“Nothing is more real than nothing.”

Design saves lives.

GODOT.

Obvious Answers to Impossible Problems

When I wrote The Suicide-Proof Bridge, I reflected on a tragic truth: the Golden Gate Bridge could have been designed to save lives from the start. The designer chose personal experience over simple considerations that could have prevented harm.

That article was a turning point for me in understanding what designing for public health means. Designing for safety is not at odds with artistic vision. Later, in TTRPGs Saved My Life, I applied that same principle to another process, advocating for a simple but effective solution: a weekly drop-in game for people in crisis.

Both share a key lesson: when we prioritize the user’s experience, we create solutions that are not only functional but lifesaving.

Designing for the user

The bridge is a too-real example of what happens when we don’t prioritize the user. The original designer didn’t anticipate how people might interact with the structure in moments of crisis. By centering his own experience (his height), he missed an opportunity to create a design that could have prevented tragedy.

The retroactive fixes, like raising railings and adding crisis hotline signage, were effective. But they also underscored a frustrating truth: these interventions could have been part of the original design if the user’s needs had come first.

When I’m asked to consider other ways to support people in crisis, this lesson stays in my mind. Another approach – a weekly drop-in game isn’t flashy, but it is grounded in the needs of the people it serves

  • Accessibility: The game is open to anyone, requiring no long-term commitment or special skills.
  • Connection: It creates a space for community, where participants feel seen and supported.
  • Consistency: The recurring nature of the game gives participants something to look forward to, a crucial element of a safety plan.

Lessons for Designers

Whether you’re designing a physical structure or a community resource, the principles are the same:

  1. Start with the user: Understand their needs, challenges, and context.
  2. Embrace simplicity: Effective solutions don’t need to be complex.
  3. Ask what’s missing: Consider how your design could prevent harm or create support.

Good design isn’t about the designer. It’s about the people who use what we create.

Moving Forward

Design is never neutral. The choices we make can save lives – or leave people struggling. Let’s choose to center the user and embrace the beauty of the obvious.

GODOT.