Monthly Archive for September, 2007

Why great design is motivational

Do you ever encounter a product - physical or virtual - which is so enjoyable to use that it makes you want to use it? I’ll bet that there are a few of them. Such products - personal electronics, shoes, iPods, massage toys, or whatever - are amazing examples of the hugely positive impact we can find create with great design.

For designers, great design doesn’t just motivate consumptive behavior, but our own ambitions and conceptions of what is possible. As an ATM interface designer, I have always strived to create a luscious, friendly and ultimately enjoyable experience by making attractive, intuitive, and even delightful screen designs.

Of course a pretty screen overlaying a marginal product will never equal a great product - lipstick on a pig, as the saying goes. And often we designers feel helpless, beaten down by product managers or technology teams who deny our awesome ideas their right to live.

But still, when that chance to work on a truly innovative, robust, or cutting edge product comes my way, I burn the midnight oil and champion every improvement to customer experience that I can. It is worth every gray hair, every new wrinkle around my eyes, and whatever tension and anxiety I might incite.

Why? Because this might be my chance to create a product that is so enjoyable to use that people might just want to use it, and - who knows - maybe next time when they have a transaction to do, they’ll pick the product I designed, instead of waiting in a teller line or whatever their old behavior might have been.

Gruber just told me that the new iPod touch is super slim, much thinner than the iPhone. And, just because the iPhone touchscreen interface is so much fun to use, I sat here and tried to create conjure up justification as to why I could really use a new iPod (I already have 3!). (Note: I came to my senses before I did anything crazy).

The point is that great design is enticing, and for designers, it can serve as a reminder to what our practice can strive to be in its highest form. So when you are stuck at your computer, burning the midnight oil, just try to remember that one day, when your design finally sees the light of day, your work will translate into a better day for thousands of end-users.

And that is why we design.

Details, where the Devil resides

There lay a vast chasm between concept and production. Between thought and reality, between wireframe and beta. It is here, in this vast but dark space - where specs are fleshed, usability is tested, corners are cut - where we find the distinctions between the good and the bad, the regal and the pedestrian, the whole and the half assed.

It is the province of excuses, of multi-generational plans, of technology limitations, and compromise. It is the home to assumptions, expectations, and laziness.

This land of details, where an impressive concept can descend to a mediocre product, that differentiates a great user experience from a horrid one. This land of details is the battleground of all designers, the time and space between the hatching of the proposed design and the release of the product, is where we earn our stripes.

First, the design must be tested. It is true that great design is instinctual. Yet, even the best amongst us needs to vet our concepts to some degree. Second, rough edges need to be smoothed and details must be explored and brought to light with the same passion and innovation of the original design. Finally - and most difficult - comes the hardest, least glamorous work of most designers - presenting and fighting for your design.

Between bean counters, programmers and project managers, it seems there is never a shortage of people with ideas on how to dumb down simplify your design, or streamline it, or bring it in line with corporate standards, or modify it for the sake of implementation, until it might bear no resemblance to your elegant concept.

That battle represents the holy grail of great customer experience. That result - or lack thereof - is what I will spend my time and effort looking to celebrate (or despair over, as appropriate) - within the columns of Eye Forward.

I look forward to sharing my thoughts, criticisms, and insights with my readers. I hope that I am able to find and celebrate those details that make my job so exciting. And I hope you find my thoughts and analysis worthwhile, and join me on this journey and exploration.

Welcome!

New name, new mission

So when I originally conceived this blog, I christened it ‘Touch It’, and planned to focus my writing and commentary on touchscreen interface design. In fact, just days after I first posted, the new iPhone was announced, shortly thereafter MS showed off their multi-touch table top computer.

On the other hand, at almost the identical moment, I was handed a new project at work - my first web design assignment, versus the exclusively touchscreen work I had been dedicated to for the prior 5 years! It was an odd confluence, and thanks to my new responsibilities, I had little time to think about this blog or to focus on all the touchscreen hoopla.

Now, 9 months later, I am finally getting back to work on my design blog. As I do so, I have made two big changes: first, I am expanding the focus the blog beyond touchscreen. With my expanded role at work, I feel it is appropriate to widen my discussion to include all types of interfaces, including touchscreen and web. Second, I will also be including commentary on other products, including electronics interfaces and some examination of auto designs.

With the broadened focus, I am also changing the name of the blog to Eye Forward. I chose that name for its simplicity and because it reflects my mindset, looking ahead and thinking about what is coming down the road. I look forward to blogging, and I will be working hard to add a worthwhile and interesting voice to the design blogoshpere.