From Voice ~ Topics: design thinking, experience design, user research/usability
The Empathetic Fallacy
“ My tiny baby brother / Who’s never read a book / Knows one sex from the other / All he had to do was look!” —Irving Berlin
Empathy-inducing birds in the film March of the Penguins (© 2005 Warner Independent Pictures).
As a means of establishing gender or anything else, looking is not as simple as it once was, but it is intrinsic to the design process. Design almost always entails looking; moreover it demands that the designer actually see what he or she is looking at. In other words, looking, as a design activity, means noticing, which, among human beings, tends to imply caring. It is a risky business, possibly leading to what a politician recently identified as “a slippery slope”: empathy.
Once on a college test I was asked to define empathy. Never having seen the word before, but being in a smart-ass mood, I wrote, “Not to be confused with sympathy or apathy.” The professor didn’t take off any points, but a stern marginal note recommended that I look the word up immediately. I did and thought ever since that I knew what it meant.
Until now. When the President listed empathy as one of the qualifications he looked for in a Supreme Court justice, the specification seemed unremarkable. Why wouldn’t a judge need the capacity for understanding someone else’s situation? (The President also said he wanted a person who respected the rule of law, another trait I assumed should be taken for granted.) But then I remembered that over time the term had taken on nuances not predicted by my collegiate dictionary. In the theater, empathy has been used to describe an actor’s ability to relate to a character or even an audience. In politics, it is perceived by some as a code word for judicial activism. In design, the term has generally functioned as a “good” word, which, like “innovative,” “user-centered,” “creative” or “catalyst,” could be tacked with impunity onto a product, service, brand or company name. It is sometimes used to distinguish observational research from the kind that tries to determine consumer taste not by watching what people do but by asking them, in focus groups, what they like.
1939 Saturday Evening Post ad for the Big Ben alarm clock designed by Henry Dreyfuss (clockhistory.com).
Well, one of a designer’s inevitable responsibilities is to try to meet the needs of people who may be very different from herself. That this requires observation is hardly news, as the industrial designer Henry Dreyfuss demonstrated in the 1930s, when he based the redesign of an alarm clock on what he learned from watching people buy alarm clocks. For the designer, as for the ethologist, observation where possible is the primary resource for studying behavior.
Empathy in design focuses on the user as a person, not just a consumer. And because it can be very difficult to imagine someone else’s needs, we try getting the necessary information directly. This endeavor is supported by the wisdom of the ages, or at least by a Native American legend admonishing us not to judge anyone without first walking a mile in his moccasins. But, with moccasins as with so much else, one size doesn’t fit all. Once I was researching an article about prisons in Connecticut. The state was at the time experimenting with a program that encouraged lawyers and judges to spend a voluntary weekend in the jug in order to better understand the sentences for which they were responsible. It was a well-meaning experiment, but I doubt that being locked up taught the prosecutors and judges much about incarceration that they didn’t already know. Their experience would have been nothing like that of the real inmates, who did not wish to be there and did not know when they would get out. Empathy would have to supply what a weekend behind bars would not.
When we were discussing Universal Design in a class I taught last year, disability rights advocate Simi Linton, who uses a wheelchair, addressed us. As part of her presentation she took the entire class to the restroom with her so they could appreciate the design requirements of people with disabilities. Simi pointed out, however, that of course there is no way that simulating such an experience can make any of us fully intimate with the problems of people with disabilities; so she questioned the efficacy of programs that put college students into wheelchairs as sensitivity training.
Title stills from 1955 film The Man with the Golden Arm (notcoming.com).
Designers can try to experience the user’s situation as directly as he or she can, while acknowledging the limitations. But direct experience of another kind is crucial to any design—namely, direct experience with the material used or the process of making something.
Although, it’s not user-centered, I wonder if that’s not another aspect of empathy. To quote the late Saul Bass, “Every design problem has a craft basis.” Describing his widely acclaimed graphic title sequence for the film The Man with the Golden Arm, Bass said, “If I had not myself fooled with cut paper, I would not have gotten the symbol.” When the architect Louis Kahn told his students, “The brick wants to be an arch,” I don’t believe they took him literally. They knew what he meant even if the brick did not. Designers always relate personally to the stuff they make things from. The 19th-century critic John Ruskin coined the term “pathetic fallacy” to describe the predisposition of painters and poets to attribute human qualities to inanimate objects. Designers naturally do it all the time, but in their case, it is neither pathetic nor fallacious.
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Another fine article by one of the best writers in the international
field of art/graphic design! Thank you again Mr. Caplan. -
A lovely meditation and one that invites some reflection. Saying this, I've only two issues to add: The first being that most designers are given a specific task by their employer or client. The point of the design is often commercial and so commercial considerations direct the designer's thoughts and hand, i.e., does this conform to WalMart's specifications, or does it meet this or that federal regulation. The second is that the designer seldom has a say in how his or her product is sold. It's unlikely Henry Dreyfuss wrote the advertising copy for his "family" of alarm clocks, so Drefuss was most likely interested in the functional aspect of design not the degree of empathy it elicited from consumers.
As for Louis Kahn's famous quote, “The brick wants to be an arch.” I hope his students took him literally, for Kahn probably took it literally. But I think Kahn was not guilty of Ruskin's kind of fallacy. Ruskin, was criticizing a type of artist, who knew what the newly arrive Bourgeois consumer was buying, namely work that they liked, work that appealed at a glance, work just above kitsch. Ruskin was not commenting on process but criticizing the commercial instincts of certain artists and poets. -
I do agree that "empathy" quickly became one of the big buzzwords in my education as a designer as well. It seems so natural of a concept, to think about someone else when you do something, yet it seems like such a big and new discussion in the field.
Sometimes I think about what doctors learn in school, and if they ever have dedicated classes and lessons on empathy, as designers do. There are oaths taken and sensitivity and bedside manners involved, of course, but do other practices encourage empathy as much as design does? -
This article meanders along a very uninteresting road. I expected a bit more profundity.
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The article transitions poorly from empathy towards the needs and expectations of the intended audience to craft-based experimentation. Either tie in how experimentation with different materials effects user-centered empathy or save the topic for a separate article.
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I think that empathy is really where the designer's work differs from a craftsman or a "maker" of some sort. Like the article insightfully says it, "For the designer, as for the ethologist, observation where possible is the primary resource for studying behavior." But most of the time, the graphic design process totally ignores this observation step, for many understandable reasons (obvious lack of resources or time) and ridiculous excuses (the end user has bad tastes), and empathy is then seen as a (cheap?) replacement for real observation. Ask yourself : would you really need that much empathy if your design methods had solid foundations based on real, thorough observations and analysis — if the user himself was involved in the design process?
Another point I want to stress here is observation and empathy AFTER the design has been released. How many times have I heard "the users didn't really understand our concept" as if it was the users' fault. What proportion of the marketing budget your agency reserves to track a (single) campaign's success and realign it in real time, after the first elements have been released? I always wondered if some famous architect did that too : keep a part of the budget to adapt a building (after a few months or years of use) according to the way its visitors use it.
I know that what I am talking about here are measures that are more easily adapted to web than print marketing, but in the present economic crisis, advertisers and manufacturers alike can't afford to pay for large scale production that hasn't been well tested for real-life acceptation and use by the end users (let alone the unecological waste generated by poorly designed and unsustainable campaigns and products).
And when easily available tools help designers and clients monitor the success of tiny improvements as well as major realignments online (Google Website Optimizer, Google Analytics, Omniture, CrazyEgg, Clicktale, etc.), companies will soon ask for the same level of accountability from designers of "offline" material, or shift their budgets to agencies and campaigns that improve this measurement and observation.
Do designers know their materials and tools (like in the article) well enough to create products that help measure their own performance from the end user's point of view? -
Marketing professionals generally see traditional graphic designers as being one out of a million - there are many to go around. Their view of these people is nothing more than monkey see, monkey do. If a marketing guru cannot explain their idea properly to a graphic designer, they aren't much of a marketer in my opinion. That is why marketing should be taught right along side of design.
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I love Mr Caplan's insights and writing. More please.
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I found it really thought-provoking to consider the ways different professionals utilize and define the word 'empathy.' One small word can carry so much weight in terms of a judge or for an architect. Different lines of work seem to have their own vocabulary exclusive to their field that outsiders interpret dissimilarly.
It seems essential that designers experience empathy when creating as they must undertake the way in which users will interact with their designs and the needs the users have. If designers simply design what they think is aesthetically pleasing or fitting for their own needs - they'll be pretty unsuccessful and unsought after.
Great post Caplan! -
I don't think I really get what the author is trying to say. Is he suggesting that trying to understand through attempting to simulate someone else's situation is an effort doomed to failure? If that's true, than what are we left with?
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Another captivating article. I may have to go back and read this over a couple more times to fully get the point. But I find myself becoming a fan of your writing Mr Caplan.

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