When I arrived at Nokia, the folks down the road at NRC were very proud of something they’d ginned up: an NFC-equipped, but otherwise entirely conventional, vending machine. At last!, I thought, here’s a concrete step toward the future of everyday transactions.

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I was given an NFC phone, and told to tap it against the item I wanted from the vending machine. This is what happened next: the vending machine teeped, and the phone teeped, and six or seven seconds later a notification popped up on its screen. It was an incoming text message, which had been sent by the vending machine at the moment I tapped my phone against it. I had to respond “Y” to this text to complete the transaction. The experience was clumsy and joyless and not in any conceivable way an improvement over pumping coins into the soda machine just the way I did quarters into Defender at the age of twelve. It’s not that the NFC-based, phone-to-object interaction didn’t work. Of course it did: it had been engineered perfectly. But what it hadn’t been was designed. Those responsible for imagining the interaction apparently wanted to protect users against the (edge case!) contingency of someone making off with their phones and running up a huge vending-machine tab. They failed to understand that, for low-value transactions like this, at least, the touch gesture is a useful proxy for consent — and that if someone’s got physical possession of my phone, I’m likely to have bigger problems than whether or not they order a few cans of Coke with it. A designer committed to the user and the quality of that user’s experience gets this in a way only the rarest engineer seems to. Designers are also, by training and predilection, inclined to design for the usual, where engineers are taught a kind of rigor that compels them to account for, and overweight, low-probability events.

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