As I read through Donald Norman’s The Design of Everyday Things, I noticed how much the Human-Centered Design process relates to the subject of video game console design. The reason for this is due to how the HCD process is done in the steps of observation, ideation, prototyping, and testing. People must be observed solving everyday problems to make a system based on how much they think of doing something. An example is brushing teeth, which people just do rather than think about it. The same goes for good console design, as a person doesn’t think twice when they press buttons on the console as they play a game. People are finding newer, more efficient ways to do things, which should be reflected within good designs. The ideas of creating a console that is fast, responsive, and satisfying to the needs of people come in large masses after they are observed. After the ideas are set in place, the system begins its prototyping process. After that, the system is tested by people and released after it is perfected. However, this process is not easy, since technology is constantly evolving. Take the Nintendo 64 for example, which was the peak of technology at its time. However, if someone were to play it now, they would notice many things wrong with it, from the strange controller shape to physically inserting game cartridges. Also, a person must be home in order to use it since it requires to be physically plugged in to a TV. However, a newer console, such as the Nintendo Switch, is portable, and can be played without the use of a TV, as well as having small, simplistic controller designs. The less someone thinks about how to play a game, the more time they have to actually enjoy it, which is the main idea reflected in good console designs.