put that above 
the Tumblr cup? 

743
00:41:38,760 --> 00:41:42,400
Like that's, that's on us and 
the and the things that we value

744
00:41:42,400 --> 00:41:46,520
and, and, and long for between 
ourselves and one another and 

745
00:41:46,520 --> 00:41:48,960
and not just on the 
opportunities for design that 

746
00:41:48,960 --> 00:41:51,320
exists because those 
opportunities are, are myriad. 

747
00:41:52,600 --> 00:41:55,880
So, Ian, I want to turn to the 
elephant that's in almost every 

748
00:41:55,880 --> 00:41:58,440
design conversation right now, 
which is AI. 

749
00:41:58,720 --> 00:42:00,680
And you do talk about AI in your
book. 

750
00:42:00,800 --> 00:42:05,320
You compare AI writing and 
coding tools to automated 

751
00:42:05,520 --> 00:42:08,240
restroom faucets. 
And so you've already mentioned 

752
00:42:08,440 --> 00:42:11,840
in our conversation that it's 
not just about friction and or 

753
00:42:11,840 --> 00:42:14,280
frictionlessness. 
So can you tell us more about 

754
00:42:14,440 --> 00:42:17,800
what you mean about like, yeah, 
what do we lose or what's the 

755
00:42:17,800 --> 00:42:20,840
cost of AI or where we lose 
something that we didn't know we

756
00:42:20,840 --> 00:42:23,240
even valued? 
Yeah, I mean, the, the AI 

757
00:42:23,240 --> 00:42:26,720
problem is complex because it's 
still so new and it's moving so 

758
00:42:26,720 --> 00:42:27,920
fast. 
And when, you know, I was 

759
00:42:27,920 --> 00:42:29,840
writing this book and I was 
like, OK, you know, I have to be

760
00:42:29,840 --> 00:42:33,000
careful because anything I say 
will be out of date. 

761
00:42:33,560 --> 00:42:36,440
You know, the, the main example 
I discuss in the book is is 

762
00:42:36,440 --> 00:42:39,800
related to writing and language 
and, and the way the large 

763
00:42:39,800 --> 00:42:43,280
language models can produce it. 
And I talk about as a writer, 

764
00:42:43,280 --> 00:42:47,560
you know, that the feeling of 
writing, the feeling of, of like

765
00:42:47,560 --> 00:42:51,000
the ideas moving from my head 
through my fingertips into the 

766
00:42:51,000 --> 00:42:53,600
keyboard. 
To me, that's a fundamental part

767
00:42:53,600 --> 00:42:56,560
of the experience of writing. 
And that's something that I 

768
00:42:56,560 --> 00:42:59,560
don't get to do when the 
computer writes for me, which 

769
00:42:59,560 --> 00:43:02,120
doesn't exactly mean that I 
don't want to use the computer's

770
00:43:02,160 --> 00:43:04,920
aid either. 
It's just that that that 

771
00:43:04,920 --> 00:43:07,440
gratifying experience of 
literally doing the mechanics of

772
00:43:07,440 --> 00:43:14,640
writing is, is is lost. 
So I worry that AI offers like 

773
00:43:14,640 --> 00:43:18,560
an excuse to sideline that 
process, that the process, the, 

774
00:43:18,640 --> 00:43:20,840
the process of making things of 
any kind. 

775
00:43:20,920 --> 00:43:26,480
And because gratification lives 
in that process of making of 

776
00:43:26,480 --> 00:43:30,280
connection between yourself as a
creator and the materials you'll

777
00:43:30,280 --> 00:43:33,760
use, you're using that I do 
worry that we'll, we'll lose 

778
00:43:33,760 --> 00:43:35,120
even more of it. 
There will be even more 

779
00:43:35,120 --> 00:43:38,600
dematerializing effects that AI 
will produce. 

780
00:43:39,440 --> 00:43:41,720
But I'll, I'll say that I've 
also been kind of disappointed 

781
00:43:41,720 --> 00:43:44,360
and, and, and quite bored with 
the way that many creative 

782
00:43:44,360 --> 00:43:48,240
professionals have have rejected
AI out of hand and said, well, 

783
00:43:48,240 --> 00:43:50,720
this is obviously evil and bad. 
There's nothing good that can 

784
00:43:50,720 --> 00:43:54,120
come of it because they're 
concerned either they're 

785
00:43:54,120 --> 00:43:55,760
concerned about job loss or 
they're concerned about 

786
00:43:55,760 --> 00:44:00,480
something like the, the loss of 
the texture of experience that 

787
00:44:00,480 --> 00:44:02,840
I've described. 
So I think it's complicated in 

788
00:44:02,840 --> 00:44:08,040
other words, and for me, like AI
can, I mean it, it can 

789
00:44:08,040 --> 00:44:13,120
facilitate synthetic design in, 
in new ways that that we're 

790
00:44:13,120 --> 00:44:15,160
going to have, we're just going 
to have to figure out. 

791
00:44:15,160 --> 00:44:20,640
And I don't know, I don't think 
it's like fatalistic or or, or 

792
00:44:20,680 --> 00:44:24,040
or improper of me to say, well, 
this thing is here and it's 

793
00:44:24,040 --> 00:44:26,120
happening. 
We can't put our fingers in our 

794
00:44:26,120 --> 00:44:27,400
ears. 
And that's different from saying

795
00:44:27,400 --> 00:44:29,600
just accept it like some of the 
technologists do. 

796
00:44:29,600 --> 00:44:33,040
I think there is a middle ground
that most people want to occupy.

797
00:44:34,000 --> 00:44:35,440
And you know, like I've been 
looking at AI assisted 

798
00:44:35,440 --> 00:44:40,120
programming for a long time now.
And one thing I've noticed in my

799
00:44:40,120 --> 00:44:44,280
own practice with it is the, the
like these AI tools, they have 

800
00:44:44,280 --> 00:44:47,320
led me to places I would not 
have thought to go and allowed 

801
00:44:47,320 --> 00:44:50,960
me to ask and answer software 
design questions, not just 

802
00:44:50,960 --> 00:44:54,840
implementation questions in ways
that feel much more like detail 

803
00:44:54,840 --> 00:44:57,120
oriented in the Audi door kind 
of way. 

804
00:44:57,480 --> 00:45:00,200
And, and therefore more user 
centric and more gratification 

805
00:45:00,200 --> 00:45:04,440
delivering Then I've had the 
experience myself of, of, of 

806
00:45:04,440 --> 00:45:07,560
being inspired to pursue, let 
alone that I've seen in the 

807
00:45:07,560 --> 00:45:11,520
commercial software sector for 
like a really, really long time.

808
00:45:11,520 --> 00:45:13,760
So I think our attention to 
detail out of like a user 

809
00:45:13,760 --> 00:45:16,320
experience level to my points 
earlier, like that was already 

810
00:45:16,320 --> 00:45:18,840
on the wane. 
And it's possible that some of 

811
00:45:18,840 --> 00:45:22,280
these, these AI tools can 
actually help us recover some of

812
00:45:22,280 --> 00:45:23,080
that. 
But we're going to have to 

813
00:45:23,080 --> 00:45:25,640
really, you know, figure out how
to do it. 

814
00:45:25,760 --> 00:45:30,640
We, we have to be drivers and 
not just passengers in that 

815
00:45:30,640 --> 00:45:35,560
vehicle. 
And I worry that, I worry that 

816
00:45:35,560 --> 00:45:39,320
the design professions are not 
sufficiently in charge, which is

817
00:45:39,320 --> 00:45:41,000
all sorts of reasons for it, 
right? 

818
00:45:42,080 --> 00:45:44,520
But we're getting we're going to
need to right that ship before 

819
00:45:44,520 --> 00:45:46,720
we can sail it. 
Right. 

820
00:45:47,160 --> 00:45:51,080
Yeah, it's almost like a 
reminder to revisit that old 

821
00:45:51,080 --> 00:45:55,880
school computer science idea of 
garbage in, garbage out or in 

822
00:45:55,880 --> 00:45:58,480
design language, like having the
right questions with the right 

823
00:45:58,480 --> 00:46:00,600
brief first. 
And I feel like sometimes with 

824
00:46:00,600 --> 00:46:04,000
the, I don't know, the, the 
seductive newness of AI, we 

825
00:46:04,000 --> 00:46:06,400
sometimes forget that. 
And it's like we jump into that 

826
00:46:06,400 --> 00:46:08,000
and it's like, oh, OK, it's 
crap. 

827
00:46:08,000 --> 00:46:12,080
It's slop or we it's the other 
way to go. 

828
00:46:12,080 --> 00:46:12,720
It's all. 
Great. 

829
00:46:12,720 --> 00:46:16,240
The the easy answer is worth 
getting out first because it's 

830
00:46:16,240 --> 00:46:19,240
easy. 
And then from there you must ask

831
00:46:19,240 --> 00:46:23,040
another question that's harder. 
And we're not quite yet at that 

832
00:46:23,040 --> 00:46:24,480
point. 
We're still sort of circling 

833
00:46:24,480 --> 00:46:26,920
around the easy answer. 
It's slop, it's garbage, it's 

834
00:46:26,920 --> 00:46:30,000
evil. 
And you know, it can be that and

835
00:46:30,000 --> 00:46:32,280
also be something else. 
And we have to be able to hold 

836
00:46:32,280 --> 00:46:33,880
competing ideas in our heads at 
once. 

837
00:46:33,880 --> 00:46:38,160
And I I think that a good 
designer already has to be good 

838
00:46:38,160 --> 00:46:40,640
at holding competing ideas in 
their head at once, so this 

839
00:46:40,640 --> 00:46:43,480
should come a little more 
naturally than to other people 

840
00:46:43,480 --> 00:46:47,000
from other walks of life. 
Yeah, you gave this example in a

841
00:46:47,000 --> 00:46:49,640
different podcast where you 
talked about how AI helped you 

842
00:46:49,640 --> 00:46:52,760
fix an irrigation system, right,
Right. 

843
00:46:52,760 --> 00:46:55,920
Sort of way to re engage with 
the physical world without 

844
00:46:55,920 --> 00:46:58,840
having to go through endless 
YouTube tutorials and stuff like

845
00:46:58,840 --> 00:47:00,360
that. 
That was more targeted. 

846
00:47:00,720 --> 00:47:02,920
Could you tell us a little bit? 
More, I mean it's, it's like I, 

847
00:47:02,960 --> 00:47:05,680
I had I was trying to fix my 
irrigation backflow because it 

848
00:47:05,680 --> 00:47:07,840
was broken at the start of the 
season and I was doing all this 

849
00:47:07,840 --> 00:47:09,360
stuff and I was like, I don't 
know how to I don't know what 

850
00:47:09,360 --> 00:47:11,400
I'm doing. 
You know, AI is pretty good at 

851
00:47:11,400 --> 00:47:13,600
that actually. 
It'll help you understand 

852
00:47:13,600 --> 00:47:18,320
something at a basic level that 
you might not understand at all.

853
00:47:18,320 --> 00:47:22,280
And as I, as I, it invited me to
engage with that mechanism 

854
00:47:22,360 --> 00:47:25,560
attached to my house and I had 
to get out a wrench and I had 

855
00:47:25,560 --> 00:47:28,800
to, to open the bonnet of this 
brass fitting. 

856
00:47:29,040 --> 00:47:31,520
And you know, like, I injured 
myself against, like I scraped 

857
00:47:31,520 --> 00:47:34,840
my thumb against the, the, the, 
the, the stone side of the 

858
00:47:34,840 --> 00:47:37,760
structure into doing. 
I can still feel like the, the 

859
00:47:37,760 --> 00:47:41,000
scarring, you know, where, where
I did that, which is like not 

860
00:47:41,000 --> 00:47:43,080
pleasant, but it's actually kind
of gratifying that I was 

861
00:47:43,080 --> 00:47:44,480
connected to the world in that 
way. 

862
00:47:44,480 --> 00:47:47,640
And I, I learned what the parts 
were and I, I, I repaired it 

863
00:47:47,640 --> 00:47:49,960
sort of, but not fully. 
I had to get the professional 

864
00:47:49,960 --> 00:47:51,600
out in the end. 
And they also had to certify it 

865
00:47:51,600 --> 00:47:52,720
because that's how it works 
here. 

866
00:47:53,760 --> 00:47:57,760
And so I became like much more 
deeply engaged with a, an 

867
00:47:57,760 --> 00:48:01,040
element of the, of the physical 
world than I ever would have 

868
00:48:01,040 --> 00:48:03,800
been otherwise, in part because 
I'm, I'm fortunate to own my 

869
00:48:03,800 --> 00:48:07,080
house and have a commitment to, 
to upkeep it, which is something

870
00:48:07,080 --> 00:48:10,120
I also talked about in the book.
But also because I had this 

871
00:48:10,120 --> 00:48:13,320
channel through AI that it was 
like, hey, like, maybe you can 

872
00:48:13,320 --> 00:48:16,000
do it, Maybe you can do it. 
I thought, OK, you know, maybe I

873
00:48:16,000 --> 00:48:20,480
can and I couldn't, but I, I 
also could to some extent. 

874
00:48:21,280 --> 00:48:25,000
And I have found myself just 
just thinking about those kinds 

875
00:48:25,000 --> 00:48:27,560
of questions, being open to 
those kinds of questions much 

876
00:48:27,560 --> 00:48:30,200
more than I would have been 
without this strange 

877
00:48:30,200 --> 00:48:31,960
interlocutor. 
And like, that doesn't solve all

878
00:48:31,960 --> 00:48:34,840
the questions of, of, you know, 
who the data centers and the 

879
00:48:34,840 --> 00:48:37,320
energy usage and the water and 
all that other stuff that people

880
00:48:37,320 --> 00:48:39,120
are concerned about with, with, 
with, you know, they're 

881
00:48:39,120 --> 00:48:42,240
justifiably concerned about. 
I'm not downplaying them, but 

882
00:48:42,240 --> 00:48:44,440
it's also doing these really 
interesting things and and 

883
00:48:44,440 --> 00:48:47,960
reconnecting me and others with 
the physical world in a way that

884
00:48:48,080 --> 00:48:50,800
that that nothing else really 
has, including like YouTube 

885
00:48:50,800 --> 00:48:53,280
tutor. 
That's a great example. 

886
00:48:54,360 --> 00:48:59,720
So Ian, in in your book, there's
a chapter named Get a Haircut 

887
00:48:59,720 --> 00:49:04,560
every day and you bring a 
reflection about the SMR 

888
00:49:06,760 --> 00:49:10,680
phenomenon that's been going on 
for for years now online. 

889
00:49:11,000 --> 00:49:14,440
And then basically it's millions
of people are watching videos of

890
00:49:14,440 --> 00:49:17,560
someone folding towels, tapping 
objects, making noise and all 

891
00:49:17,560 --> 00:49:18,400
that. 
So. 

892
00:49:18,600 --> 00:49:22,200
Yeah, yeah, very much connected 
very much as as the thesis of 

893
00:49:22,200 --> 00:49:25,960
your book, which is reconnecting
with the physicality sensorial 

894
00:49:26,440 --> 00:49:31,360
experience, but essentially the 
the role-playing sensory 

895
00:49:31,360 --> 00:49:35,080
attention. 
It's also making folks just 

896
00:49:35,400 --> 00:49:41,000
increase their screen time. 
And I wonder if you can talk 

897
00:49:41,000 --> 00:49:43,280
more about it. 
It's not like an it's not 

898
00:49:43,280 --> 00:49:46,240
actually inviting folks to do it
is they're just sitting there 

899
00:49:46,240 --> 00:49:48,920
watching other people do it. 
So, yeah. 

900
00:49:49,000 --> 00:49:53,360
Is that something that you worry
about in a way that is it a 

901
00:49:53,360 --> 00:49:58,280
proposed solution for more for 
the fact that this is a 

902
00:49:58,280 --> 00:50:02,680
consequence of such phenomenon? 
Yeah, I think broadly speaking, 

903
00:50:02,680 --> 00:50:05,480
I think we're a little too 
obsessed with this screen time 

904
00:50:05,480 --> 00:50:09,600
problem in, in, in general. 
Like we like, let's say we were 

905
00:50:09,600 --> 00:50:14,000
reading books instead. 
And you know, if we like be 

906
00:50:14,000 --> 00:50:16,000
measuring the amount of time 
people are spending turning 

907
00:50:16,000 --> 00:50:18,000
pages of books and sort of 
saying, well, you're you're kind

908
00:50:18,000 --> 00:50:20,440
of book time, your page time is 
too high or whatever. 

909
00:50:20,440 --> 00:50:22,760
No, we'd like, Oh my God, thank 
God that you're like engaging 

910
00:50:22,760 --> 00:50:27,200
with information and ideas. 
And so, you know, screens are 

911
00:50:28,640 --> 00:50:32,920
the instrument by, by which we, 
we create and consume ideas and 

912
00:50:32,920 --> 00:50:34,360
information now. 
So like, no wonder we're 

913
00:50:34,360 --> 00:50:35,320
spending so much time with 
these. 

914
00:50:35,320 --> 00:50:39,080
But, but I mean, I, I do think, 
and like, I think these, I, 

915
00:50:39,080 --> 00:50:42,400
first of all, I think these ASMR
creators are like heroes and 

916
00:50:42,400 --> 00:50:46,920
heroines for, for drawing 
attention to what it looks like 

917
00:50:46,920 --> 00:50:51,600
when you treat ordinary objects 
with respect and in this deeply 

918
00:50:51,600 --> 00:50:53,880
serious way. 
And like when a pile of towels 

919
00:50:53,880 --> 00:50:57,880
or a garment or a cup or a piece
of cellophane, it gets really 

920
00:50:57,880 --> 00:51:00,720
and earnestly and unironically 
treated like a friend or a 

921
00:51:00,720 --> 00:51:04,520
companion as an equal rather 
than as an instrument or a piece

922
00:51:04,520 --> 00:51:06,880
of waste. 
That lesson is worth almost 

923
00:51:06,880 --> 00:51:10,400
anything to me, including the 
screen time it costs to do it. 

924
00:51:10,920 --> 00:51:13,880
Now, if that were the only thing
you were ever doing was like 

925
00:51:13,880 --> 00:51:17,920
watching, you know, young women 
tap on the side of, of, of 

926
00:51:17,920 --> 00:51:21,440
shampoo bottles or something, 
then yes, I'd, I'd be, I'd be 

927
00:51:21,440 --> 00:51:22,760
worried. 
It can of course become a 

928
00:51:22,880 --> 00:51:27,080
perversion like anything else, 
but it's a starting point and 

929
00:51:27,080 --> 00:51:31,240
it, and I, I, I, I think and 
believe that if you watch these 

930
00:51:31,240 --> 00:51:35,840
videos, you, your relationship 
to your own, like laundry 

931
00:51:35,840 --> 00:51:39,040
changes. 
It's not just for relaxation or 

932
00:51:39,040 --> 00:51:40,680
something. 
It's also like when, when you 

933
00:51:40,680 --> 00:51:42,880
are engaged with those objects 
in the world now you think of 

934
00:51:42,880 --> 00:51:48,520
them in a different way. 
And that change of attitude is 

935
00:51:48,520 --> 00:51:51,040
what's needed. 
So you can think of it as a as 

936
00:51:51,040 --> 00:51:53,680
like vicarious gratification, 
which is one of the ways I talk 

937
00:51:53,680 --> 00:51:57,040
about it in the book, which 
isn't an end goal, but it is an 

938
00:51:57,040 --> 00:51:58,920
intermediary step. 
It's a way of kind of being 

939
00:51:58,920 --> 00:52:01,920
introduced to, OK, I've been 
dematerialized for so long. 

940
00:52:01,920 --> 00:52:05,280
What does it even mean to 
connect to the physical world? 

941
00:52:05,760 --> 00:52:08,320
And, you know, here's one idea. 
Here's one answer is, well, 

942
00:52:08,320 --> 00:52:09,880
like, what about those towels, 
though? 

943
00:52:09,960 --> 00:52:12,080
You know, what about the garment
on your body right now and the 

944
00:52:12,080 --> 00:52:14,000
feeling of it? 
What if you just touched it for 

945
00:52:14,000 --> 00:52:16,600
a minute and it made a sound and
it had a feeling underneath your

946
00:52:16,600 --> 00:52:19,360
fingertips and, and then you can
kind of move on from that and 

947
00:52:19,360 --> 00:52:22,200
live the rest of your life 
because those moments are so 

948
00:52:22,200 --> 00:52:25,840
constant and they're happening 
all the time. 

949
00:52:26,800 --> 00:52:30,160
So instead of this sort of 
cynical answer of like, well, 

950
00:52:30,160 --> 00:52:34,520
this is just a waste of time or 
it's going to lead us astray 

951
00:52:34,520 --> 00:52:38,360
into addiction. 
It's more of a like, how can we 

952
00:52:38,360 --> 00:52:40,480
use that as an example of 
curiosity? 

953
00:52:40,520 --> 00:52:44,600
I, I wish that all of us were 
more curious and more more 

954
00:52:44,600 --> 00:52:50,720
intrigued by the, by the design 
problems, the the depth and 

955
00:52:50,720 --> 00:52:53,640
breadth of the universe around 
us. 

956
00:52:54,800 --> 00:52:59,400
There's this famous 1972 Charles
Eames interview that that I'm 

957
00:52:59,520 --> 00:53:02,960
obsessed with in which he's 
talking about about constraints,

958
00:53:02,960 --> 00:53:04,480
but he's talking about the 
process of design. 

959
00:53:05,040 --> 00:53:07,400
They said, well, design is 
really a process of, of working 

960
00:53:07,400 --> 00:53:10,040
within constraints, which is a 
familiar idea to all of us in 

961
00:53:10,040 --> 00:53:12,360
the design world. 
Interviewers like, well, what 

962
00:53:12,360 --> 00:53:15,280
constraints? 
And he says the sum of all 

963
00:53:15,280 --> 00:53:18,880
constraints, anything, anything 
whatsoever kind of that needs to

964
00:53:18,880 --> 00:53:20,440
count for you. 
You have to be have the 

965
00:53:20,440 --> 00:53:25,080
enthusiasm to work within any 
constraint whatsoever, time, 

966
00:53:25,080 --> 00:53:28,760
strength, cost, what have you. 
And, you know, like, I think any

967
00:53:28,760 --> 00:53:31,080
designer, they like not along. 
Oh, yeah, like, that's totally 

968
00:53:31,080 --> 00:53:32,440
true. 
You know, of course he's right. 

969
00:53:33,480 --> 00:53:36,200
But have we embraced all of them
like a thing that is not 

970
00:53:36,200 --> 00:53:39,240
remarkable, that is instead 
unremarkable, like a towel or 

971
00:53:39,240 --> 00:53:42,720
like a shampoo bottle? 
Like, is that a constraint 

972
00:53:42,720 --> 00:53:45,640
you're willing to embrace the 
problem itself, you know, and 

973
00:53:45,640 --> 00:53:48,600
the whole purpose of design in a
way is to take those 

974
00:53:48,600 --> 00:53:53,840
unremarkable things and make 
them remarkable or to take 

975
00:53:53,840 --> 00:53:56,040
remarkable things and make them 
unremarkable again, to make 

976
00:53:56,040 --> 00:53:57,280
them. 
Do you know that that's where 

977
00:53:57,280 --> 00:53:59,800
the, where the idea of 
transparency came from? 

978
00:54:00,360 --> 00:54:03,160
And I, I just don't always see 
as much of that curiosity and 

979
00:54:03,160 --> 00:54:06,000
openness about the object of 
design or the domain of design 

980
00:54:06,000 --> 00:54:08,880
as I would like. 
So, yeah, it's weird a little 

981
00:54:08,880 --> 00:54:10,760
bit the ASMR thing. 
And like I, you know, I also 

982
00:54:10,760 --> 00:54:14,040
talked about like drain clearing
videos on TikTok and you know, 

983
00:54:14,040 --> 00:54:15,960
there's, there's a lot of stuff 
online you see, and you're like,

984
00:54:16,720 --> 00:54:19,960
is that that's not normal? 
But the purpose isn't it really 

985
00:54:19,960 --> 00:54:21,600
to say, well, that should be 
normal. 

986
00:54:21,600 --> 00:54:23,680
But rather This is why is this 
compelling? 

987
00:54:23,880 --> 00:54:26,520
Why is this interesting? 
What lesson can I learn from 

988
00:54:26,520 --> 00:54:28,040
that? 
And how can I bring that to the 

989
00:54:28,040 --> 00:54:32,680
next stage of of my own work? 
You know which for a designer is

990
00:54:32,720 --> 00:54:34,360
is is making objects in the 
world. 

991
00:54:34,960 --> 00:54:38,920
Yeah, makes sense. 
Yeah, I wanted to talk about 

992
00:54:38,920 --> 00:54:44,160
this concept of orthogonality, 
orthogonality that you bring up 

993
00:54:44,160 --> 00:54:46,280
in your book. 
You have a chapter called Live 

994
00:54:46,280 --> 00:54:49,360
Your Life Sideways. 
And so this is really about like

995
00:54:49,680 --> 00:54:53,360
doing something outside, maybe 
framing this for designers in 

996
00:54:53,360 --> 00:54:55,840
our audience. 
It's like not just about looking

997
00:54:55,840 --> 00:54:58,920
at other people's designs for 
inspiration on Pinterest, but 

998
00:54:58,920 --> 00:55:01,360
it's something else, whether 
it's looking at drain clearing 

999
00:55:01,360 --> 00:55:06,040
videos or ASMR like things that 
are just outside of our prime 

1000
00:55:06,200 --> 00:55:09,080
professional fields. 
Can you tell us more about what 

1001
00:55:09,080 --> 00:55:10,840
you mean by this? 
Yeah. 

1002
00:55:10,840 --> 00:55:13,160
And you know, in the context of 
the book, the idea of 

1003
00:55:13,160 --> 00:55:17,320
orthogonality is like, if you 
think about, you know, your, 

1004
00:55:17,320 --> 00:55:20,960
your relationship with the 
physical world, your, your 

1005
00:55:20,960 --> 00:55:23,880
sensory relationship with the 
physical world, then one way of 

1006
00:55:23,880 --> 00:55:27,840
enriching it is diversifying is 
having like a, a more diverse 

1007
00:55:27,840 --> 00:55:31,320
diet of sensory encounters. 
And so if you spend your time at

1008
00:55:31,320 --> 00:55:34,840
your desk at, at, at, at a job, 
then doing things that are 

1009
00:55:34,840 --> 00:55:36,800
different from that, which could
mean like knitting or tying 

1010
00:55:36,800 --> 00:55:39,320
flies for fly fishing or 
gardening or whatever it is. 

1011
00:55:40,000 --> 00:55:43,000
That makes sense as a way of 
introducing these, these sort of

1012
00:55:43,000 --> 00:55:47,960
orthogonal sensory experiences 
in your life, which can add 

1013
00:55:47,960 --> 00:55:50,800
diversity and richness. 
But you're asking like a kind of

1014
00:55:51,240 --> 00:55:53,880
orthogonal question in a way to 
the question of orthogonality, 

1015
00:55:53,880 --> 00:55:56,960
which is like, well, what can we
learn from that at a, at a 

1016
00:55:56,960 --> 00:56:01,160
professional level? 
And you know, similar to the 

1017
00:56:01,160 --> 00:56:04,920
point I was making about product
design, I think that as someone 

1018
00:56:04,920 --> 00:56:08,880
who has been like someone who 
kind of operates like a sort of 

1019
00:56:08,880 --> 00:56:12,920
coyote, you know, metaphorically
like, like a someone who crosses

1020
00:56:12,960 --> 00:56:16,840
boundaries, kind of moves 
between various fields and 

1021
00:56:16,840 --> 00:56:20,680
doesn't really belong in anyone.
I've been so grateful for that 

1022
00:56:20,680 --> 00:56:23,480
over my career. 
And I think the more that people

1023
00:56:23,480 --> 00:56:26,560
from any walk of life, but 
certainly from design fields, 

1024
00:56:26,560 --> 00:56:29,720
the more they encounter 
different contexts and different

1025
00:56:29,720 --> 00:56:32,720
people and different problems. 
And like at a deep level, like 

1026
00:56:32,720 --> 00:56:34,680
not just in passing. 
I'm like, let's hand this off to

1027
00:56:34,680 --> 00:56:37,200
the engineer. 
That's not really my job to deal

1028
00:56:37,200 --> 00:56:40,240
with. 
They will always become better 

1029
00:56:40,240 --> 00:56:42,760
at what they at what they at 
what they do. 

1030
00:56:43,320 --> 00:56:46,720
And you know, you don't want to 
be like just kind of scattershot

1031
00:56:47,000 --> 00:56:50,920
pursuing interests, but you, you
often know, when you see it's 

1032
00:56:50,920 --> 00:56:53,920
like, oh, I'm working on this, 
this problem and this other 

1033
00:56:53,920 --> 00:56:56,040
thing comes up. 
It's like clearly really deep, 

1034
00:56:56,160 --> 00:56:59,440
like that, that whole universe. 
I could spend my whole life 

1035
00:56:59,640 --> 00:57:03,120
inside of that question. 
And so, you know, instead of 

1036
00:57:03,120 --> 00:57:05,160
saying all that, that's like, 
I'll just hand that off to 

1037
00:57:05,160 --> 00:57:08,720
somebody else or I'll or I'll 
lose myself down that road. 

1038
00:57:08,720 --> 00:57:13,160
It's rather the pursuit of that 
kind of orthogonal interest 

1039
00:57:13,400 --> 00:57:15,760
might lead you somewhere. 
You didn't, you didn't think to 

1040
00:57:15,760 --> 00:57:19,600
think, you know, And so that 
kind of gets back to the idea of

1041
00:57:19,600 --> 00:57:21,480
curiosity and openness. 
And I realize we're all very 

1042
00:57:21,480 --> 00:57:23,960
busy and we have a lot of, you 
know, challenges and we have 

1043
00:57:23,960 --> 00:57:27,040
clients and, and, and budgets 
and everything kind of pressing 

1044
00:57:27,040 --> 00:57:33,560
down on us. 
But even Despite that, the thing

1045
00:57:33,560 --> 00:57:36,520
that will make you successful 
and the thing that will make 

1046
00:57:37,160 --> 00:57:41,320
the, the, the objects that you, 
that you build in the world 

1047
00:57:41,920 --> 00:57:46,600
meaningful and lasting is that 
they are somehow both the same 

1048
00:57:46,600 --> 00:57:49,200
and different from what has come
before. 

1049
00:57:49,800 --> 00:57:53,360
And one of the easiest ways to 
achieve that is to put together 

1050
00:57:53,800 --> 00:57:57,120
2 domains that are obviously 
related, but that haven't 

1051
00:57:57,120 --> 00:58:01,320
really, that haven't made it 
productively before. 

1052
00:58:01,320 --> 00:58:05,440
Like, that's just like, that's 
just fertile ground always. 

1053
00:58:05,440 --> 00:58:08,240
So that that that may be one way
of like interpreting the the 

1054
00:58:08,240 --> 00:58:11,240
lesson of orthogonality at A at 
a professional level rather than

1055
00:58:11,240 --> 00:58:13,120
just at a level of daily 
practice. 

1056
00:58:15,000 --> 00:58:19,200
Thank you for sharing. 
That So as we move towards the 

1057
00:58:19,200 --> 00:58:23,520
closing chapter, Ian I, since 
you're very reflective and 

1058
00:58:23,520 --> 00:58:30,040
critical in the design regarding
the design world, I wanted to 

1059
00:58:30,040 --> 00:58:35,160
hear what if you could choose 
one thing to redesign that could

1060
00:58:35,160 --> 00:58:40,200
be a system, a product, a space,
an institution or an experience.

1061
00:58:40,600 --> 00:58:43,280
What would it be? 
OK, this is an easy one. 

1062
00:58:43,280 --> 00:58:46,920
I have, I have this running joke
that we need to shut down 

1063
00:58:46,920 --> 00:58:50,320
architecture schools until we 
can figure out airport restrooms

1064
00:58:51,000 --> 00:58:53,400
because like airport restrooms 
are just, they're just, they're 

1065
00:58:53,400 --> 00:58:55,640
just terrible. 
And I, I used to think that it 

1066
00:58:55,640 --> 00:58:58,200
was a, a problem of the, the, 
the changing nature of air 

1067
00:58:58,200 --> 00:59:00,880
travel over the years and 
decades in old infrastructure. 

1068
00:59:00,880 --> 00:59:04,440
But no, no, even in like brand 
new airport terminals, they 

1069
00:59:04,440 --> 00:59:07,320
just, they just don't work. 
It's as if nobody thought about 

1070
00:59:07,600 --> 00:59:09,640
the people in context to use 
them and how they do. 

1071
00:59:09,640 --> 00:59:13,760
So getting in and out with your 
role aboard and where you're 

1072
00:59:13,760 --> 00:59:17,560
coming from and going to and the
kind of, you know, like that 

1073
00:59:17,560 --> 00:59:20,360
experience to of like touching 
so many people in such an 

1074
00:59:20,360 --> 00:59:24,360
intimate way under so much time 
and emotional pressure. 

1075
00:59:25,120 --> 00:59:28,440
To me, that's like the ultimate 
high watermark in the in built 

1076
00:59:28,440 --> 00:59:30,800
environmental design. 
It's not the form of the of the 

1077
00:59:30,800 --> 00:59:33,720
structure or, or, or the public 
art that's been put inside of 

1078
00:59:33,720 --> 00:59:35,000
it. 
If you can get the airport 

1079
00:59:35,000 --> 00:59:36,880
bathroom right, then you can do 
anything. 

1080
00:59:38,840 --> 00:59:39,960
I love that. 
I love that. 

1081
00:59:41,240 --> 00:59:46,360
And what what have has been 
inspiring you lately? 

1082
00:59:46,360 --> 00:59:53,160
That could be like a movie or 
book, an exhibition, an author. 

1083
00:59:53,240 --> 00:59:57,320
I don't know anything that has 
been a source of inspiration for

1084
00:59:57,320 --> 00:59:59,840
you. 
I mean, one of the things I've 

1085
00:59:59,840 --> 01:00:03,280
been super interested in in the 
design world over the last few 

1086
01:00:03,280 --> 01:00:07,560
years is this practice called 
design fiction, which folks like

1087
01:00:07,560 --> 01:00:09,920
Julian Bleeker and Bruce 
Sterling and others have been 

1088
01:00:09,920 --> 01:00:13,800
advocating, which is like all 
about, like, it's like science 

1089
01:00:13,800 --> 01:00:15,400
fiction but with designed 
objects. 

1090
01:00:15,400 --> 01:00:20,440
Like what if you designed 
counterfactual things? 

1091
01:00:20,760 --> 01:00:23,440
As if they existed and that was 
your way of sort of asking and 

1092
01:00:23,440 --> 01:00:28,400
answering questions about them. 
And I, I tried this with some of

1093
01:00:28,400 --> 01:00:30,440
my students in an AI class that 
we did. 

1094
01:00:30,440 --> 01:00:34,440
And, and I guess the thing that 
was most inspiring to me about 

1095
01:00:34,560 --> 01:00:38,720
that, that domain or that sort 
of approach for my own work is 

1096
01:00:39,520 --> 01:00:42,560
not, not just like trying to 
imagine the future to help, you 

1097
01:00:42,560 --> 01:00:46,080
know, Fortune 1000 companies 
design new products. 

1098
01:00:46,160 --> 01:00:48,920
I find myself like looking like 
about you. 

1099
01:00:48,960 --> 01:00:50,880
I was so glad you brought up 
product packaging. 

1100
01:00:50,880 --> 01:00:52,640
I'm both inspired and disturbed 
by it. 

1101
01:00:52,640 --> 01:00:56,000
Like, why, why does the why does
the Heinz ketchup bottle so much

1102
01:00:56,000 --> 01:00:59,240
better than it once was? 
But yet still the valve like is 

1103
01:00:59,800 --> 01:01:02,080
like you have to squeeze so much
ketchup out at once. 

1104
01:01:02,080 --> 01:01:04,840
And like, are they just trying 
to get me through all that 

1105
01:01:04,840 --> 01:01:07,000
ketchup or right? 
So you buy more ketchup? 

1106
01:01:07,360 --> 01:01:08,760
Yeah, so. 
I buy more ketchup or like, 

1107
01:01:08,760 --> 01:01:14,200
what's the thinking beyond that?
So I'm just try to be so 

1108
01:01:14,200 --> 01:01:17,000
fascinated with anything. 
It's not a movie or a book or a 

1109
01:01:17,000 --> 01:01:19,680
video game anymore for me. 
It's like what's the most 

1110
01:01:19,680 --> 01:01:24,360
mundane ordinary object that I 
can become endlessly fascinated 

1111
01:01:24,360 --> 01:01:26,200
by? 
And imagine discussing at the 

1112
01:01:26,200 --> 01:01:29,880
level of fandom of an obsession 
that someone would talk about, 

1113
01:01:30,120 --> 01:01:33,920
you know, Star Wars, the MCU 
about that's that's sort of a 

1114
01:01:33,920 --> 01:01:38,120
compass bearing for me lately. 
And can you tell our viewers and

1115
01:01:38,120 --> 01:01:40,640
listeners where they can find 
more about you and your new 

1116
01:01:40,640 --> 01:01:44,200
book, The Small Stuff? 
I'm at bogos.com that's my last 

1117
01:01:44,200 --> 01:01:48,280
name. 
It's BOGO st.com and you can 

1118
01:01:48,640 --> 01:01:51,200
pre-order the book which is out 
July 7th. 

1119
01:01:51,200 --> 01:01:55,400
Small Stuff, book.com. 
Wonderful. 

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01:01:55,680 --> 01:01:58,120
Ian Bogos, thank you for 
spending some time with us on 

1121
01:01:58,120 --> 01:01:59,480
the Edge. 
Thank you so much, I really 

1122
01:01:59,480 --> 01:02:02,200
enjoyed this. 
And thank you to our listeners 

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01:02:02,200 --> 01:02:04,280
and viewers. 
You can find us on YouTube or 

1124
01:02:04,280 --> 01:02:08,360
wherever you get podcasts. 
Please leave us a review or tell

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01:02:08,360 --> 01:02:10,440
a friend about us. 
I'm Li Shan Huang. 

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01:02:10,560 --> 01:02:11,320
Until next time.
