Foreword

Sloth, Pride, Envy, Greed, Lust, Anger, Gluttony. What? I’m supposed to design for these traits? As a human-centered designer, I should be repelled by the thought of designing for such a list. What was Chris Nodder thinking? What was his publisher thinking? This is evil, amplified.

Although, come to think of it, those seven deadly sins are human traits. Want to know how people really behave? Just read the law books. Start with one of the most famous set of laws of all, the Ten Commandments. Every one of those commandments is about something that people actually did, and then prohibiting it. All laws are intended to stop or otherwise control human behavior. So, if you want to understand real human behavior, just see what the laws try to stop. The list of seven deadly sins provides a nice, tidy statement of fundamental human behavior, fundamental in the sense that from each of the deadly sins, one can derive a large list of less deadly ones.

But why should design be based on evil? Simple: Starting with evil means starting with real human behavior. This doesn’t mean that the result is evil: It means that understanding what each sin represents adds to an understanding of people. And good design results from good understanding. This is Chris Nodder’s great insight: Human frailty provides a great learning experience, illustrative examples that teach fundamental principles. And just as all fundamental principles can be used for good or evil, Nodder’s principles can be used in ...

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