Off the Top: Design Entries

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Showing posts: 16-30 of 104 total posts


15 November 2014

Khoi Turns Infocards into Wildcard

This past week one of my favorite designers, Khoi Vinh released a product for iOS that is a great play on information card UI called Wildcard. Khoi has a really good write-up of the journey launching Wildcard.

Wildcard is Best When Used

The real joy is in using Wildcard. Khoi created a wonderfully usable and quite intuitive UI and interaction model all based on information cards, which work wonderfully on mobile and other constrained UI devices. Wildcard is a mix of news summary and scrolling service and product finding service.

Information cards are often mis-used and misunderstood. Both Google and Twitter started in with adding infocards to their design and information structuring a few years back. Both did this as a means to surface well chunked and structured content into small chunks for mobile and other UI constrained interfaces, but also for information scanning and lite representation interfaces and interaction models, like Google Now and the Twitter stream. The model does not work as well on fuller information and content sites, as it constrains in ways that are not moving things forwards, but instead setting false arbitrary constraints.

An Interconnected Service

One of the great pleasures in Wildcard is it not only has its own hold onto for later interaction and service, but it has fully integrated sharing with others and into your own services where you track, store, and manage your information nuggets. It does a really good job of integrating into one’s own personal knowledge flows and capture services.

Far too many services (see (unfortunately) Medium as example of current balkanization from other services) have been shifting to make it difficult for the reader and user of their content to work with the content as they wish and need in their information flows. This fracturing means it is more difficult to share and attribute content (and send people to the site) when blogging or other write-ups.

Khoi has long understood the value of information relationships and information flows for use and reuse, which shows brightly here in Wildcard.

Moved Wildcard to the Front Row

After spending about 15 minutes with Wildcard in my first use of it, it moved to the front row of my “News” folder in my iOS devices. It may become one of my first go to apps to see what is happening in the world around me.

A Model Interaction App

One of the things that struck me in my first use was the intuitive interaction model and information model for moving into a collection and around and deeper in the collection and then back out. Wildcard is really well done on this front. It is one of those things where when I am done using it the ease of use (for the most part - there are one or so “wha?” moment, but for a just launched product that is great) really stands out and I start working through how it works and functions. I’m likely going to have a sit down with it not to use it, but to map out what it is doing, because for me its interaction design is really good and fluid.

It is always a joy to find an app or service that not only does its job well and seems to get out of the way, but works to augment your workflows and existing resources for use and reuse. But, when it stands out as a really easy to use service on first use and good for discovery and exploring, it is worth sitting and better understanding the how and why it does that so I can better think through options and paths for things I am working on or advising.

Kudos Khoi!



1 November 2014

Zeldman and Jason Sanata Maria Hit on Design Truth

I have a small set of podcasts I really enjoy, but a couple weeks back Jeffrey Zeldman’s The Big Web Show, On Web Typography with Jason Santa Maria was a stand out. It was not only great on the subject of typography and reflected a lot of early web design, but got into the reputation of design.

Design doesn’t have a great reputation in the business world and it is seen as superficial, which is a reason I stay away from using design or user experience as a label. Jason and Jeffrey did a great job talking through this. This got huge head nods in agreement and wanted to shout to the world around (that I was driving through) “this is IT”. It was a real moment of truth and best explained by listening to their conversation.

Deep thanks Jeffrey for not only this podcast, but all your work. Keep it rocking!



Being Makers

Oh, there is so much great fodder in Dan Hon’s most recent Tiny Letter, but today’s dosage meted out Episode One Hundred and Eighty One: It’s Too Hot; Monitor This is a gem. The piece that really got me going is midway through section “2.0 Monitor This”, as follows:

I’ve been in meetings like this.

I don’t know what the brief would've been. But given that it went to Jam in the first place, I’m sure it was something to do with “let’s do something on social or mobile”. And it's exciting to think, as a creative team, that you've come up with an “app” that can “solve a problem”.

Well, part of the f*cking problem is this: those creative teams have most commonly *never shipped* an “app” or a “service” before. And the skills required in actually making a good application or service are vastly different from those involved in creating compelling creative communications. Because, you know, one of these things is used and the other one isn’t. That’s not to say that good apps and services *can’t* be informed by the kind of taste and direction that informs well-performing advertising creative communications work. But the two things are different!

This is why, for example, good producers try to find people who’ve actually done something in the relevant area before, so you’re not playing a f*cking crap shoot.

Pants on Fire

This scenario is not only creative agencies, but most any non-serious product organization. I see this a ton where people are just guessing the way forward. It doesn’t matter if they are in UX and don’t understand the medium they are working in with any depth (they don’t prototype and can’t build), they are analysts who have never built nor managed a scaled environment and been responsible for it, or are a consultant that never stuck around to be responsible for what they delivered so never learn how to do anything close to properly.

Largely it comes down to depth and experience dealing with things for a long haul. The best experience is not only doing, but being with it long term and responsible for things after they are delivered. The best experience in this set is being the person, or one of the people, whose pants catch on fire when things don’t go well.

These “pants catch on fire” folks are most often gems, particularly if they are keep building and working to innovate and iterate (with all the research and digging for more depth) so to understand it better and get it right. These people are also the ones who can break things down to the “it depends” elements and walk through the questions needed and know what to do with the answers. Far too many want the answers without knowing how to think it through or go through the questions but not understand what the answers mean.

SXSW Started with Makers

A lot of this reminds me of the progressions of South by Southwest (SXSW) Interactive. I first went in 2001 to not only listen and learn, but to meet and thank some of the people who helped me deeply by the lessons they learned and shared themselves and by others on shared in the service they offered. I learned much of what I knew in the early web years (1994 to 2001) from people sharing what worked, but also what didnt work (and what they did that didn≱t work in a situation) [I also had relied heavily on my formal learning as a communication major undergrad and public policy (econ and social quant) from grad school]. I wanted to say hello to Jeffrey Zeldman for A List Apart, Jeffrey Veen for Webmonkey and HotWire, and Nathan Shedroff for sharing all they did at Vivid Studio (one of the first web design shops that predated UX, but took all the methods I learned in designing communications and applied it to the web and digital matter and connected the long used methods to new terms for the same things).

That 2001 SXSW was a lot of people who were building, making, and working deeply to understand what worked, what didn≱t work, to improve what they were making so it could be used by others who needed it to work. It was a sea of design and developer hybrid explorers.

By 2005 SXSW had shifted from purely makers to include those talking about things made and how to use what has been made, while not really understanding what goes into making it. These were the “Clickers”.

In 2006 and 2007, we had shifted from the Makers, to the Clickers, to many talking about the Clickers, but not really understanding the Clickers as they weren’t really using things, but talking at an abstraction layer about what the Clickers said. There was some nascent value in these “Talking about Clickers” folks, but a lot of it was off target as they didn’t understand the underlying elements that were being used, not the mindset and the needs of the Clickers all that deeply - the exceptions to these are deep researchers who actually could and did make and spent time in with the Makers and Clickers.

By 2008 the abstraction at SXSW got really crazy. It had a huge number of talks by people “Talking about those Talking about Clickers” otherwise known as social media gurus. It was an utter mess. There was a severe lack of depth and nobody had a clue about much of what they were talking about. Their understandings were based on mis-understandings. There was a small contingent of Makers still speaking and some Clickers who had good depth of understanding by this point, but most of what was on the program was horrid blather. Much of the draw that had makers drop into Austin to see friends and colleagues and share and work through understandings to hone the way forward stopped going. At 2008 I had enough of it and stopped going as the value derived is next to nothing.

SXSW in about eight years went from being Makers, to Clickers, to Talking about Clickers, and to Talking about those Talking about Clickers. It became a gathering of nothingness. It became a conference of what Dan is talking about, people trying to do something without having any interest in understanding what they are doing. They want answers without understanding the question.

For the Love of Makers

I love the Makers and making. The mindset and drive to understand how to build things better for the Clickers and to make things more usable and needed. Working with other Makers and people with Makers’ mindset in the development, design, and product side is fantastic. There is a whole lot of “we don’t understand this well enough” mindset. As nothing is perfect and everything has gaps (products and humans) we need Makers to understand and build a way forward.



29 April 2013

Broken Decade Precedes It Works Decade

I had long forgotten this Carl Steadman response to Michael Sippy’s “Just One Question - What do you want for Christmas”, but the response from 1997 is fantastic and frames the 1990s as the broken decade. (I’ll wait for you to go read it)

I’m not so sure that Carl’s broken decade got better in the first half of the 2000 decade, but it really started to. We are much farther along now. Our consumer world started to improve quite a bit and slowly business systems and services are slowly improving. The initial part of Carl’s rant focusses on the number of steps to get something going. Once it is working the steps are still clunky.

Carl gets in a great rant about time and how broken it was in the 90s within technology (calendaring and syncing is still a beast and likely to for a bit longer - you understand the problem sets and pain points if you have ever tried to build syncing). With calendaring and its related activities we now have Tempo, which is freakishly close to the next step scenario I used in many of the Come to Me Web presentations and Personal InfoCloud presentations from 2003 through 2007 (I’ve been getting requests to represent them as this is what more and more developers and designers are dealing with today and need to have a better foundation to think through them). There was an internal Yahoo presentation (and follow on day of deep discussions and conversations) with a version of the Personal InfoCloud and Come to me Web flow that is nearly identical to the Tempo app video scenario and ones spelled out in Robert Scoble’s interview with Tempo CEO, which is utterly awesome that it is getting built out some 10 years later (we had the technology and tools to do this in 2004 and beyond).

Carl’s rant gets worn away over time though consumer devices, services, and applications. The refocus on ease of use and particularly the use through mobile, which requires a very different way of thinking and considering things. It thinking through design, the dependancies, and real user needs (all while keeping in mind the attention issues, screen size, networking, and device limitations). The past couple years mobile finally caught on with mainstream users and people doing real work on the mobile and tablets - Box 40% mobile access of files stored there over the last couple years. Many other business vendors have had mobile use rates of their services from mobile over the past two years. When talking to users they opt for mobile solutions over their full enterprise tools as they are much easier to use, which quickly translates into getting more work done. As Bernd Christiansen of Citrix stated in an onstage interview the employee’s most productive part of the day is often the walk from their car to the front door of the office working on their mobile devices.

This world is not fully better and fully easy to use from the days of Carl’s rant, but it is getting better. We still have quite a ways to go.



7 May 2012

Baseball and Sports Open One's Eyes to the Exceptional

Tonight (Sunday the 6th of May) was a good evening if you are a baseball fan. There were some great games that are out of the norm. It seems that there are quite a few extra inning games this year, but two of my favorite teams, the San Francisco Giants and the Baltimore Orioles both took their games into extra innings. The Giants game started 3 hours after the Orioles game and yet they ended within a minute or so of each other. With the Giants going into the 11th inning to get a walk off single to win and the Orioles won in the 17th after a 3 run home by Adam Jones put them ahead in the top of the inning.

Looking for the Exceptions

One of the announcers for the Boston Red Sox and Orioles game that went to 17 innings had said he met a friend of his who brought his kid to the game and the announcer said to the kid, “I hope you get to see something special today”. That is a big part of the fun of baseball, and sport in general from a spectator’s vantage, it is the exceptions and the things that are special. It is also a great way to pick up the norms and customs in a culture (Gunther Barth’s “City People” is a great book on human social interactions and how the the social norms are found and set in cities includes the baseball stadium as one of the core elements for enculturation and social interaction with others). But, the understanding of norms and exceptions while watching a game being played with skill is where one learns to see the world. Sports fans stick out in the workplace, whether they are male or female as they often see things differently. They look for the exceptional and often look to see hints of things that stand out.

It is that seeing a world for the norms and the exception to appreciate them, but also to look to emulate them. This really is the standout out trait quite often for the deep fans. It is also the weaving of the story before your eyes and the potential for a great ending. But, it is also watching the unexpected player, or even the expected player, do something far from the norm and maybe even spectacular.

Tonight’s Orioles and Red Sox 17 inning gem had two unusual pitchers as the winning and losing pitchers, in that neither was a pitcher. The winning pitcher, Chris Davis is the Orioles designated hitter and occasional first baseman. He went to bat eight times tonight and didn’t get one hit. But he was called on to pitch in the 16th inning and stayed on in the 17th as there were no more relief pitchers available and Buck Showalter the Orioles Manager put him on the mound to pitch. This is exceptionally rare. What was rarer was Davis did rather well and in the two innings he struck out two batters. Really amazing.

Two Summer’s back when my dad was on in his last weeks another amazing game took place. It was the ninth inning and two outs with Armando Galarraga pitching a perfect game up to that point. All Galarraga needed was one last out. he pitched and the ball was hit and thrown to first base ahead of the runner and the umpire called the runner safe, a hit. The perfect game gone, but it was the wrong call. The manager argued his case and the replays clearly showed the runner was out and Galarraga should have the perfect game (there have only been 21 perfect game pitched in all of recorded major league baseball). The umpire Jim Joyce stuck to his call as that is what he saw as the runner safe. The game was over minutes later with the final out with Galarraga getting the win, but not the perfect game.

Following the game the Jim Joyce went off field and looked at the replay and realized he made the wrong call. He went to find Galarraga and apologize and admit he made the wrong call. This was gut wrenching for Joyce, who is known for getting the hard calls right so often. But, the humility and deep showing of humanity in Joyce reaching out admitting he was wrong and feeling horrible as his call stood between perfection and it incredible rarity. Hearing this story choked me up (I had watched the end of the game and was in awe). I called my dad and told him about it, but he was medicated and not really able to share in it. The thought of the game and story of it is something I still get choked up with, because it is utterly amazing.

With an eye to the exceptional I hear designers talk with the same alertness, as well as others in various other professions. Quite often the best of any field have this same focus and often they see the world much the same way. Often when you sit and get to know them the stories of games watched come out where something amazing happened or something out of the ordinary. They have learned to look for that and keep their eyes and mind open and attentive to just that the seeds of exceptions starting and the desire to see it this time, the one time will they see the exceptional happen, as it happens.



26 April 2012

Skitch Update Includes Evernote Posting

Skitch updated its Mac OS software today and now include a direct posting (or sync in their terminology) to Evernote. This past year Evernote purchased Skitch and its team and brought them into the Evernote fold.

I have been waiting for this posting to Evernote since they were purchased. While I like the Skitch hosted web dashboard and its hosting of one’s own Skitch images it didn’t fully fit into my workflow as easily as Evernote has. Skitch dashboard works well to share images and drafts out with others and provides a nice interface for seeing what is private/secret and what is public.



7 October 2011

A World without Steve Jobs

The news of the passing of Steve Jobs came as I turned on my iPad arriving at the BWI airport. It caused a gasp from me. Much of the prior 90 minutes were filled talking with my seat mate about the future of technology and our finding ease in using the tools we have today and their near future incarnations and beyond. The conversation kicked off with a question about iPad and differences between iPad and iPad2.

Today, what really struck as I woke today was not as much on what Steve Jobs inspired and shipped, but what didn't ship. I have had some long discussions with folks from Apple about things that got stuck in the Steve Jobs review and how to potentially get a feature or product beyond that hurdle. The attention to detail was stunning as to what the CEO focussed on and how each thing fit in not only the whole stretch of Apple products, but also all the touch points where people experience Apple. On rare occasion something that has been a bit of a clunker shipped from Apple, but mostly it is shipping great products that are well designed, well engineered, and very well built.

Having a leader understand this whole of the ecosystem of experience and making decisions to remove things that could dent that whole of the experience is essential Steve Jobs. One thing in particular sticks out is Apple not shipping is Flash in the iPhone. At the time many other smartphones included a Flash player in their devices, but it was never a good or passable experience, even when it wasn't locking up the device or crashing it. Jobs and Apple took a lot of heat for this decision, but it was geeks that cared about Flash in phone and those who only understand checkboxes when making device selection that were having the lack of understanding. The lack of Flash in iPhone and other iOS based products is one key to their ease of use and uptime, which lead to high user satisfaction of the devices.

American companies in recent years have been competing on price not quality, and therefore have largely been shipping mediocre products. The financial success of WallMart is founded on getting brands to make a cheaper more mediocre product so people own a brand that once mattered, but the product is deeply lacking in the quality they bought for a low price. The Steve Jobs Apple did not give in to shipping junk, their products may cost more than other devices, but once you add similar components to what Apple didn't cut corners on the price is rather close if not much more for the competing products. Jobs turned Apple around from a company that had become focussed on price and mediocrity and returned it to a company that focussed on "Boom" and quality with forward thinking products. Jobs shifted the focus from following to bringing the future to today with quality.

When we consider Pixar, Tim Berners-Lee inventing the web on Steve Jobs' Next Cube computer, changing the music industry with iTunes and iPod, disruptively moving the mobile phone marketplace, and countless other drastic changes one man and his companies made it is tough not to stop for a moment and be thankful and know we have been blessed with one who dreamed of greatness for the world around him and delivered it though passion and flair.

Now it is our turn not to give into mediocrity and accept the merely acceptable, but measure what we do and bring into our world and lives the greatness that should be there.



26 August 2011

The Steve Jobs Difference

Yesterday's news that Steve Jobs resigned from is position as CEO of Apple hit hard. I, like everybody, knew this day would come but Jobs had many times cheated reality by creating a whole new one out of thin air (apparently thin air is made of hard work, insane attention to detail, knowing what the future looks like, hiring great people who can execute from that vision and have equal attention to detail along with knowing the deep underpinnings of everything they touch to to make something great, and not compromising on the way to making something great) and I had selfishly hoped his health and longevity would dance on some of that magic as well.

I was a fan of Apple products in the mid through late 80s when the Mac and MacBooks were the new and inventive darlings and also options I had to use at work. But, it was not until Jobs returned to Apple and the release of Mac OSX that I paid attention closely nor personally cared. In 2001 I was losing my laptop when I left a work project that loaned me one and was a web project built on UNIX that I went looking for a replacement as a personal computer for me. I went with a Titanium PowerBook from Apple because of Mac OSX as it gave me not only the new Mac OS and classic Mac OS to test with, but OSX is built on UNIX (Darwin, which Jobs' created at Next based on BSD) including access to the command line, and it could have a Windows emulator running to use the tools required when dealing with large organizations. All of this was in a less than one inch Titanium encased laptop, with a lovely screen, and battery that could last a flight across the US.

But, something happened I did not see coming, after a few months I was only using Mac OSX. My purchase choice was based on the capability and need to use all the various operating systems, but my use showed I only used one. Mac OSX was a giant change and revelation for me, I no longer was battling the operating system it just worked, I was able to do my job (that does not include keeping my personal computer functioning properly) and things were much easier to use. I noticed the attention to detail and careful design not only in the operating system and Apple software, but also the hardware. My hardware was lasting like no other manufacturer (my last laptop was 4.5 years old before replacing).

It was after purchasing my PowerBook that I started closely paying attention to Steve Jobs keynote presentations. The keynotes were a blast as Jobs seemed as giddy as we were about the newest things (iPod, iMac with extendable screen, iPhone, iPad, etc.) and at the same time deeply proud that Apple (his baby) was shipping yet another product that dared at greatness and changing the way things are done and the way we live our lives. (Josh Bernoff of Forrester counts 5 game changing innovations in technology as well as how these innovations deeply changed the music, film, telephone, internet, and other related industries). There has been no other single person nor company that has had that much impact.

There is No Other Like Jobs

I have long been accused of being an Apple fan boy, but I'm not so sure that I am that as much as I am a fan of nearly perfect execution of ideas that truly lead and are driven by a goal to ship things that are great. This is very much at the heart of what Steve Jobs has done for Apple. It is not only the vision, but he is the one that pays attention to the details and things that are insanely small and even things that can not be seen, but need to be there.

I have had the fortune of chatting with people at Apple in the cafe, being invited to speak to them, and pulled aside at events by a couple groups at Apple to "chat about some things" that lasted a few hours. These glimpses inside left me in greater awe of not only Apple and its very different and secret way of doing things, but of Jobs himself. I heard stories of Jobs product reviews and the level of detail of things he gets to (wire color inside a laptop, the symmetry of left and right invisible to sight laser drilled holes next to the laptop cameras in MacBook Pros - the right for an on light to show through and the left for balance, yes of something you can not see). But, I also had somebody recount a review he was responsible for the product and it didn't meet Jobs's standards and I watched the person physically recount the pain of that dressing down I imagine he got as he asked for suggestions for alternate paths to get it approved. The explanation and constraints around the feature and functionality were really well reasoned and I could see why it didn't ship. But also I was more in awe of Jobs and the realization of the breadth and depth he not only pays attention to, but the detail and quality that he demands. Not only did Jobs lead a company he checked it line by line as it was part of the vision and passion, but also he has the serious depth of understanding to have a company make things that are great.

The Measure of Things

Yes, not everything Apple ships has been perfect nor great and it would be foolish to say that. But, those teams and people do not last long who do not ship greatness. Apple will and has shipped things that are iterations on their way to something else as well as blown up products for a rebuild from square one (Final Cut Pro is in the midst of this) as well as things that are experiments (Apple TV). But, where Apple has and does stand apart is the expectation of greatness of product and having products that ship.

I have had senior executives of many tech companies as well as non-tech companies sit and ask about what I think is the difference between their company and Apple (I find this odd as I never publicly mentioned any interaction with Apple other than customer until this post).

This questioning has repeatedly come from senior management at Microsoft, whom I really like, but hasn't shipped anything great (perhaps other than Xbox) even though they have always had great things in R&D for years. The answer to Microsoft about the difference comes down to expectations and rewards. At Microsoft employees are reviewed on a sales and marketing model where the top third get really good salary increases and good bonuses, the middle third based on reviews get moderate increases and most years some bonus, and the bottom third has to reapply for their job or find another one. What this model of reward does is have nearly every employee game the system to be the white knight at the end of the day (just before review) sweep in with a great solution. The problem with this approach is the systems are so complicated and complex that they are not integrated nor tested well enough (often this needs many months of planning, if not years) to make a seamless solid product. Then I get asked what the Apple model is, which is really simple: All teams are given the task of making a great product and if the product meets expectations and review of the one with the insanely careful eye as well as does well in the marketplace the whole team is rewarded well, if not the team is reconfigured to better meet expectations (rumors of whole teams being dismissed have not publicly confirmed, but that would never surprise me).

Apple works and is set up as a whole to work together in clusters of people focussed with one driving mission. There is an also a culture of "what would Jobs do" that is more than myth and that matching of vision and expectations really extend broadly and deeply. But, the one thing I fear and have seen in the past year or two in Apple products is a slipping of quality and attention to detail in tiny ways. Not having the Steve Jobs with final insane attention to detail and vision review doesn't catch the things that make a deep difference. There is a lot of magic in Steve Jobs that can not be replaced (I strongly believe everybody has a gift that make them special and the world a much better place for having their gift in it, but Jobs has had this in volume like no other).

More Than Product

In 2005 I was moved by one rather short presentation like I had been at no other time and moved to make change. This was Steve Jobs' commencement address at Stanford given after his return to Apple after stepping away to battle cancer. The Jobs 2005 Commencement Address - Stay Hungry. Stay Foolish. was and still is amazing. It was amazing in the craft of it in writing and delivery, but also the message. I grabbed a copy of this a day or two after I heard about it and listened to it nearly every time I travelled (which was a fair amount then). I continued listening to this about once a month for years and need to return to it.

For all of this and more I wish Steve Jobs deep thanks and wish him peace and comfort moving forward. Steve is the embodiment of of the Apple Think Different mindset and we are all better off for it.



30 March 2011

Designing Advanced Deisgn - Julian Bleeker notes from Kruzeniski Workshop

Every now and then I run into a post that brings back that passion and understanding at what is at my core. A post that I wish I wrote or had been able to express what is there at the core. A post with so many great bits that if I high lighted the great parts the whole thing would be yellow (not that I highlight much in yellow (more of orange, pink, and blue sort of guy).

Julian’s Notes from the Workshop on Designing Advanced Design

But enough expounding, what tickled my interest is Julian Bleeker's IxD 2011 Designing Advanced Design Workshop blog post which are notes from Micke Kruzeniski's IxDA workshop (you know, like the title says). The workshop exercise is interesting, but there this post really is enjoyable for me are the insights and everything that follows.

The focus on optimization and efficiency at a set size for certain processes and outcomes is critical. Once you scale beyond that efficiency decreases and costs rise. This lesson is one I see many small and smallish companies run up against. This can be really interesting to watch with internet-based products as it takes many people to keep something up and running and optimized, even when the design, functionality, purpose, and interactions with the service really haven't changed with the only change being there are many more people hitting and using the service than there were prior. In theory you are not producing any more of anything as it is all a copy of digital internet thing “X”, which sole ingredient is energy to appear as an interactive (or even static) internet object or interface elsewhere.

I also like this illustrative piece in the workshop as it brings to the forefront something I continually ponder as a differentiation crack between the US and Europe (possibly elsewhere in the world, but I don't have those examples) on production of things. In the US the common push is to get big and dominate, but in Europe, there are so many people who produce at a scale that gives them optimal quality and they do not move beyond that scale. As long as the crafts people can create a product at a scale that they can make a living and have the product be the best it can be without sacrificing quality they know their production threshold and where to stop. They have perfection in their mind and they have no or little interest in moving beyond that strict measure. (This European sense of quality is surfacing in locally grown food and artisan food circles in the US and other crafts.)

Krizeniski's 3 Approaches to Advanced Design

The Kruzeniski's workshop put a focus on 3 approaches to advanced design, which really require skilled designers who deeply understand their specialization, depths knowledge of materials, and the process of creation in that field. (A theme that surfaces in the BBC's Genius of Design, which I reviewed).

The three approaches are: 1) the Outlier, which works in “what if?” scenarios; 2) The Pantry that builds and iterates and tucks all of these steps and creations away to have on hand at some later point; 3) The Northstar, which takes a long view at the potential in the future and works toward that over time (see the Audi incremental iterations from future concept car to real product in the R8 that is used as an example).

There is so much more in Julian's collection of notes and insights found and shared in the workshop, that the whole piece is well worth a read.



22 February 2011

The Genius of Design - BBC Series Overview

This past Summer (2010) the BBC (BBC 2) showed a five part documentary series on design, called The Genius of Design (TGoD). This series is similar to Gary Hustwit's Objectified, but TGoD goes much broader and deeper offering a better reflection of the reality of design only seen through that depth. Think of Objectified as a taste sampler of TGoD. There are some people in common between the two whom are interviewed and focussed upon, but life is breathed into architecture, process, visual, industrial, and many more slices of the design world that bring design to life in TGoD. It is a wonderful look at the real nature of design.

The Five Episodes of The Genius of Design

The five episodes are: 1) Ghosts in the Machine; 2) Designs for Living; 3) Blueprints for War; 4) Better Living Through Chemistry; 5) Objects of Desire. The core focus is on the deep consideration and understanding that goes into design. It is this rigor of understanding and working through to final product all based on a core objective. Throughout the five series the focus on a deep understanding the materials deeply, use, impact on the people interacting with what has been designed, and development processes (as well as optimizing them).

Standout Themes

The obsession to understand the materials used and objects being design with depth and breadth is not the only standout theme. Many other themes and take away ideas stood out not only when watching, but also now many months later.

Focus on End Use and People Using Product of Design

One major reoccurring theme throughout is the focus on end use. The the products not only should be pleasing nearly (possibly to the point of being emotive), but they must also be usable, and do what it is intended to do very well. A continual focus on the person using what is designed is one of the central tenets of design and with out this it is something other than design.

Breadth of Design Disciplines and Roles

To the point of design having a focus on the person using what is designed, the breath of roles within design was brought up. Wonderfully, Peter Boersma's T-Model was directly mentioned in when discussing the breadth of expertise with required depth and roles in design that are required to all come together to optimally create a final product that is please and usable for the person who engages with the final product. While watching the whole series the focus on various disciplines and roles is very evident and when listening to the designers talk about their own focus and discipline (all largely falling under the moniker of design) as it relates to final crafting of the final object) it is they all have depth in their own discipline, but understand the materials deeply and the class and required needs for the final product very well.

Every Designer Has A Chair In Them

Another reoccurring thread, that gets depth of focus a few times, is the idea that every designer has a chair in them (this has become a meme in the broad design community from the near instant this was uttered mid-Summer). The chair is emblematic of the need for utility (purpose, comfort, durability, etc.) as well as providing style. A chair that collapses is not well designed. The chair also often has requirements beyond basic sitting, which can include long term comfort, ability to stack and store it, be environmentally friendly, and many more possible variations. This intersection of use, style, material, and production around the chair leads to a lot of the depth of understanding required to get to a final product prototyped, tested, and into production. This depth and breadth that designers put in is often not considered by people outside the design community, but also the depth and rigor involved in design is missed in some disciplines that are tangential to design, but do not consider themselves purely in the design profession.

Process Design and Optimization

Within the Blueprints for War episode the focus of designing the process was often repeated. The episode focussed on Britain in World War II and the need to have mass production of goods needed for the war that worked for their purposes, but there were limitations of materials and time needed to get mass amounts of goods in military personnel�s hands. Streamlining production and simplifying the goods became essential, but as well thinking of solutions seemed like their was expansive production (dummy planes, etc.) and alternate facilities (fake factories) were included in the design mix.

Wishing for More

In all this was a fantastic series for those in and around the design profession, those who intersect with design, and just fans of design.



27 June 2009

Social Design for the Enterprise Workshop in Washington, DC Area

I am finally bringing workshop to my home base, the Washington, DC area. I am putting on a my "Social Design for the Enterprise" half-day workshop on the afternoon of July 17th at Viget Labs (register from this prior link).

Yes, it is a Friday in the Summer in Washington, DC area. This is the filter to sort out who really wants to improve what they offer and how successful they want their products and solutions to be.

Past Attendees have Said...

"A few hours and a few hundred dollar saved us tens of thousands, if not well into six figures dollars of value through improving our understanding" (Global insurance company intranet director)

From an in-house workshop:
"We are only an hour in, can we stop? We need to get many more people here to hear this as we have been on the wrong path as an organization" (National consumer service provider)

"Can you let us know when you give this again as we need our [big consulting firm] here, they need to hear that this is the path and focus we need" (Fortune 100 company senior manager for collaboration platforms)

"In the last 15 minutes what you walked us through helped us understand a problem we have had for 2 years and a provided manner to think about it in a way we can finally move forward and solve it" (CEO social tool product company)

Is the Workshop Only for Designers?

No, the workshop is aimed at a broad audience. The focus of the workshop gets beyond the tools' features and functionality to provide understanding of the other elements that make a giant difference in adoption, use, and value derived by people using and the system owners.

The workshop is for user experience designers (information architects, interaction designers, social interaction designers, etc.), developers, product managers, buyers, implementers, and those with social tools running already running.

Not Only for Enterprise

This workshop with address problems for designing social tools for much better adoption in the enterprise (in-house use in business, government, & non-profit), but web facing social tools.

The Workshop will Address:

Designing for social comfort requires understanding how people interact in a non-mediated environment and what realities that we know from that understanding must we include in our design and development for use and adoption of our digital social tools if we want optimal adoption and use.

  • Tools do not need to be constrained by accepting the 1-9-90 myth.
  • Understanding the social build order and how to use that to identify gaps that need design solutions
  • Social comfort as a key component
  • Matrix of Perception to better understanding who the use types are and how deeply the use the tool so to build to their needs and delivering much greater value for them, which leads to improved use and adoption
  • Using the for elements for enterprise social tool success (as well as web facing) to better understand where and how to focus understanding gaps and needs for improvement.
  • Ways user experience design can be implemented to increase adoption, use, and value
  • How social design needs are different from Web 2.0 and what Web 2.0 could improve with this understanding

More info...

For more information and registration to to Viget Lab's Social Design for the Enterprise page.

I look forward to seeing you there.



25 February 2008

Paparazzi on Mac Fix-up

Since I upgraded to Apple's Mac Leopard I have had intermittent issues with Paparazzi for Mac, a webpage screen grab tool that will make an image of the full page. I am not sure what version I had, but am fairly sure it was still version 0.4.3 from my Tiger build. My issue was it would not render pages and would just stay blank.

In search of a remedy I went to the Paparazzi page and grabbed the 0.5 beta. When I loaded this on my MacBook Pro with Leopard 10.5.2 it the application would just crash. This was a step in the wrong direction.

One thing to keep in mind is I am a huge fan of Skitch, which I use for capturing sub-page elements. The ease of use, beauty in the interaction would make it really difficult for another tool to supplant the viewable screen grabs and sub-page screen grabs of Skitch. The freakishly ease of moving grabs and images out of Skitch into the apps and places I need to use the images and places I want and need to share them is unparalleled in any other application on any platform. So, I am looking for a full webpage screen grab tool

Call for Help on Twitter

I put a call out to friends on Twitter for an alternate resource. As is normal with Twitter I had a response with in minutes and many responses in 30 minutes. Jorge Arango made the great suggestion of using FireFox Extension - ScreenGrab, which I loaded and does a good job. Occasionally, I want to grab images of variances across many browsers, so I kept listening.

Another FireFox and Mozilla offering was surfaced by Joshua Porter of Page Saver by Pearl Crescent. The full paid version offers sub-page screen grabs, but it whole of the tool looks decent.

Nate Koechley stated his Paparazzi 0.4.3 was running just fine on his Leopard 10.5 and 10.5.2 installs. I went back to Paparazzi and grabbed the 0.4.3 install and used it to replace the 0.5 beta install. I started up Paparazzi and it ran just fine, just like it used to. The bugginess with my old install may have been that I had not recompiled Paparazzi to run under Leopard, which is what reloading essentially performed.

I am not one to always stop looking once I found what I was looking for (things are not always in the last place you look), so I listened to The Ronin and his suggestion for WebSnapper from Tasty Apps, which looks to be the next step up from Paparazzi with the breadth of output it offers. But, the downside is WebSnapper does not offer a preview of the output page as Paparazzi does.

The Result

It looks like Paparazzi (repaired) 0.4.3 will be my replacement for Paparazzi for pages it will deal with and WebSnapper will be its likely back-up. I hope that one day Skitch offers a full-page screen grab of web pages, but that day is not today. I am deeply appreciative of all those that offered their responses on Twitter.



16 June 2007

New Profession Unfolding In Beauty and Geekery

A week or more ago I ran across the incredible video of Blaise Aguera y Arcas presentation of Photosynth and Seadragon at TEDTalks 2007. The video is stunning work of Seadragon and Photosynth bringing a collection of images to life from one or more resources.

While the video and ideas behind the tools are incredible displays of where we are today with technology and where we are heading, this caused some ideas I have been trying to get to gel to finally come together. In this video Blaise states (my own transcription):

So what the point here really is, is we can do things with the social environment taking data from everybody, from the entire collective memory of what the earth looks like, and link all of that together and make something emergent that is greater than the sum of the parts. You have a model that emerges of the entire earth, think of it as the long tail to Stephen Lawlers Virtual Earth work. This is something that grows in complexity as people use it and whose benefits become greater to the users as they use it. Their own photos are getting tagged with metadata that somebody else entered. If somebody bothered to tag all of these saints and say who they all are, then my photo of the Notre Dame Cathedral suddenly gets enriched with all of that data. I can use it as an entry point to dive into that space in that metaverse, using everybody else's photos, and do a cross-modal and cross-user social experience that way. Of course a by product of all of that is an immensely rich virtual models of every interesting part of the earth, collected not just from overhead flight and satellite images, but from the collective memory.

Torrent of Human Contributed Digital Content

What this brought together was the incredible amount of human contributed digital content we are sitting on top of at this moment in time. This is not a new concept, but what is different is the skills, tools, and understanding to make use and sense of all this content are having to change incredibly. The Photosynth team is making use of Flickr content that has been annotated by humans (tags, titles, and descriptions), as well as by devices (date, time, location, etc.). This meta information provides hooks put pull disparate information back from its sole beauty and make an even greater beauty and deeper understanding. The collective is better than the pieces, but pulling to collective together in a manner that is coherent, adds value, and brings deeper appreciation is where get hard.

Much of information understanding and sense making to date has relied on human understanding and we have used tools to augment our understanding. But, we now need to rely on deeper analytics in quantitative methods and advanced algorithms to make sense and beauty out of the bits and bytes. The models of understanding are changing to requiring visualizations methods (much like those of Stamen Design) to begin to grasp and see what is happening in our torrent of information at our finger tips and well as make sense of the social interactions of our digitally networked and digitally augmented lives.

Amalgamation of Designer and Quant Geek

What gelled in my mind watching the Blaise demonstration is there is a skill set missing in the next generation comprised of amalgamated design, information use, analytical foundation, and strong quantitative skills. I have clients in start-up businesses and in enterprise that are confronting these floods of information they need to make sense of from folksonomies and customer generated content (including annotations and regular feedback). The skills needed for building taxonomies are not translating well when the volume of information the information managers are dealing with is orders of magnitude higher than what they dealt with previously. The designer, information architect, and taxonomist who have traditionally have dealt with building the systems of information order, access, and use are missing the quantitative skills to analyze and make sense out of a torrent of loosely structured information and digital objects. Those with the quantitative and strong analytical skills have lacked the design and art skills to bring the understanding into frame for regular people grasp and understand.

This class of designer and quant geek is much like the renaissance men, but today the field of those forging new ground is open to men and women. The need to understand not only broad but deep sets of data and information so to contextualize it into understanding is the realm of few, unfortunately as there is a need for many.

I know of limited pockets of people with the skills to do the hard work of querying the vast array of information, objects, and raw data then make something of value of it. But, there needs to be more of these people getting trained as designers with solid quantitative and analytical skills (or the converse). Design shops are missing the quant geeks and engineering shops are missing the visualization geeks that bring this digital world rich in opportunity into something that makes sense and beauty.

If you know people like this that are bored, please let me know as I am finding opportunities flowing.



22 March 2007

Las Vegas is First Life's Attempt at Second Life

I arrived in Las Vegas last night feeling slightly out of sync with the world around me. I realized that Las Vegas is the First Life's version of Second Life. When I mentioned this to a friend in a chat they stated, "but the people are real". This was after I had just come through the Las Vegas Airport, which was filled with people who looked as if they just stepped out of Second Life.

Las Vegas seems to have taken the User Experience and turned it up to eleven. Everything is synthetic, which is horribly disconcerting. When manufacturing user experience we must have a foundation on the real to build upon and shape things from. Las Vegas has no foundation in the real as it uses manufactured experiences as its foundation for building upon, there is no firm ground to use as context as it is all manufactured.

When I go to New York, London, or Amsterdam there is a flood of real experiences to use a frameworks for building a user experience. These places have a firm ground to build augmented or shaped experiences on top of, but Las Vegas has only a foundation in the plastic and manufactured. In Second Life there is the option to close that world and rejoin the grounded experience, but Las Vegas that button is a car, plane, or bus out.

This morning I went in search of the 24 hour breakfast in the massive hotel, only to find it served at a restaurant that did not open until 6am (0600). In this purely synthesized world their is no irony in this as it only a play on reality, which uses the unreal as a foundation. The only options for breakfast at 5:30am were Technicolor gelato and alcohol.

I was sure Las Vegas was based on Second Life (or the converse) when a dear friend stated he was trying to get a tour of Hoover Dam and other local sights by helicopter. He seeming had found the fly button in Las Vegas.



10 October 2006

Mach Aram has Moved On

While browsing through my feeds this morning, I saw a very familiar face staring back at me. I looked at the words around it, which included, "You see, the best creative director I've ever met has died." The next line confirmed it was Mach Arom that was being discussed. I knew him through friends while I lived in San Francisco and he was incredibly giving, kind, friendly, creative, and a great cook. The first time I met Mach he showed me his business card that unfolded into a resume and portfolio. This was the most incredible card I have ever seen and I have tried to describe it many times, but it just had to be seen. It unfolded chronologically and was easy to follow what panel to read in what order.

I was always very happy when Mach was involved with a party or any outing. I ran into him last a few years ago (perhaps eight years ago) in Kramer Books on DuPont Circle in Washington, DC. He was in town for an interview and looking at moving back. He has been on my mind since and is part of my web friend searches that I do on occasion to catch-up with people.

The Mach Aram Memorial Site is a testament to his great spirit and gifts that he shared openly. He could warm a heart on a grey day and find the beauty in everything. He left this world giving, as one would imagine people like him doing.

Peace



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