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UX Daily - User Experience Daily

Why You'll Frustrate Players on Purpose (And When You Shouldn't) What the Numbers Missed: 4 Times Personas Could Have Saved Millions Can You Design for Someone You Don’t Understand? The Role of Personas in Cross-Cultural UX Design What If Your Users Lie? How Personas Help You Get to the Truth Why Personas Don’t Represent Every User How Personas Shape Stronger Design Decisions How to Get Started with Affinity Diagrams Grounded Theory: Base Findings on Research, Not Preconceptions Personas: What They Are and Why They Matter Stop the Generic Portfolio Trap! Design a Stand-Out Portfolio for Your UX/UI Niche How to Improve Your UX with HCI Insights 6 Insights to Achieve Agile UX Excellence Top Tips to Create Effective Journey Maps Your Guide to Hamburger Menus Tree Testing: A Complete Guide Enter the World of Social VR UX Designer Job Descriptions: The Comprehensive Guide What Does a Creative Designer Do? Why Do We Not Act on Climate Change? Why Should Designers Become Leaders? How to Apply Incremental Modular Design to Global Challenges What is the UX Design Process? 5 Steps to Success Use Circular Design To Reverse Harm Anything Artificial We Can Design Better How Has Technology Evolved to Affect Your Daily Life? Case Study: How does Gmail use Grouping? How to Use Cultural Probes to Understand Your Users What is Design? How to Get Meaningful Design Feedback from Your Clients How to Create a Perspective Grid Human-Centered Design: How to Focus on People When You Solve Complex Global Challenges How to Design Ethically: Expert Advice from Guthrie Weinschenk Big news: We redesigned the platform and we're hiring new team members! Plan for Incubation Time: When Is Doing Nothing the Best Thing to Do? How to Use Busywork to Enable Your Creativity in Your Daily Planning How to overcome Fixation and Bias in Creative Problem Solving Ideation Method: Multiple Classifications Ideation Method: Embrace Opposites Ideation Method: More Specific and More General Ideation Method: Three-way Comparisons
Recycling is Not Enough. Let's Design for Reuse
Kasturika Kasturika · 2023-03-14 · via UX Daily - User Experience Daily

“We live in the age of technology and luxury, but we also live in the age of waste,” Don Norman explains. In this video, the grandfather of User Experience Design, Don Norman unpacks the world of waste we have collectively generated. He examines aspects of our daily lives that we take for granted and sheds light on the consequences of modern life. You’ll learn that we can and should make a difference when we design products. It’s not good enough that we design for recycling. We have to design in a way, so our products can be reused.”

The Take Away

Modern technology has made our lives more convenient than ever before. We can enjoy grapes grown several thousand miles away and delivered to our doorstep without much effort. Smart devices can set alarms, regulate the temperature of our homes and help us navigate the world around us. However, the systems behind these conveniences—manufacturing, packaging, energy production and transportation—generate massive waste which harms the planet. That’s not good enough. We have to design products that can be reused. We need to embrace new approaches—a circular economy, sustainable design, incrementalism and humanity-centered design. It’s not good enough to just design for recycling as we most often do today.

References and Where to Learn More

Don Norman elaborates on his statement about the age of waste in his book, Design for a Better World: Meaningful, Sustainable, Humanity Centered.

Additional resources from the book “Design for a Better World” are available at the Resources for DBW website.

Read more articles and essays by Don Norman on JND.org.

The Zero Waste International Alliance defines a Zero Waste Hierarchy to offer guidance for planning and a way to evaluate proposed solutions to eliminate waste.

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