Archive for the 'luminaries' Category

Great design is intuitive. It eliminates confusion. But not all the time.

Seth Godin had a great post today about designing for users who just don’t get it:

Great design is intuitive. Great design eliminates confusion. But not for everyone, not all the time. The words and interactions you use often have a sophistication that will confuse some portion of your audience.

OneĀ  of the constant tensions I deal with, as a designer for a corporate behemoth, is my innate desire to push boundaries vs. the common-sense practicality that rules our culture. Of course, we do take chances on occasion, but the bulk of our daily work is spent making incremental changes. Add a link. Refine the masthead. Remove a disclaimer. … Et cetera.

When projects of a grander scale do arise, there is often a broad sense of wonderment. But inevitably, at some point, novel design conepts are watered down. Could be at the governance review, could be after a usability assesment, or maybe the product manager is concerned that users wont ‘get’ the new features.

Sometimes, though, isn’t that a good sign? Think back years ago, to the first time you rode a bike. It was hard. It took lots of failure before you figured it out. But then, the magical moment occurred, and BLAU! you were riding your bike. And how terrific bicycles are: a place for all your extremities, a place to sit, and never in need of refueling. But. It was hard to get going.

Good designs can be a challenge at first. Heck, I have had to learn how to use my new iPhone. But once you get to understand how to use your contact list, or to save photos to the phone, it is a snap.

In other words, it is ok to have a learning curve. It is ok if not everybody can use an interface flawlessly, immediately. Yes, you may loose a few users. But if the design functions intuitively and easily for most of your audience, then you are creating a great experience for those users. When we dumb things down, or design for the ‘LCD‘ as we used to say, you often lose the magic and fun of a great new design.

Aurora future browser experience from Adaptive Path

The concept video below, from Adaptive Path, illustrates a vision of browsing in the future. This case study of a user interacting with the Aurora browser is of the highest caliber, and delivers a terrific sense of what it would be like the use such a powerful tool.

Some of the features shown, such as browser-integrated text/IM capability, shared desktop functions, and the nifty wheel menu, seem like they could be added to a standard browser in the near term.

Other features, like the chart-remixing, and history clouds with smart grouping, probably would require some signifigant planning for a common coding framework, plus massive processor power. But they are far from science fiction.


Aurora (Part 1) from Adaptive Path on Vimeo.

Overall, a ton of great ideas brought to bear in this video. Major kudos to Adaptive Path for their work on Aurora. Wow, wouldn’t it be fun to work on wild conceptual projects like this? A man can dream….

The Day the World Changed

Marketing blowhards like to pronounce that their new product is a ‘game changer’ or some new type of never-before-seen hybrid. Technology pundits frequently proclaim that ‘in the near future’ we will all be doing this or that, ‘like never before!’. Rarely are any of these bursts of hot air borne out by actual facts.

iPhoneAfter watching the WWDC keynote, however, I have a profound feeling that this time is different. What Apple has wrought with the new iPhone SDK, iPhone 3G, and MobileMe seems clearly to be a momentous, singular shift in the technology continuum. This, my friends, is a game-changer.

The wicked, once-mythological concoction of real mobile Internet access, location-based functionality (especially GPS mapping), multi-device synching, and an open development platform into one easy-to-use handheld device inexorably alters - accelerates - our technological trajectory. Many ideas once written off as pie-in-the-sky sci-fi are now, literally, within our grasp.

Family functions, friendships, work environments, education, exercise routines, hospitals, doctor visits, game-play, shopping, socializing, - everything - is going to change, and not in some theoretical distant future, but right before our very eyes, starting next month.

Video of the eye-popping MIMVista app:

Facilitation - one of the designer’s ’soft skills’

many handsLast Monday, I attended an IxDA event at the Adaptive Path studios. The talk, “Herding Cats and Taming Lions,” was given by Jon Littell, a user experience director from Hot Studios. I had no clear expectation of what I was to hear, and so with an open mind. The event was great, with a pleasant pre-presentation meet & greet period, and great turn out. Also, the cheese and crackers were dee-lish.

Littell brings his background in Psychology studies to bear in his approaches to facilitating, and proved to be a great presenter, offering a wealth of psychological concepts that can be tapped to understand individuals and get the most out of people who are taking part in group brainstorming.

A couple of key concepts that I was able to retain include the notion that any facilitator must enable participants to express themselves in a way that is in line with their own needs. Using personality type maps, Littell pointed out that people are motivated by- and like to express themselves in different ways. I’ve been part of many brainstorming groups and I will say that the quality of the facilitator is usually essential to extracting the value hidden within the hearts and minds of the brain stormers.

He highlighted the efforts of an outfit call The Grove, a band of consultants who practice a method called ‘graphic facilitation’; roughly, a way to guide conversations using visual cues and mapping to capture ideas and propel the collective thought processes. Also of note is the de Bono Hat concept, also conceived as a means to enhance the thought process, but more specifically a method to describe unique psychographic profiles that then may be adopted by individuals or groups as they engage in disucssions.

My descriptions above are clearly inadequate in their attempts to capture Littell’s presentation, but the larger point remains: the IxDA hosts terrific events that draw a group of talented designers and terrific speakers. People pay thousands of dollars to attend ‘conferences’ that contain lots of the kind of ideas that you can find in talks like this, for free.

DUX 2007: Thomas de Zengotita

Of all the speakers featured at DUX, there was one who stood out among them all: Thomas de Zengotita. This is not a slight to the other speakers, as there were a number of outstanding addresses. But de Zegotita’s talk was fascinating in content, delivery, and style. Neither doctoral candidate nor corporate researcher, rather a crotchety professor who delivered his talk without aid of a slide show or other visuals. This alone made him stand out. But more meaningfully, he was able to take many of the disparate ideas we’d been exposed to over the prior three days and synthesize them into a coherent and compelling narrative. Here is my take on his lecture:

MeidatedLiving in a Mediated World

The fundamental premise of his talk was our existence in a mediated world (”a web of preferences that both vies for our attention through shameless flattery and offers us the opportunity to construct identities based on what we buy”) and how that affects how we see ourselves and thus everything else that we do. De Zengotita argues that the written word is the foundation of this mediated world. It was, he says, the act of reading and writing that enabled individuals’ sense of autonomy, of freedom within one’s own mind.

The growth of that seed into our universe of signage, individualism, consumption, and - of course - media of all sorts has given rise to our modern Celebrity Society, a world where one thing we (as spectators) share is our awareness of celebrities.

But now, with the rise of social media, that paradigm is morphing again. Look around you: We are all staging our own lives with ourselves as the star. This is manifested in many ways: In video games, where the player is the star and spectator at the same time; On the social web, with our own web pages that celebrate everybody - and our circles of friends; through blogs, YouTube videos, and a seemingly endless stream of new technology.

The Flattered Self

Our mediated world has birthed the rise of the Flattered Self - an entire culture dedicated to inciting and then placating the desires and ears of the individual ego. Advertisements, entertainment, friendships and even jobs must somehow address our unique needs.

De Zengotita asserts that representations of all kinds, by their nature, address our egos. Signs tell you where you are and how to get where you want to go. Advertisements register with our emotionally. Even your co-worker’s comment on your Facebook photo serves this paradigm. But it can be overwhelming.

Of course, we can’t all be celebrities, can we? In the mediated age, attention is the only scarce resource. So it becomes necessary to filter the tidal wave of information and representations. And our media consumption technology is serving this need - email, iPods, Tivo, and RSS all help us control our media intake. Here de Zengotita acknowledged David Peskovitz’s concept of sipping from the Information Firehose.

FusionThe Age of Fusion

Now that we have achieved nearly absolute control over the content, style, and timing of what we consume, where do we go? More personalization. We are now in the Age of Fusion. From remixes to mashups, genre bending rules. But why? Because everyone is making stuff out of what is around them., and all creators are looking for some way to be original.

So even creation is mediated. But haven’t things always been mediated? That is, even language itself is a medium. Perhaps. But the sheer quantity, quality, and ubiquity of media is now so awesome as to be inescapable. It was only in the 60’s, de Zengotita says, that realizing that everything is mediated became common sense. This an extremely subtle, but radical distinction.

Extreme modern examples of both the Age of Fusion and a Mediated world include transgenderism and body modification. The reality that even the most basic building blocks of identity and even physical being can be mediated, altered, and ultimately determined by the individual is a profound shift in which we have taken the first steps toward replacing God with ourselves.

Conclusion

It is overly ambitious, I think, to attempt to summarize this broad-reaching lecture. But I did take away several key ideas:

  • A Mediated World: Any attempt to understand modern design, culture, or media must first adopt the Mediated frame. That is being self-aware of our environment as largely, if not completely, filtered.
  • Celebrity Society: is both an outgrowth and driver of the modern individual’s need to feel recognized, flattered, and celebrated.
  • Age of Fusion: media, cultures, and individuals are no longer bound by predetermined limitations. With modern design culture, the means of production have fallen into the hands of the workers, who now posses the power to mold media, society, and self.