Posts tagged “design”

ChittahChattah Quickies

  • [from julienorvaisas] America: Land of Loners? [The Wilson Quarterly] – [Thoughtful commentary on the notion of "friends," a watered-down word these days, thanks to Facebook.] Friendship, like baseball, always seems to send intellectuals off the deep end. Yet there is more biological justification for our predecessors’ paeans to friendship than for our modern-day tepidity. Friendship exists in all the world’s cultures, likely as a result of natural selection. People have always needed allies to help out in times of trouble, raise their status, and join with them against their enemies. It doesn’t seem much of a stretch to conclude that a talent for making friends would bestow an evolutionary advantage by corralling others into the project of promoting and protecting one’s kids—and thereby ensuring the survival of one’s genes.
  • [from julienorvaisas] Ewwwwwwwww! [The Boston Globe] – [Scientists are working on unpacking the psychology of physical disgust and it's role in moral decisions, which are obviously also based in powerful socio-cultural factors. Food for thought on just how layered the decision-making process is.] Just as our teeth and tongue first evolved to process food, then were enlisted for complex communication, disgust first arose as an emotional response to ensure that our ancestors steered clear of rancid meat and contagion. But over time, that response was co-opted by the social brain to help police the boundaries of acceptable behavior. Today, some psychologists argue, we recoil at the wrong just as we do at the rancid, and when someone says that a politician’s chronic dishonesty makes her sick, she is feeling the same revulsion she might get from a brimming plate of cockroaches.
  • [from steve_portigal] iPad/Kindle combo proving deadly to rest of e-reader market [ars technica] – The show floor of January's Consumer Electronics Show was swamped with E-Ink-based e-readers of all shapes and sizes, to the point that it seemed that a tsunami of Kindle knock-offs was going to hit the US market in the first quarter of 2010. But in hindsight, it turns out that the wave actually crested at CES, and has now almost entirely subsided. The problem for these products is that the e-reader market appears to consist almost exclusively of people who want to use the devices to read, which means that they don't really care about being able to bend or flex the e-reader a little bit, nor are they willing to pay the huge premium that a touchscreen commands. Neither of these features enhances the basic reading experience that's at the core of why people pick an E-Ink device over a reader with an LCD screen. For those who just want to read, the Kindle is now very cheap. And if you're going to pay for a touchscreen, you might as well spend a bit extra get an iPad.
  • [from steve_portigal] Persona [a set on Flickr] – [An ongoing series of photographs of people, and the stuff they are carrying with them. This sort of raw documentationism is without explicit analysis or articulated insight but of course the act of creation and the act of editing/selecting introduces a curatorial voice and implicit point of view on the world. It's just up to us to figure out what that is]

Anticipatory Design: Make it Better, Not Worse

Bruce Temkin offers some good observations about the elevators at the Marriott Marquis in New York. These elevators have no floor selection buttons inside; you make the choice when you call the elevator and are assigned a specific car (presumably to optimize service time). This is a change from the normal, thought-free experience we have with elevators and as Bruce observes, it doesn’t go smoothly.

But Bruce suggests a solution that really misses the boat. It’s an approach that we’ve all seen many times before, and so it’s natural for someone to simply channel from their environment. People don’t realize the elevator works differently, Bruce says, so let’s put up a sign.

This is a great example of what I call post-design: an unsuccessful attempt to solve a problem caused by a poor design implementation. Think about a corporate lunch room admonishing people to clean up, or any visit to a health-care facility where dozens of signs direct, warn, advise, remind about how to fill out forms, what to have in your hand, where to go, etc. Often, they make something feel more complicated (e.g., 4 steps to take an elevator?).

Some other examples of post-design (click the title to read more of the story):
cartwarning2
Don’t Steal Shopping Carts

touchscreen.jpg
This Screen Is A Touchscreen

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No Skateboarding

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No Flavors, Just Sizes

What is needed here is a forcing function – something that gets in the way of business-as-usual interactions, pulls people out of their habitual gestures and alerts them that something is different, ideally directing them on how to proceed.

Some examples of forcing functions (click the title for more):
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You Better Be Sure You Want To Turn The Light On In Here

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The Familiar Handle Is A Different Color For A Reason

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We Want You To See Our Ad Before You Watch TV

While Bruce is right that an intervention is needed, we can look at the forcing function examples to get some clues as to what might work better than Yet Another Sign in a visually cluttered environment. The problem is an interesting one because the thoughtless act is pressing the button but the notable consequences happen a minute or so later, once you enter the cab and realize that there’s no button to press. That suggests some locations for an intervention

  • When the button is pressed/the elevator is called. How could this be different so people are aware that things aren’t business as usual here? How could the next step in the experience be flagged?
  • While waiting for the elevator. We don’t have a lot of data about what the waiting process looks like
  • When first entering the car. What visual cues would indicate how this elevator is going to work, when entering an empty or full car
  • The first moment of confusion. We can imagine after entering the elevator people will do the familiar gesture of peering around the corner to try and find the panel of buttons, first on one side, and then on the other. What visual or other cues can appear right at that moment to clarify and reassure?

While it’s not my goal to “fix” the elevator system (especially when we only have one self-reported user experience to work from, and we don’t have a robust understanding of what the problem even is), we can highlight some other ways to think about conscious and unconscious behaviors and how design can intervene to support, redirect, and optimize. If we understand what people are expecting, or anticipating, we can be right there with solutions right before they know they need them. These clean-up design challenges can be harder, trying to retro-fit against an imperfect original solution we didn’t control, but we’re always going to be faced with these situations, so let’s have a thoughtful set of approaches.

ChittahChattah Quickies

  • [from julienorvaisas] A Masterpiece of Nature? Yuck! [NYTimes.com] – [The rapid calculation of stimulus described here is certainly not confined to the judging of ugly animals, but it is always as much a reflection of the subject as the object. This article is for you, if you like pictures of star-nosed moles, etc.!] As scientists see it, a comparative consideration of what we find freakish or unsettling in other species offers a fresh perspective on how we extract large amounts of visual information from a millisecond’s glance, and then spin, atomize and anthropomorphize that assessment into a revealing saga of ourselves.
  • [from julienorvaisas] Electronics Designers Struggle With Form, Function and Obsolescence [Bits Blog – NYTimes.com] – [Planned obsolescence is nothing new, but does it necessarily follow that because electronic gadgets are not built to last we should expect to have to invest in products to address their obvious design flaws?] So is the fact that we all buy gadgets and then have to spend additional money to buy protective coverings for our electronics speak poorly of the design of these products? Jason Brush, executive VP of user experience design for Schematic, noted in an interview that the fragility of electronics today might not be a matter of form and function, but rather that gadgets are not meant to be long-lasting. “If you purchased a Leica camera a hundred years ago it would still work today. It was bulletproof,” he said. “But electronics today are not built with permanence in mind.”

ChittahChattah Quickies

  • [from julienorvaisas] The Sketchbook Project: 2011[http://www.arthousecoop.com/projects/sketchbookproject] – [For $25 and an output of your own artistic energy, you can be part of this traveling sketchbook project. Choose from themes like "Adhere to me," "Help!" and "Down your street." Great way to practice sketching and story-telling!] Thousands of sketchbooks will be exhibited at galleries and museums as they make their way on tour across the country. After the tour, all sketchbooks will enter into the permanent collection of The Brooklyn Art Library, where they will be barcoded and available for the public to view. Anyone – from anywhere in the world – can be a part of the project. To participate and have us send you a sketchbook that will go on tour, start by choosing a theme.
  • [from steve_portigal] Want Smart Kids? Here’s What to Do [The Chronicle of Higher Education] – [It seems like this confuses correlation and causality, but it is a very actionable finding in that way] Buy a lot of books. That seems kind of obvious, right? But what's surprising, according to a new study published in the journal Research in Social Stratification and Mobility, is just how strong the correlation is between a child's academic achievement and the number of books his or her parents own. It's even more important than whether the parents went to college or hold white-collar jobs. Books matter. A lot.
  • [from steve_portigal] Google Research Director Peter Norvig on Being Wrong [Slate] – We do it by trying to fail faster and smaller. The average cycle for getting something done at Google is more like three months than three years. And the average team size is small, so if we have a new idea, we don't have to go through the political lobbying of saying, "Can we have 50 people to work on this?" Instead, it's more done bottom up: Two or three people get together and say, "Hey, I want to work on this." They don't need permission from the top level to get it started because it's just a couple of people; it's kind of off the books. …Within the company, we're really good at making decisions based on statistics. So if we have an idea—"You know, here's a way I can make search better"—we're really good at saying, "Well, let's do an experiment. Let's compare the old way with the new way and try it out on some sample searches." And we'll come back with a number and we'll know if it's better and how much better and so on. That's our bread and butter.
  • [from steve_portigal] Dangerous Ideas [Big Think] – [When we lead ideation exercises, we often talk about the importance of "bad" ideas and try to empower or teams to be free to come up with bad ideas; it's a way of coming un-stuck, to free yourself from "solving" the problem and just play with the problem. When we suggest trying things that are dangerous or immoral, people laugh, but they are immediately get it. Here's a more serious consideration of the power of "bad" ideas] Throughout the month of August, Big Think will introduce a different "dangerous idea" each day. Brace yourself: these ideas may at first seem shocking or counter-intuitive—but they are worth our attention, even if we end up rejecting them. Every idea in the series will be supported by contributions from leading experts.

What Shoes Say

While doing a very straightforward image search for “shoes” the other day, I was presented with these two, side by side. They represent extreme cultural points: one of ultra-consumption (high fashion on the red-carpet), one of unconsumption based in necessity (re-purposed PET bottles). Both pair are ergonomically undesirable, one intentionally. The materials are strikingly similar, the gestures expressed by the feet as different as the footwear design is visually.

I wonder what this juxtaposition brings to mind for others?

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ChittahChattah Quickies

  • [from steve_portigal] No E-Books Allowed in This Establishment [NYTimes.com] – [In which the blogger goes to a cafe with a No Computers rule and tries to use his e-Reader, then gets into a debate about whether an e-Reader is really a computer or not. A bit of a tempest in a teapot; looking to connect to a larger social crisis which isn't occurring]
  • [from steve_portigal] Skill Building for Design Innovators (from CHIFOO) [All This ChittahChattah] – Steve will take a look at some fundamental skills that underlie the creation and launch of innovative goods and services. He will discuss the personal skills that he considers to be “the muscles of innovators” and the ways you can build these important muscles, including noticing, understanding cultural context, maintaining exposure to pop culture, synthesizing, drawing, wordsmithing, listening, and prototyping.
  • [from steve_portigal] Five Indispensable Skills for UX Mastery [UIE Tips] – [This makes a good companion piece to my recent CHIFOO presentation "Skill Building for Design Innovations"]
  • [from steve_portigal] An interview with Eric Ludlum of Core77 [All This ChittahChattah] – The Dutch Master project is a natural extension for Core and also myself. Having gone through the industrial design program at Pratt Institute, and then founding Core77, covering industrial design, with Stu Constantine and myself always being on the outside of the industry in terms of actually participating, but then covering it, watching it from the inside. The Dutch Master, and previous to the Dutch Master, the Blu Fom shoe have been our attempts at doing some product development and design.
  • [from steve_portigal] Announcing the Core77 Flagship Retail Store in Portland Oregon! [Core77] – [Eric Ludlum of Core77 takes some of the themes he shared with us in the recent Ambidextrous interview and pushes them further with the opening of a Core77 retail space. I was surprised to visit it recently and see that it wasn't a curated museum store, but instead a 'Hand-Eye Supply' outlet] If there is a poster-boy, a hero, of Hand-Eye Design, it is Bucky Fuller. Who practiced sustainability, who advocated design-thinking, who studied the needs of the human being, but who understood these as parts of the whole enterprise of doing. He is the guy who, as good designers do, kept all that in his head and in his heart and used it as he MADE THINGS -not for the sake of self-expression or commercialism but because they had to be done. And that work was not birthed effortlessly from within but dragged out of the world in handfuls, built-up slowly into something meaningful through sketches and prototypes, mock-ups and fabrication. That is the design philosophy of Core77's Hand-Eye Supply.

ChittahChattah Quickies

  • [from steve_portigal] Master Planner: Fred Brooks Shows How to Design Anything [Wired] – WIRED: In your experience, what’s the best process for design? BROOKS: Great design does not come from great processes; it comes from great designers. WIRED: How has your thinking about design changed over the past decades? BROOKS: When I first wrote The Mythical Man-Month in 1975, I counseled programmers to “throw the first version away,” then build a second one. By the 20th-anniversary edition, I realized that constant incremental iteration is a far sounder approach. You build a quick prototype and get it in front of users to see what they do with it. You will always be surprised.

Sexy Ergonomics

I was shopping for laptops recently, and was shocked by how difficult it was to find a reasonably priced model with a comfortable keyboard and trackpad, and a front edge that was wrist-friendly. The experience made me wonder why so little attention seemed to be being paid to such a fundamental aspect of the product.

Why don’t ergonomics have more sex appeal? Shouldn’t a well-designed physical interfacing of human and built object be one of the most valued aspects of design? While in truth ergonomics are interwoven (or should be) with aesthetics and materials, our excitement seems to gravitate towards how things look and feel, or cleverness of concept, rather than how well they work with us.

A quick read through this recent interview with Jonathan Ive on Core77 reveals a worshipful discussion of iPhone 4 materials.

It is this sort of materials obsession and constant experimentation that led to a decision to use scratch-resistant aluminosilicate glass for the front and back of the phone, as well as developing their own variant of stainless steel to edge the device.

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I had to travel all the way back to 2007 to find someone talking specifically about a sexy merger of design and ergonomics/usability.

Is it that when ergonomics work, they are invisible? That they generally succeed by creating an absence of negative experience, but don’t extend into the realm of pleasure creation, where they might generate more attention?

Dieter Rams’ “weniger, aber besser (less, but better)” design philosophy – and indeed Jonathan Ive’s as well – heads in a similar direction – the absence of superfluous elements, but yet we still find it sexy.

Perhaps part of the picture is the lack of sex appeal that discussions of ergonomics tend to have. Is this an issue of professional culture? What is more important than objects that – never mind giving us pleasure – at the very least don’t injure us? Maybe that’s it – it’s too serious an aspect of design to engender the fun spirit we find in aesthetics?

The movie Waterworld (one of a handful of movies-most-people-think-are-bad that I like), while over the top and mostly quite silly, nicely illustrates the balletic relationship of person and object that good ergonomics make possible, as Kevin Costner’s character Mariner single-handedly sails and otherwise operates his boat throughout the film. The boat’s steampunk aesthetic won’t be for everyone, but it’s perfectly designed to work

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with the needs of its user, and to me there’s something really sexy about that.

ChittahChattah Quickies

  • [from steve_portigal] Drilling Down – Why Elite Shoppers Eschew Logos [NYTimes.com] – Rather than rely on obvious logos, expensive products use more discreet markers, such as distinctive design or detailing. High-end consumers prefer markers of status that are not decipherable by the mainstream. These signal group identity only to others with the connoisseurship to recognize their insider standing. In one study, fashion students were more likely than regular students to favor subtle signals for products visible to others, like handbags. But for private products less relevant to identity, like underwear and socks, there was no difference between the groups. Jonah Berger, an assistant professor of marketing at the University of Pennsylvania and one of the paper’s authors, said it was not that insiders simply had a dislike for logos. Instead, he said, they avoid them “in identity-relevant domains to distinguish themselves from mainstream consumers who buy such products to show they’ve made it.”
  • [from steve_portigal] ElderGadget.com | News and Reviews of Products with Elder Friendly Features – Those of us with aging parents share many things, chief among them the desire that our elderly loved ones have the opportunity for the same quality of life that we enjoy. For some this means remaining independent, for others it might mean a need to make caregiving simpler to meet the needs of people we love. The elderly prefer simple uncomplicated gadgets and products which are lighter and specially designed with higher contrast, pre-programmed features. Products of use might include talking Pill boxes, medi-alerts, and a myriad of gadgets with simple “how to use” instructions. That’s the focus with Eldergadget, a comprehensive blog where a person with an aging loved one can go to find the latest gadgets that meet a seniors needs and maybe some products you have never dreamed possible. We also bring you the latest up to date news, videos and developments in technology for seniors. We also include lighthearted fare such as humor and retro gadgets in order to brighten a person’s day.

ChittahChattah Quickies

  • [from steve_portigal] Monster Cable announces deal with Yao Ming [SF Chronicle] – [It's easy to be cynical about these sort of deals when they use the verb "design" to characterize the role that the endorser will play. What is the generative process involved to develop these new products? I can't help but think of Homer Simpson creating his dream car] Monster Cable Products Inc. announced a deal with Houston Rockets basketball center Yao Ming to design a line of consumer electronics and related products to be sold in China, his home country. The "Yao Monster" line, which will include headphones, bags, home theater cables and performance glasses, is part of the Brisbane company's latest marketing push into China.
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