Archive for the 'meta' 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.

One  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.

My Facebook Apps

The force of nature known as Clay tagged me for a blogmeme:

What Facebook apps do you have and why?

OK, let’s give it a shot, roughly grouped by “function”, then in descending order from most favorite to least useful:

Sharing:

  • My Facebook AppsPosted Items
    What a great way to share interesting bits with your FB network! It is simple and flexible (you can edit image, pullquote, and comment). And, as Clay mentioned, a much more social way of sharing than your del.icio.us list. One of the best parts of FB so far.
  • Twitter
    Works well. A little snapshot of my Tweets. Neat.
  • Video
    Very simple to share and watch others’ share videos - and who doesn’t love to share YouTube clips!?
  • Notes
    For the more verbose. I have not used this a lot, but I like it.
  • Blog Friends
    I love the concept that my friends’ blog updates get feed into my newsfeed - but so far only one or two other people have tied in their blogs to this service, and so the utility is close to zero. But I like the idea.
  • iLike
    Useless on its own. So I actually have the iLike plugin on my iTunes, but to get this to work, I have to spend time typing in artists, albums, songs … for what? why? Soon to be deleted.
  • Flickr
    If only it worked. This has had the same 6 photos since the day I installed it 9 months ago. Umm, hello?
  • Pandora
    Not bad, but … meh. Is anyone else using this?

Group Interaction:

  • My Questions
    A super fun way to interact with your FB network. Silly questions or serious - I always click when asked and usually try to answer. Try me!
  • Interactive Friends Graph
    Just installed this tonight, after being encouraged by Nancy W. Very cool. Not sure that I will ever look at it again, though.
  • Socialistics
    I do not know what this does.

Friendly Fun:

  • Scrabulous
    OMG I LOVE SCRABBLE! Also, I had pretty much quit playing any kind of game on the chaputer. Now I am back on my game. Suhweeet!
  • Free Gifts
    A fun way to share a warm or funny image/feeling with a friend.
  • X Me
    Neat but so far haven’t used it alot.
  • Super Wall
    See X Me
  • FunWall
    Really, I don’t think I need all these walls.
  • Zombies
    Kill me now.

Socializing:

  • Books iRead
    I really like this app. A great way to keep track of things I have read, which is something that I’d like to do. Also, as others adopt it, a good way to find good books from the reading lists of others who you are curious about.
  • Movies
    I dunno, I thought the survey was kind of silly. I prefer to spend my movie socializing effort over at Netflix.
  • Cal Football Fans
    Just showing my school colors.
  • US Politics
    Why did I install this?

I’m tagging Anny, Nancy, and Christina … what do you say, ladies?

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.

Welcome to Touch It

As the lead ATM interface designer for two of the largest banks in the United States over the past 5 years, I have spent an extensive amount of time designing, studying, and researching touchscreen interfaces for ATM and other kiosk-type interfaces.

It has been a fascinating and exciting time for me. As a designer, it is gratifying to work on products that are used by so many people. In my case, the products I’ve worked on are used literally hundreds of millions of times a year.

ATMs are not the most glamorous of touchscreen devices, lacking the gadget-factor of products like the recently introduced iPhone, or of other handheld devices like Nintendo DS or certain Palm-style PDAs. Even certain touchscreen-based devices like in-car navigation systems have a cool-factor that in-store machines - like ATMs and other kiosks - will never have.
Aside from handheld and automotive touchscreens, the world of touchscreen kiosks is everywhere, and it is expanding. Here is a brief list of touchscreen kiosks that we are now familiar with in our everyday lives:

  • Post Office assist
  • Airline check-in
  • Public transit ticket vending
  • Jukeboxes
  • Casino/Gaming
  • Retail (product locators, price-checkers, bridal registries)
  • Fast Food ordering
  • Hotel check-in
  • Voting machines

Unlike every item on this list, ATMs have been in widespread use since the early 1980s. ATMs are so familiar, people wonder ‘what is left to design?’ Many people, when first told of my occupation, seem stunned that the venerable olde ATM would even require a full-time designer, much less a team of them. In fact, like all other aspects of modern banking, ATMs are in a constant state of evolution.

New functionality - like customization of language preference, receipt printing options, account information display; new technology like check-image scanning; and new revenue sources like payday advance, ‘convenient’ overdrafts, - and other fee-based product offerings all combine to create the need for a constantly-evolving design. And the highly competitive world of banking creates the competitive environment where good ATM customer experience is part of a competitive advantage. Besides new functions, we face a labyrinths of evolving legal requirements and of course internal demands for screen time and real estate devoted to cross-selling other bank products. Not to be forgotten is our desire to offer streamlined, fast experiences to our customers.

Taken together, these demands mean an ever-evolving sea of interface changes, and the interaction, graphic, and interface design changes to enable them.

I’ve established this blog as a place to examine touchscreen interfaces – kiosk, handheld, or automotive. As a rapidly expanding presence in our everyday lives, touchscreen design is a medium worth scrutinizing. Mostly, I would like to highlight the best touchscreen designs out there, taking a look at novel and successful visual designs and interaction models.

Since many kiosks are run in local or regional deployment, that means I’ll be asking for input from my readers, and anyone out there who would like to share a good touchscreen design that they created or used.

Also, I will be taking a look at touchscreen design mistakes, discussing good practice in kiosk design, and exploring some of the techniques and processes I use to develop the products I work on.

As a designer, I am interested in a wide spectrum of design: automotive, industrial, interactive, web, packaging, and many others. With the prevalence of touchscreens in the world today, it is time for a forum to celebrate the best of the breed, and spread knowledge and appreciation of the great addition kiosks are in our world today.