Designing for What Happens Next

Designing for What Happens Next

Designing for What Happens Next

How early encounters with wayfinding, technology, and public systems became a design practice centered on clarity, trust, and lasting consequence.

I do not remember the first time I noticed design, but I remember trusting it.

As a child, I regularly traveled between the United States and Honduras, so airports became familiar long before I understood the systems that made them work. I could not have explained wayfinding or information architecture, but I understood their effects instinctively: a pictogram could tell me where to stand, a color could signal caution, and an arrow could guide thousands of strangers, speaking different languages, toward the same destination without a conversation.

Design was already helping people move through the world before I had the language to describe it.

Years later, another kind of navigable environment appeared in my life: the early web. In the mid-to-late 1990s, before search became nearly invisible, finding something online often required wandering through directories, following links across personal websites, and entering communities whose edges were difficult to define. Yahoo, AltaVista, HotWired, forums, webrings, and independent pages made the web feel less like a utility and more like a territory.

I taught myself HTML and CSS because I wanted to participate in that territory. I did not want only to consume what other people had made; I wanted to contribute something of my own—something another person might encounter while following an unexpected path.

The web expanded the boundaries of the world immediately around me. From the Antelope Valley, I could encounter designers, musicians, artists, and communities whose work had little presence where I grew up. I followed the Designers Republic and participated in its online community. I sought out electronic music, experimental typography, unusual animation, installation art, and cultural work that asked more from its audience than immediate recognition.

What attracted me was not obscurity for its own sake. It was the discovery that human creativity could take forms I had never been shown. Design could be practical and poetic. It could communicate clearly while remaining provocative, playful, or strange. It could help someone find a gate at an airport, but it could also challenge someone to reconsider what they were looking at.

That exposure did not feel like collecting influences. It felt like discovering a place where my instincts made sense.

In high school, with encouragement from my father, I subscribed to WiredThe Futurist, and, for a time, The Wall Street Journal during the dot-com boom. I followed conversations about artificial intelligence, biotechnology, accelerating computing power, and the social implications of technology.

Those publications made the future feel less like a distant prediction and more like a promise—something extraordinary I might actually get to live through. Because I encountered those ideas so early, I had the exhilarating feeling that I could help build that future instead of simply waiting for it to arrive.

I have always loved technology, including its novelty, craft, and ingenuity. Computers, interfaces, games, controllers, gadgets, tools, and the physical details through which people interact with them still invite the same kind of curiosity that a compelling toy does: the desire to touch, test, understand, and see what becomes possible.

As technology became more pervasive, and as I moved further into my career, another question grew louder: if these tools become ordinary—woven quietly into people’s days—what kind of relationship will they invite?

That question did not replace the fascination. It grew from it. I wanted to help shape how technological possibility would actually be lived.

I later studied multimedia and web design alongside foundational design, art history, and contemporary art. Installation work remained especially compelling because it treated the audience as a participant rather than a passive viewer. The work did not exist solely as an object; it created a condition someone entered, moved through, and interpreted.

That distinction—between presenting something and creating the conditions for participation—has remained central to my practice.

Design as a relationship

Human-centered design was not a late-career revelation for me. The conviction that design should help people has always felt fundamental.

The language and scale of the problems have changed, but the basic questions have remained consistent. How does someone enter this? How do they know where they are? What helps them move forward confidently? What does the system communicate before anyone reads its explanation? Who may be confused, discouraged, or excluded by a decision that appears insignificant from inside the organization?

Design is problem-solving and communication, and both occur through relationships: between a person and a product, a community and an institution, a participant and a research program, or a new computer owner and an operating system.

Every system teaches people something about the relationship they are expected to have with it. That lesson is sometimes intentional, but often it is not. A system can make someone feel capable or uncertain, welcomed or peripheral, respected or processed.

My work begins by taking that relationship seriously.

This does not mean aesthetics are secondary or that visual experimentation is indulgent. Form affects meaning. Beauty can create attention, confidence, recognition, and delight. But visual distinction earns its place when it supports the experience rather than competing with it.

Coolness is not the goal. Elegance is what happens when aesthetics, communication, accessibility, and usefulness converge.

Digital place-making

One of the clearest expressions of this ethic came through my work for the Clinical and Translational Science Institute at the University of Pittsburgh.

As art director, I shaped the institute’s brand identity and digital expression. My goal was not simply to organize scientific information or make an institutional website feel contemporary. I wanted the work to honor the scientists and staff whose efforts could have a meaningful impact on human health—and to create a digital environment that reflected the energy, texture, and humanity of their work.

I think of this as digital place-making.

In urban life, a successful place can become more than a location. A landmark, public artwork, park, or civic space can become part of how people understand a city and describe their relationship to it. It creates recognition, identity, and sometimes pride: this is where I am; this is a place I belong to.

I wanted the institute’s digital presence to carry some of that quality. Not merely a container for information, but a place with an identity—one that the people doing the work could recognize as their own and that visitors could experience as purposeful, human, and alive.

That required more than clarity. It required atmosphere: photography, color, texture, language, and visual behavior working together to communicate that scientific work is performed by people, within communities, in pursuit of outcomes that matter beyond the institution.

A digital environment cannot manufacture belonging. It can, however, make belonging more possible by giving people a place they can recognize, enter, and take pride in.

From communication to participation

For the All of Us Research Program, I helped establish and evolve a visual and communication language across digital experiences, paid media, out-of-home work, email, landing pages, and related program communications.

The project mattered to me because its stakes extended beyond the campaign itself. All of Us was asking people to understand and participate in a major long-term research effort. That invitation involved time, attention, personal information, and trust. If the communication felt impersonal, confusing, or disconnected from the people it hoped to reach, potential participants could miss an opportunity to contribute to medical research intended to represent a much broader population.

My concern was not simply whether the work looked distinctive. It was whether the program could meet people with enough clarity, warmth, and relevance to be understood.

The branding and visual language developed across many touchpoints rather than living inside one interface. That continuity mattered because a person might first encounter the program through an advertisement, an outdoor placement, an email, a landing page, or a research-related website. Each expression had to feel connected to the same invitation and worthy of the same trust.

Design cannot manufacture trust. It can, however, support trust or quietly undermine it.

It can communicate with honesty, reduce unnecessary friction, represent people with care, and help a relationship begin on more solid ground.

The work moves from artifact to consequence when communication helps someone understand the purpose of a research program, see themselves represented in it, and decide to participate. The visual work may eventually be revised or replaced, but the participation it supported may continue through the research, the people represented in it, and the medical knowledge that follows.

Holding the person inside the structure

When I think about what connects these experiences, it is less a methodology than a persistent question:

Where is the person in this system?

Research can inform us, but large organizations naturally turn people into segments, audiences, requirements, metrics, or abstractions. As ideas move upward through layers of stakeholders and decision-making, it becomes easier to lose sight of the living person who will eventually encounter the result.

My role is often to bring the conversation back to real people I will probably never meet—the people who will have to understand, use, trust, or live with the decisions we make.

At the same time, I also have to understand the stakeholders trying to accomplish something through the work. Good design cannot ignore either side. I find myself holding both: the institutional goal and the lived experience, the people commissioning the system and the people entering it, then asking how those perspectives can meet honestly.

That is where empathy becomes practical. It is not a vague claim of caring about “users.” It is the discipline of picturing actual people beyond the room and refusing to treat their unfamiliarity, uncertainty, ability, or context as a failure on their part.

Respecting the range of users

The same responsibility appears in projects with a more contained scope.

An out-of-box experience for Windows might seem primarily functional. It must respect the Microsoft brand and feel visually resolved, but it also has to work for an enormous range of people. A technically confident person may move through it almost without thinking, while someone older, less experienced, or uncertain about what a choice means may experience the same screens very differently.

An early visual direction can look impressive and still ask too much of the person using it. Iteration is the point at which visual ambition must meet responsibility. The interface should feel contemporary and elegant, but it should also make the next action clear, provide meaningful feedback, and avoid turning novelty into friction.

Designing for a broad audience does not require removing character. It does require knowing which kind of expression supports the interaction and which kind exists mainly to display the designer’s cleverness.

This is a practical form of care: anticipating that the person on the other side may not share the designer’s knowledge, confidence, abilities, or context, and refusing to treat that difference as their failure.

What remains after the artifact

Websites are replaced, campaigns end, and interfaces are redesigned. I am not particularly sentimental about preserving a design merely because I worked hard on it.

The value of the work is not that it remains untouched. It is what the work enables while it exists.

A design may help someone understand, trust, enroll, participate, complete a task, or make a consequential decision.

The pixels eventually disappear. The outcome may continue.

Bringing care to the work does not mean becoming precious about the artifact. If the design fails, it needs to change. If circumstances change, it may need to disappear. The responsibility is to the relationship and the outcome, not to preserving evidence of one designer’s effort.

This is also why the smallest decisions matter. A headline can clarify an invitation or obscure it. A navigation label can help someone locate a resource or convince them it is not meant for them. A visual flourish can create delight or interrupt a task. A representation of a community can build recognition or reinforce distance.

None of these decisions exists only on the screen. Each one influences what a person can understand or do next.

How I show up

The interactive artwork on my homepage gives this ethic a visible form. Its network, human figure, and invitation to participate are not a philosophy constructed for a portfolio. They are a distillation of questions that have been present throughout my life and work.

The child trusting airport signs, the teenager contributing to the early web, the person fascinated by technology’s promise, and the designer working inside complex institutions are not separate identities. The tools have changed, but the attention has remained consistent.

I continue to love the systems themselves—their logic, possibilities, visual languages, and ability to create new forms of experience. Looking through a system to find the human does not require dismissing the system. It requires understanding it well enough to recognize what it asks of people and what it makes possible for them.

That is how I show up to the work.

I look beyond the visible request without losing sight of the practical one. I try to understand what relationship is being created, who will have to live with its consequences, and how institutional goals can meet lived experience with honesty. I make room for rigor and play, technological enthusiasm and human consideration, visual expression and restraint.

The artifact will change. What matters is what happens afterward: whether someone understands, trusts, participates, acts, belongs, or sees a possibility that had previously been obscured.

That is the outcome I care about, and it is why I keep looking through systems toward the people who have to live with them.

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©2026 HU__MAN (John Glenn Hultman). All Rights Reserved. Do not repost without notification and attribution.

©2026 HU__MAN (John Glenn Hultman). All Rights Reserved. Do not repost without notification and attribution.

©2026 HU__MAN (John Glenn Hultman). All Rights Reserved. Do not repost without notification and attribution.