This is about the trend that designers and developers expect a technology to be used according to their intentions. Every usage outside this narrow scenario is not considered in the [[Design]]. ## User centric design has a design flaw When designers create a feature, they define use cases for a given audience, creating a narrative how the feature is useful to a group with a specific goal and how this audience can utilize the feature best. A direct result is that designers applying this methodology don’t usually think about how a technology can be actively misused within the given scope. They introduce a "bias" that the feature or technology can thus only be used in the intended way. The problem is that just because you design a feature with intentions of one group in mind, other groups will have different intentions and can also (mis-) use the feature. The result is not about "user centricity" and avoiding people making mistakes, but people deliberately weaponizing the feature or technology for abuse or personal profit. ## Examples in VR It is best practice in [[Virtual Worlds]] design to see every feature as a weapon. For example, it doesn't matter how many degrees you abstract a virtual representation - if you allow proximity between characters because you want to incentivize socializing, there will be abuse by invading somebody's personal space. If you have articulated hands to allow collaboration, there will be groping. If you enforce minimum distances to create "safety bubbles" around them, there will be intentional blocking of others.