I want to put down something I've learned through years of driving one or two new cars weekly. Is is this: less really is more. It's easy to make a good expensive car; the trick is making a good affordable one.
31 December 2001
21 December 2001
An article I wish I had read before the company lawyer came asking about patentable inventions.
19 December 2001
Upfront steps to help make web projects a success.
You should look closely at disruptive technologies, and not just dismiss them out of hand.
Dan Bricklin, the creator of spreadsheets, points out the disruptive possibilities of the Segway. Well done with great links to Segway comics on Salon.
15 December 2001
The method outlined in the NYPL Style Guide (valid XHTML, tables for basic layout, CSS for all else) works in any browser, though the design may be ever–so–slightly degraded in 4.0 and older browsers. I often follow this method in designing projects for clients, and recommend it in my consulting practice as a means of bringing document structure and forward–compatibility to large–scale content sites.
...I believe that success in design strongly implies a satisfying the requirements of a user. This is what distinguishes it from art or self-expression...
13 December 2001
This 18 page doc gives good ideas on making better task based user interfaces. The four basic steps are outlined as:
1. Focus each screen on a single task.
2. State the task.
3. Make the screen's contents suit the task.
4. Offer links to secondary tasks.
I think the suggestion of getting writers involved in the early stages of design to name the screens can make a big difference in software. I just the way word people think. They have a lot to offer development and marketing teams.
All too often... marketing professionals fixate on selling the promise of a product, and skip out on fulfilling that promise. The delivery of a promise is best left to the product designers, the distribution folks, and the customer service people, right? Perhaps so, but if you're ignoring your customers after you've crafted your pitch, you're missing out on a chance to create a more precise, intimate and alluring pitch to your existing customers - and to convert them from single-shot statistics into long-term relationships.
A nine page .pdf outlining methods for inquiry, participatory design, profiling, testing and inspection. Each method is rated by cost, time, resources, and expertise required as well as the quality of data it produces. I thought it was a great summary. I agree with the quality of data ratings. - Grant
An ounce of prevention isn't always worth a pound of cure. Fixing your mistakes may prove a better business investment than preventing them. After all, it's customer perception--not Deming-trained statisticians--that ultimately determines product and service quality.
12 December 2001
The Treo is a marvel of thoughtful design. At 2.7 inches wide and 4.3 inches long, slightly smaller than standard Palm handhelds, the Treo looks like a big flip-phone. When you open the lid, the Treo turns on with your speed dials displayed. Tap the phone button and an on-screen dial-pad appears. Another tap brings up your phone list...Not only is it small and light but the flip design means you're unlikely to get skin oil or makeup all over the screen. Little details like that make a vast difference in usability.
11 December 2001
After two years of research, Web usability specialists at NCI believe they have developed a prescription for designing Web sites that work. They start by finding out what Web users want and then studying with scientific precision which Web designs make information easiest for users to get.
10 December 2001
People get hung up on numbers because they tend to focus on variations, on people's differences rather than their basic similarities. But focusing on people's differences leads to products designed with infinite customizations. It eventually de-structures a system with ever more customizable and slightly different options, or requires costly upfront customizations at installation.
My bottom line is that you must have a healthy, adequately funded scientific community, because we're solving problems you don't even know you have yet. And the Web is one of the most outstanding examples of that.
07 December 2001
The interface -- the layout of the controls -- determines how easily and effectively you can use the product: which buttons go where, how many layers down you have to burrow to find an important function, and so on.
Here's good interface design: A Palm organizer's Address Book screen has a New button—but the Delete command is hidden in a menu, because you add names much more frequently than you delete them. Here's bad design: Cell phones that make you dive into menus just to turn off the ringer.
04 December 2001
Companies that have had little tangible business success with their online communities generally rushed to put them on their sites without evaluating whether they were really appropriate for their company, establishing a business goal or objective for them, or realizing that it actually takes effort to get visitors to participate.
29 November 2001
For all its talk of innovation, Microsoft is rarely in the forefront of the new developments in computing that really take off -- whether it's the graphical user interface, the Web, Palm devices or trading music files. To be fair to Gates and company, they are probably more innovative than most companies their size. But companies as big as Microsoft is today never start software revolutions; at best they co-opt them.
The iPod is not the first small digital music player with a hard disk....All have similar technical features to the iPod, except that they just aren't good enough. They are too big to fit into a shirt pocket. Their software is hard to use. Their batteries don't last long.
...I had it working and playing my music in about ten minutes. ...now I've got a significant portion of the music that I know and love stored on my Macintosh--and on my iPod. My music, where I want it, when I want it. Problem solved.
27 November 2001
By using the Net to tap into the talent and imagination of its customers, eBay has multiplied the brainpower of its executives by millions. Imagine a retailer trying to do this: It would have to interview every single person leaving every store, post a list of what each thought of the shopping experience, then ask them to write up a merchandising plan and call suppliers to arrange deliveries--and oh, by the way, could they keep an eye out for shoplifters? That's what eBay's customers voluntarily do each day. Says Whitman: "It is far better to have an army of a million than a command-and-control system."
24 November 2001
You can make Word, the bloated grandfather of all Microsoft applications, look as clean, simple, and inviting as OS 9's SimpleText or OS X's TextEdit applications. Now that's progress.
17 November 2001
The desktop metaphor puts the onus on our brains to juggle this expanding collection of files, folders and lists. Yet "our neurons do not fire faster, our memory doesn't increase in capacity and we do not learn to think faster as time progresses," notes Bill Buxton, chief scientist of Alias/Wavefront, a leading maker of graphic-design tools. Buxton argues that without better tools to exploit the immense processing power of today's computers, that power is not much good to us.
16 November 2001
It's almost impossible to separate the engineering features that make the Fastskin work from its "design"—those qualities of form, texture, and color that make a thing memorable and meaningful. The Fastskin comes close to the ideal that form should follow function. However, most of the time function needs a little help. It falls to designers to make people feel comfortable with technology. Throughout the twentieth century they generally did so by dramatizing an object's benefits—speed, power, and efficiency, for instance—while hiding the things that made the object work. They took the early automobile, for example, in which each functional part was visible, and fashioned a steel shell that hid the machinery and gave the car a personality. In so doing they turned a contraption into a convenience.
Sometimes function has little to do with it. There was no practical reason for a 1930s refrigerator to be streamlined, but its new profile turned the erstwhile icebox into an embodiment of modernity and progress. The objects in which form follows not function but fantasy are often the most revealing ones.
15 November 2001
After six years on the Web we've learned to base our plans on the way users actually behave, not how we wish they would.
A system that disregards people will itself be disregarded by people.
12 November 2001
...making changes to three-dimensional objects and beaming them to colleagues around the world has become as easy as altering a sentence in a shared word-processing document.
10 November 2001
"So I'm driving over here today in the Prowler, and I pass a car. There's a man driving, a kid in the front passenger seat, and two more kids in the back. They see the Prowler, and they grin and give me a thumbs-up," says Thomas. "And I give them a thumbs-up back. You only get one life; this life is not a rehearsal. So chances are, you want to have fun. You still want to act like a child. That spirit is a frame of mind, not an age. And the automobile gives you a chance to have an adventure every day. Say you drive 20 minutes to work every day. Your commute could be totally pragmatic, but it doesn't have to be. Having a really nice car is like wearing a really nice suit. It's like a role you play -- a role you get to play. Who doesn't want a thumbs-up experience?"
...
Thomas is always sketching cars. He has a simple, rough, freehand style, using whatever ballpoint pen is around. He uses lots of lines and cross-hatching -- capturing the mood and the shape, rather than the details. Sketching helps him think, helps him experiment, helps him explain.
....
In that world, Thomas has evolved a role that serves both his artistic and his bureaucratic needs. "I'm a storyteller," he says. "I think of a designer as a processor of information -- like a scriptwriter or a novelist." Thomas sees himself as a kind of cultural filter and architect: Listen carefully to what's going on out in the world, consider history and context, and create a vehicle that matches the zeitgeist. The Microbus is an artifact of its era; so is the minivan.
Thomas believes absolutely that every vehicle needs a story. "What's the plot?" he asks of the Prowler, before answering his own question. Being able to communicate that story to consumers is one thing. But being able to articulate it to people inside the company is perhaps more important, if your designs are going to survive, and if they are going to transcend "committee-ization."
"It's important to be able to communicate, not just to designers but also to nondesign people," Thomas says. "If people don't have a vision, you have to be able to walk them through what you're talking about. You have to be able to connect equally with an engineer, with someone from marketing, and with someone from the fabrication shop. The question is, How do you get people to work together? Most companies have 'committee design.' That's not what I like. I like 'consensus design.' In a committee, people don't speak up. They don't say what they think. Nothing is allowed to come out. Consensus design means that you all express yourselves, and your ideas, and at the end of the day, you all agree to do something. You might initially be against an idea, but if someone walks you through the thought process, you might then be able to say, 'I see what you're talking about.' "
09 November 2001
Jeff Katz, CEO of Orbitz, the online travel agency, says learning to listen is how he made the leap from engineer to executive. With a BS in mechanical engineering and an MBA, Katz concedes that he needed to improve his listening skills to make it to the top. "It's something I've had to cultivate," he says. "I've worked hard at listening to customers and to people doing the work."
01 November 2001
Berners-Lee sounded a more critical note. "Control over a person's desktop and their browser is control over their whole Net-mediated perception of the world out there," he wrote. "It is very powerful."
31 October 2001
A prototype of your new search page design reflects a set of design choices you think should be made. But what are the business impacts of those choices? How long will it take to build? How will it effect advertising rates, or partnerships? What code changes are needed to make it possible? In the abstract, some designers feel these are not design considerations, and instead are just matters of implementation for someone else to figure out. This is a trap. While it’s great to ignore constraints to inspire creative thinking, if your want your work to reach people’s web browsers or desktops, you have to plan to involve yourself in the practicalities of realizing your ideas. The more skilled you are at assessing those aspects of a design, the more welcome you’ll be to participate in the process.
....
The two most powerful forces of influence in the interaction designers toolbox are the video and the prototype. Humans are visceral creatures. We respond to things that call on our senses. Specs, code, and even bitmaps are all static, limited attempts to represent what the experience of interaction will be like. It takes an inventive imagination to read these things and accurately visualize anything. It’s typically only those few individuals with practiced imaginations, regardless of job title, that can do this well. If you need to convince someone that the current design has problems, you must show them... If you want to get people’s attention around your work and the user experience, there is no better way.
The prototype offers you another form of direct influence. It’s almost a secret weapon. While everyone in the room is debating in front of the whiteboard about what the design should be, or how it should behave, you can show the group a real live working example of your ideas . They can even interact with it depending on what you’ve done. It’s a huge advantage.
28 October 2001
... it's amazing how much better things are than they were just a decade ago. It seems like 100 years have passed, not just 10. Yet, some things haven't changed. The techie class that designs and sells these products still tends to make them too complicated and still looks down on average consumers, at least privately. The buying experience is still terrible. And in some ways, at least when it comes to the personal computer, consumers actually have less choice than they did in 1991.
18 October 2001
...in researching the histories of disciplines like biotech and software development for the book, what I really found at the core of innovation weren't only creative individuals, per se, but rather creative relationships. Intriguingly, the key medium for managing those creative and innovative relationships was the shared space. I found that all collaboration, without exception, requires shared space.
11 October 2001
At the same time, to get high quality design, you must have usability-directed design where you start out with studying users' needs and let that decide where you're going to go. That more integrated approach, where usability permeates throughout the lifecycle and becomes the way a company designs interfaces, I would say that is exceedingly rare. Basically, it almost never happens that way. I recommend that is the direction things should move because whenever products or websites are designed that way, they become so dramatically superior that they take over and gain some substantial market shares. So it's self-perpetuating.
10 October 2001
Copy protection will break the chain of formal and informal archivists who are necessary to the long-term preservation of creative works.
26 September 2001
When a new product needs testing for consumer reaction, companies traditionally turn to that old market-research mainstay, the focus group. Today, however, alternative techniques offer deeper insights that can inform the product development cycle like never before. Ethnographic market research—somewhat new to marketers but as old as the science of anthropology—is increasingly being used to provide new information about consumers. Using the anthropologist's tool kit of methods and theories, ethnographers are giving corporations an inside look at the cultural trends, attitudes, and lifestyle factors that influence consumer decisions about everything from bathtubs and toothpaste to insurance and batteries.
Such research can give companies an advantage in learning not just what customers want, but what they will want, says Eric Arnould, professor of marketing at the University of Nebraska. "Ethnography is a way to get up close and personal with consumers," he says. "As the cycle time for new product development goes down and its cost goes up, and as competition becomes fiercer, many firms are trying to get closer to the consumer to try to figure out the context of use for new products."
Whereas focus groups often work in artificial settings for short periods, ethnography situates consumers within the larger social and cultural context.... Ethnography looks not for opinions but for a 360-degree understanding of how a product might resonate with the consumer's daily life.
25 September 2001
Billions of dollars of investment have been wasted simply because companies have ignored people and their needs. Doing usability testing late in the process only refines a bad design and won't fix the problem. What the industry needs is to sign up for product design in advance of product development. I see the unwillingness to do this as a plague that increasingly affects the market advantage the United States currently enjoys.
05 September 2001
"If you really want a category killer, you've got to go simple, simple, simple."
The old design mantra "Less is more" has never been truer than in the world of technological gadgetry, Lovelady says. As consumers balk at the steep learning curve attached to each software upgrade and "time-saving" appliance, manufacturers and engineers are ceding power to designers who insist on simplicity, elegance, and user friendliness, even if it means sacrificing some technological wizardry.
31 August 2001
"They've got this whole design process that starts with this incredible, chaotic brainstorming session where anything goes and nothing's criticized -- and at that stage, you're pretty sure nothing good can ever come out of this.
"Then you find out that they've done this before. And they actually do throw away the bad ideas. They do a rapid prototype and start building stuff."
22 August 2001
Some folks see the web as a vast, new field for advertising messages, assuming that while people may want to do something else, if we can entice them with Flash, we can sort of trick them into paying attention to our products and services. Guess what. That's not gonna happen.
What does this mean to emarketers? It means that if you're constructing a site for goal-oriented consumers, you'd better make sure you can help facilitate their seeking. Rather than focus on entertainment, Flash, and useless splash screens, the most effective sites are those that help people get the information they want when they need it. Straightforward data, information that invites comparison, and straight talk are going to win the day.
16 August 2001
When taken in this context, even the best usability Guru is unlikely to have a suitable understanding of your customer profile and their critical cognitive structures, such as prior learning, experience with other software, and motivation. Therefore, even though usability Gurus may have the best intentions in their criticisms, there is absolutely no guarantee that their recommendations will improve customer acquisition, retention, or migration. Granted, some design flaws are so obvious that they deserve a bit of rant and rave; but such reviews should always leave the motivation of the development team intact. It should never be a humiliating experience in front of the boss and the boss's boss. Want to kill UCD for the current generation of web development teams? Make them think that everything they did was stupid and wasteful.
04 August 2001
16 July 2001
How does the focus-group testing work. When do you start marrying your ideas with the average person's behavior?
We are mostly interested in where are people using these things, what are the tasks they are trying to accomplish, what are their key frustrations, how much space do they have.
A good example of that is the ThinkLight. That whole idea came out between collaboration between human-factors engineering, industrial designers and marketing. We were trying to figure out what user benefit we could link to our product. It was along the lines of making a better dashboard rather than a better engine.
One of the things we came up with was that often people were trying to use these things in places you wouldn't ordinarily think of, in a dark lecture hall, or maybe in the back seat of a car on a trip in the middle of the night, and you are trying to write a report. Everybody talked about, "Well, you can tilt the screen down and light your keyboard and lift it back up again." But then we thought, "Wouldn't it be great if there was a light that would illuminate the keyboard?"
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04 May 2001
Which brings us back to marketing: an inherent tension always exists between complexity and convenience. The folks at Nokia and Motorola quietly—and blushingly—confess that people only use a fraction of the programmed functionality of their cell phones. That's less true of Palms and Visors, but those PDAs represent an unusual marriage of productivity and convenience—with the accent on productivity.
....
Alas, it's so much easier to sell convenience than to design it.
....
Want a useful metric to evaluate convenience? Consider "Mean time-to-payback"—how long does it take someone to feel like they're getting value from a function. The faster; the better. Architecting the trade-offs between productivity, payback and convenience is what will determine whether people buy phones that are PDAs or PDAs that are phones—or neither, or both.
03 May 2001
A lot of people are working on alternative engines. But this one," he says, patting a silver prototype fastened to a worktable, "has a better chance of succeeding because it is simple. Simple, simple, simple, with only one major moving part, and that means less cost. And there's a big market need."
02 May 2001
Tufte responded with a revelation: “Do no harm,” he said. “Don’t get it original – get it right.” There it was – the Hypocratic oath of design. It hit me hard because it had been staring me in the face all those years. Design is not about vanity, it’s about responsibility, integrity. It’s self-effacing and at it’s best invisible. “Good information displays get people thinking about the information not the design,” Tufte said.
- "Effective interfaces are visually apparent and forgiving, instilling in their users a sense of control. Users quickly see the breadth of their options, grasp how to achieve their goals, and do their work.
- "Effective interfaces do not concern the user with the inner workings of the system. Work is carefully and continuously saved, with full option for the user to undo any activity at any time."
- "Effective applications and services perform a maximum of work, while requiring a minimum of information from users."
24 April 2001
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If people are going to use computer technologies to augment their interactions, those technologies need to have the directness and spontaneity of a phone call, the visual immediacy of a fax, the asynchrony of email, and the privacy of a closed-door meeting. All of this started to crystallize for me one night, when I came home and found my son playing a modified capture-the-flag version of Quake. He and his friends had actually designed their own virtual environment: They could look up, look down, look left, look right. They could jump up and grab the flag. They could even talk to other team members. I sat there and watched him for a while, and then it hit me that this was his way of communicating. He was socializing with other people by playing this game on the Net. And I realized that those of us in business -- who have so much to gain through effective communication -- were using lame, document-oriented tools. Our own kids were using technology far more effectively than we were! They were operating in an environment where small groups of people can self-organize and interact. And they made me think that I should be able to use technology in the same way.
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19 March 2001
MYTH: Design is a luxury.
REALITY: In his 1990 book, The Design of Everyday Things, Donald Norman offers the traditional antidote for all those who underestimate the role of design in our lives. The issue is not whether design should happen -- it always happens. Everyone in product development does design work, whether they know it or not. Moreover, the design is the dimension of a product that customers see and feel; it is what satisfies or disappoints them.
In software development, design is widely misunderstood and undervalued. Often no explicit user interface design is done separately from the code. Iterative design then becomes recoding. This is a short-sighted strategy because it results in significantly more code being written in the long run. Because design is unavoidable, the real issue is whether it is left implicit in the software being developed, or made explicit and captured separately. The useful debate is about how to do design work well, and how to capture it in an optimal form for communicating to those who implement it.
An explicit user interface design can focus on how a product satisfies customer wants and needs rather than on how to build it. This can make implementation more difficult, but that is the price to be paid for focusing on the real goal of product development. An explicit design allows for early detection of implementation issues, as well as for placing the primary focus on satisfying users. Simultaneous design and implementation sometimes occurs on small projects. However, this approach is not scalable and requires some very special, multitalented people. Software development superheroes are in short supply.
05 March 2001
But that future presence, like the company's past success, will be driven as much by what makes Orange tick as by how well its phones work. "Your values need to be austere," says Hirschhorn. "At Orange, we picked just a few: dynamic, friendly, innovative, trustworthy. Those values create a framework that helps people understand us -- and they cross all cultural lines."
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Jakob Nielsen, "Nielsen on Usability: Testing Tips and Notes on Task Time," Internetworld, 17 Jan 2001.
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Sam McMillan, "Thinking Smaller at Pixar," Communication Arts, July 2000, p.164-171.
"Creating an interface is much like building a house: If you don't get the foundations right, no amount of decorating can fix the resulting structure."
Jef Raskin, The Humane Interface, Reading, Mass: Addison-Wesley, 2000, p. xi.