Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts

Thursday, April 11, 2013

Rational Unpredictability

Rational unpredictability. This odd phrase occurred to me while I was reading Bruce Nussbaum's Creative Intelligence, an exploration of why productive creativity seems to elude so many people who pursue it.

In the book, Nussbaum lambasts supposed creativity techniques such as free-for-all brainstorming for generating new ideas. The kind where everyone's invited, any idea goes, and nothing gets judged. I agree that there's a lot of crap generated in sessions like that. The book offers up some interesting recommended alternatives, among them incorporating play within more tightly constrained and bound groups. This is not a new idea, of course, though it's not commonly followed. However, though it probably deserves more attention, the thought of "rational unpredictability" came from wondering why play works, not why people do or don't use it.

Possible answers are that it loosens our brains up and gets us thinking in ways and about things we don't very often, allowing new connections to form paths for new ideas. But the "why" might be even deeper than that. One of the primary components of play, oddly enough, is rules, which seems counter-intuitive. Interestingly, whether a group of kids or two sports teams are playing, rules make it possible. They create an agreed-on space in which one or more people can engage, explore, compete, and accomplish. But thinking about it from the perspective of rules is opposite the way most of us think about play. So another question might be, 'why is rule-based play fun?'

I'm getting way out of my depth here, but I think it's because the rules give us a way to enter a context that is different than the norm without us seeming abnormal. We get to be or act other than how we usually do or are allowed to. And yet the rules satisfy our minds' desire for things to make sense, for patterns to extend, and for the edges to match. However, back toward my point, this allows us to also weave in-between the rules. A little outside and a little in. Never violating the rules but seeing where we can go. What non-rules can be busted? What can we get away with without breaking the game?

Doing things differently means breaking the false-rule patterns around the pattern of the real rules, and behaving that way can appear unpredictable. The non-rule patterns are emergent and almost always assumed, yet we treat them as if they were real rules and most of us follow them accordingly. But they aren't real rules, so they are breakable, but only in ways that don't violate the actual rule patterns. So we have to stay rational. Stay within the sense and context we have agreed to. Be rational and be unpredictable.

Back to creativity, and even innovation. What we can learn is to pick the places to go outside the rule patterns and off the track. Look for the non-rule patterns being followed and take a sharp left when everyone expects a veer right. Be rationally unpredictable. Find the direction that doesn't make sense on the surface, without sacrificing the things that create the surface, and go that way.

This could be a great way to frame conversations about making big changes in products and businesses. So often new ideas are resisted with phrases such as "no one does it this way / we don't do things that way / that seems too out of character." Almost always, those reactions are based not in the rules of the space, but in the non-rule patterns that get treated like rules. These patterns can be a goldmine, though, especially if competitors are behaving the same way. Finding those patterns, those non-rules could be your next success, so go be rationally unpredictable.

Wednesday, March 13, 2013

How To Know You Need Time Management Help

I mostly hate this topic. Really. I just feel like somehow I should be able to fit everything in whenever and however. But this past December, after a crazy year moving halfway across the country and getting used to a new and very different role at work, I had achieved a high degree of mismanagement of tasks and email at work. I hated that even more. I knew I needed to make some changes, and so I did. Two months later I've settled into a groove. I'm at work inbox <5, tasks are disappearing off my list, and projects show clear progress toward deliverables.

In thinking about getting this far and the steps I took to achieve this, it struck me that maybe it might be more interesting to put together a list of reasons I knew it needed to happen. Who needs another 'this is how you do it' list? So, in the spirit of admitting you have a problem, here are seven ways you can tell that you need to make some time management changes.

1) You can't remember the last time you said 'no' to something that was important to someone else.

2) Your mobile loses charge from email updates, not texts or calls.

3) You have hours and hours of articles, videos, or podcasts that 'you'll get to.'

4) Each week, hours seem to disappear without evidence that anything productive happened during them.

5) Co-workers bypass email to get you in person for trivial matters.

6) You say more than once a month that all the meetings you attend are what keeps you from getting things done.

7) You are convinced that checking email more often will enable you to catch up.

Bonus) When you look at Facebook or Twitter, you can actually remember what was in the feed last time you looked.

There probably are more, but those seem to cover what I, and people I know, have shown as symptoms.

If any of those ring true for you, take action now. Trust me that you'll soon feel less stressed and more accomplished. As to how, there are many techniques and practices that work for people. Ask around to people you work with who you know are effective with their time. Or adopt one of the popular techniques. Or go eclectic like I did and build your own method. The goal is the important thing, the exact path less so.

Good luck!

Sunday, January 13, 2013

I have a problem

I have a problem. It's not been unknown, but I'm forcing myself to put it into clear and simple words.

I am addicted to busywork and distraction.

It is easier for me to think about what little thing to do next or look for one more interesting article posted on twitter than it is for me to do meaningful work.

Easier to read the news than read that design theory book.

Easier to read about religious debate than to mediate on truths.

Easier to check statuses than to write that heartfelt email.

Easier to read inspiring stories about someone else's social work instead of being part of a solution.

Easier to think about what should be done instead of doing it.

I have plenty I say I want to do. But the truth is I don't do much of it. I don't like this about myself and I want to change.

This not to say there are no meaningful priorities that I work on. Relationships with my wife, daughters, and son get a lot of attention. And over the past couple of months I've renewed and even improved my guitar practice. But the truth remains that I am not getting other important things done because of my bad habits.

Why do they exist? Does it matter? It probably does matter in that I can use the knowledge in the future to help my family or colleagues. But I'm not sure it matters right this instant. What I think I need right now is acknowledgement and reflection that will deepen my revulsion for this idolatry and laziness and lead me to resolve to change.

And yes, I am aware that resolve is typically not enough. I know of tools and techniques to help me change and will use them. In time. Soon.

But right now I am staring my problem in the face and I want it to know that it sickens me. Habits that were never consciously started can be the hardest to end. But it is time to end this.

Wednesday, September 16, 2009

More isn’t better, but (help me with) Something Else is

Sometimes it occurs to me that we designers have tools in our toolbox that we use trustingly but haven’t explained why to others. Such a tool is usually rightfully worthy of our use and trust, but should be accompanied by sound theories and reasons. To that end, I thought I’d spend a little time on the origins of the VUI design component “help me with something else” and its variants.

Ideas around it first began back in 2000 or so on a project at Intervoice for a British Columbian transit company. We were designing a menu of options and were dissatisfied with the in vogue wording used to point to choices that were on a secondary menu. I.e.:

“You can say ‘plan a trip’, ‘get a schedule’, ‘paratransit’, or ‘more options’.”

That sort of phrasing seemed to be clunky and out of character for the design feel we wanted to deliver and we just felt it was inadequate for callers to latch onto.

In an informal discussion, one of my team members said “we need something else”, referring to the current choices being used in the design world, such as “more choices”, “other”, “none of those”, etc. When he said that, we looked at each other and said, “why not try ‘something else’ in the prompt?” So we began thinking about this:

“You can say ‘plan a trip’, ‘get a schedule’, ‘paratransit’, or ‘something else’.”

We liked where that was going, but quickly thought of a semantic problem in that the instruction seemed not to refer so much to additional choices but rather to telling the caller that they could say just about anything else. That, of course, was not the case and would cause interaction issues. Plus, the phrase seemed overly ambiguous, maybe even more so than “more options”. So after a bit of round-and-round about it, we determined that we wanted to try the phrase “help me with something else” (HMWSE).

“You can say ‘plan a trip, ‘get a schedule’, ‘paratransit’, or ‘help me with something else’.”

Though it might seem pedestrian now, this was a pretty novel idea at that time. The “more options” construction came directly from DTMF IVR menu structures, meaning it was deeply ingrained as the default presentation. Furthermore, in the early days of voice interaction design, there was an emphasis on pithy phrasing and HMWSE seemed like a mouthful. However, it had several strong characteristics that appealed to us. It was clear, used more common wording, and we actually heard similar phrasing in everyday conversations around us.

Fate, though, had other plans then. For a couple of reasons, we weren’t able to use the idea in that current design. But I held on to it for several years and finally had the opportunity to try it out again in 2004 at Voice Partners. We were working a significant redesign for a mobile carrier’s customer service line. As you can imagine, there were many functions for callers to choose from in the application. As soon as I saw the struggle with how to represent the concept of other things the callers could choose, I suggested that we try out HMWSE. I walked through its origins and we had some good discussion about why we though it would work. So we tried it in usability testing in opposition to the traditional “more options” and it was then that the strongest reason for the superiority of HMWSE emerged.

As we watched and listened to participants move through and struggle with the menus, two patterns of behavior became clear around their decisions to access more choices. Many of those who used “more options” seemed to be exhibiting surfing behavior triggered by that phrase. That is, they wanted to hear and think about all possible choices before committing to one because “more options” seemed to mean “more options that you might want to hear before you make a decision”. This frequently led, though, to failures in the menus as callers encountered cognitive load problems having to hold all the choices and their possible meanings in mind. Callers who heard and used HMWSE, however, did not encounter nearly the same number of problems. They were not surfing but rather, and this is the key point, they were listening to and then rejecting previously heard choices when they said HMWSE.

“Help me with something else” allowed them to hear, absorb, then discard choices they did not consider valid and specify to the system that new choices should be presented.

This was a major eye-opener for me, and my co-designers. While we had suspected that HMWSE was better, we had discovered a solid cognitive reason for it. Callers clearly preferred not to surf, but to have a way to eliminate choices rather than play a guessing game. Thus, HMWSE became a new best practice for use when menus exceeded a certain length.

Failing menu: “You can say ‘my bill’, ‘my plan’, ‘technical support’, or ‘more options’.”

Winning menu: “You can say ‘my bill’, ‘my plan’, or ‘technical support’. You can also say ‘help me with something else’.”

Now, to be clear, all the other principles of good menu design still apply. Choices must be clear, unique, and aurally distinct, among others. HMWSE is not a ticket to allow “anything goes” menu construction. But, when used with a solid set of menu items that need to span more than one presentation instance, it is the best choice for letting callers know that if they do not hear what they want in the initial list, they have a clear way of indicating that they want to discard the first list and hear another.

“More Options” for HMWSE

In the several years since that discovery, the use of HMWSE has grown in two ways.

First, I’ve encountered situations where a variation of HMWSE works better than the original wording. Semantically the concept is the same, though. An example is:

“You can say ‘car’, ‘bus’, or ‘train’. You can also say ‘I need different transportation.’”

Additionally, we began using a variant of the idea with open-ended prompts. Until the last couple of years, the standard was to coerce the caller into saying anything at a “What are you calling about today?” type prompt in the hopes we could pin a meaning on it. However, many callers are just not sure what to do or what will happen and so are reluctant to give an actionable utterance. At Voice Partners, then at SpeechCycle, rather then “erroring” into a menu, we began very successfully using “what are my choices” and “give me some choices” as ways callers could specify that they preferred a menu over the open prompt. Such phrases allow caller choice and control versus locking them into a specific interaction method.

The other area of growth is a more widespread use beyond up-front menus where HMWSE can still mean “I don’t want any of those so give me different options”. Some examples are follow-up menus after tasks are completed, lists of items to select from, and lists of global actions. Again, as the previous area indicates, these additional contexts sometimes require variations on the wording.

A Note: SE <> HMWSE

One thing I want to be clear about is that the use of HMWSE is better than just offering callers the phrase “something else”. In the past couple of years, I’ve heard systems presenting simply “something else” in menus, and that’s a mistake for reasons mentioned above. It fails on a semantic level to be a clear instruction to obtain other menu choices and instead at best sounds like an invitation to say anything. I strongly discourage its use.

So, don’t be afraid to offer your callers a good range of choices in more than one menu. In HMWSE you have a tested tool to use for that. Yes, there is research that I consider valid that shows that menus with more than four or five items can work well. However, there are contexts in which doing so might not be the best approach. Because of that, HMWSE helps round out the set of tools to help create great voice interactions when offering choices to callers.

Tuesday, September 1, 2009

This can be the beginning of a beautiful friendship

An interesting thing about going to tech-oriented conferences that mix business managers and implementers is the tension between messages. There are often competing and conflicting voices promoting technology and customer (user) experience. The technology vendors publicize the latest new thing, the upgrade that brings it all together, and the surefire way to get more customers spending more money. The experience folks shout that whatever is to be done must be done based purely on customer need and desire; that user experience (UX) is all that matters.


Now, it's no secret which side I've been on in most of these public discourses. Though I've been on the tech side in some cases, mostly by far I've preached from the gospel of good experience. And in the situation that it's clear that moving toward a certain technology would harm customer experience, my position would be unwavering.

However, the primary argument and distinction is no longer valid and true to me. I now see these two as elements on a continuum. Even as elements to alternate during and maybe even between projects. They are interdependent, and maybe even codependent.

The way I see it, many of our advances in customer experience have relied on or been part of new technology or new use of existing technology. From the other side, technology relies on good customer experience for successful adoption. Look at Amazon during the emergence of the commercial web. And then there's everybody's favorite example, Apple's iPhone. Both involved a push forward in customer experience AND the use of technology. Neither would be as successful without the blend of both. And neither would be as interesting if one aspect won out over the other.

Where I'm going with this is to request a truce in the tech versus UX battle. Both are good and both are needed. Tech creators need to acknowledge that they need good UX design to win the hearts and hands of consumers. UX-ers need to acknowledge that good technology is needed to advance parts of our cause and that new (good) tech gives us a chance to shine.

Before the truce can be fully agreed to though, we have a little catching up to do in the basics. Too much technology, useful as it can be, has been put out there without the needed UX crafting to accompany it. Because of that, both the users (consumers) and the technology are getting short shrift. Users feel ignored and abused. The tech vendors are getting slammed for very correctable reasons. We need to stop the train for a bit and get the interaction with the technology to the point where users can easily and satisfyingly do what they want to. Get the basics to the right level, then continue with a balanced approach.

(Aside: Not all tech implementations are redeemable, I know. But I am setting those cases aside for now and assuming that much of it can be helped.)

To illustrate, think again about what happened in the iPhone. For all its glory, it introduced very little new technology. Its primary features existed in other released or demoed products. The "new" about the iPhone is the better way that Apple blended the technology and UX.

Alternatively, there is also evidence that drawing back the level of technology used while improving the user experience is also effective. Wired magazine shows the examples of the Flip video camera and Skype, among others, in a recent article. Now, I disagree with the assessment they make that these simpler and easier to use products are just "good enough" since the implication is that they are inferior to the more feature-rich products. By typical standards such as profitability and rate of adoption, the new breeds are superior to their overdone predecessors.

There are many other areas where one approach or the other is needed, and I'll point to voice interaction as my prime example. A great many applications out there use speech recognition technology that is only a few years old. But most of the applications were designed using old or no design principles by people with negligible design training, if any. Furthermore, the technology is often under or incorrectly used. And the consumer reaction has been predictable. Interactive Voice Response is one of the most maligned technologies in our current age. On top of that, it often fails to meet the business goals for which it was brought in. This was avoidable and can be made right. It requires simply taking a break from the bumbling techno-lust and focusing on getting the UX in line with the level of technology chosen. Or even reducing the use of technology while improving performance through a UX focus.

So, it's time for a reset. For catching up and scaling down. We could make a huge positive difference in both business success and customer satisfaction by improving the user experience to the level of being on par with the state of deployed technology. And then we could grow both together. Satisfyingly, profitably, successfully.

Care to join me?

Wednesday, April 29, 2009

Putting the Boat in the Water

I must admit I've not been able to pay attention here this week for several reasons. The best is that I am trying to get design out loud up and running again, involving starting work with my first client (Hooray!!), putting out the messages of availability and services (hint, hint!), working out details with partners in the venture (more on that later), and revamping my CV/portfolio site. I've also been working on a book review that I'm hoping will be finally accepted and published on-line soon. More on that as soon as I know.

I'm very grateful for this opportunity, but as many entrepreneurs will tell you, my stomach is in knots for parts of every day and bank accounts that would have seemed very comfortable two months ago now look frighteningly small.

But, this is a chance, and I just know I'd regret not trying. And I'm getting wonderful encouragement from my wife, kids, friends, family, and colleagues. Even from potential clients. Now to get the green river flowing. It's time to ride the current.


P.S. About the last post, I was really sad to see no commentary. I know some of you read it, and I got a couple of comments in other venues, but, still, c'mon... Gimme something here! ;)

Sunday, April 12, 2009

IxDA'09 To Go: 60-ish days out, what’s sticking?

I never really got around to posting my final review thoughts of IxDA09, but now that it’s been about 2 months since, I thought maybe I’d share some things that have stuck with me. (If you want to see conference reviews, mine here, others here).

A) I still have a lot of gratitude to have found so many like-minded (design- and other-wise) individuals. It helped me know I am on the right path and to be stronger in the fight that still goes on for good design. It also lit a flame, still burning, to help build the design community further (labels be damned). I also really enjoyed meeting the "names" in our field.

2) Being there solidified the quest I’ve been on to learn more about other areas of experience design. I’ve even thought about going for an advanced degree, which I swore I’d never do. It also helped to know that others also feel like they are constantly learning in this field, even if I think they must be light years beyond me. There is just too much happening too fast for it to matter what you've mastered today. Cover your basics, such as empathy and willingness to experiment, then buckle-in and get ready for the ride.

Blue) Regarding the fight for good design, the conference made me more passionate about calling out bad design when I encounter it. If you’ve read other posts here, you’ve seen that. Added to what I was already thinking about, speakers covered designing for sustainability and behavior change and design-focused business leadership. All things we need to have informing our approaches, decisions, paths, and conversations with clients.

Delta) It was really exciting to hear and see emerging design tools and interaction mediums. NUI & gestural interfaces, mobile, MS Surface, Axure, Catalyst (someday soon we hope), etc., along with continuing extensions of browser-type experiences with Silverlight and Flex. I am very much a n00b with much of it, but as I wrote above, I’m learning as fast as I can.

Things are starting to happen with IxDA-DFW (again), so I look forward to some company in keeping these takeaways alive and well. Please reach out to me if you want to connect on these kinds of topics or hear more about them. Comment or find me on Twitter over there ==>.

Monday, February 23, 2009

IxDA Workshops – Stretching the Brain Muscles

All right. I will make this happen and get my rememories of IxDA'09 up here. Bronchitis still hanging on, but I am determined. Here goes.

Thursday, the 5th, held the first of three workshops I had signed up to attend. First up was a Design Studio led by Jeanine Harriman & Liya Zheng from LiquidNet. Not only did they make me envious of their design-focused environment, they led me through the first real studio exercises outside of voice design that I’d ever participated in. I loved every second. Yes, the anxiety about being new to this world was there, but I dove in figuring that the faster I displayed my ignorance the quicker I would get helped to see the right track. However, I quickly discovered that I had a place here, that my ideas wove easily with those of others. Guided by Jeanine and Liya, we worked through three exercises that moved us along a design path from a narrowly focused interaction design of a new way to engage online clothes buyers to a service design for a clothing retailer seeking to create positive relationships with customers, society in general, and the environment 30 years in the future. In this one session, we discussed online avatars, self-cleaning, disease-resistant clothing, and everything in between. Design-wise we produced storyboards, strategy documents, and a service map. It was fantastic, especially getting to know and working with Brian, Dante, and Adler. I left the session incredibly energized and looking forward to everything else so very happy to be there.




My scritch-a-scratch sketching.

After finding some lunch and chatting with my sweetie, I settled in for a very crowded session covering Adobe’s CS4. This quickly went over my head since I have only dabbled a bit in Photoshop and Dreamweaver over the past few years and know next to nothing about Fireworks, Flash, and the rest. However, the presenter was doing a great job showing off the power of the tools in the suite and, if I ever have the need and chance, I look forward to learning more. I left this session early and decided to catch up on email and some reading.

That evening the conference held a pubcrawl. We managed to make through about 4 spots around Gastown before I called it a night. I met a number of great people such as Daniel N., Jack M., and DeniseP. talking kids, home automation, martinis, work environments and design, of course. It was also my first chance to say “Hi” to some NYC area designers (Dave M. and MJ) I met when I spoke at the IxDA meeting last March at IconNicholson.



Friday morning’s workshop subject was the thing that’s all the rage these days, touch-screen and gestural interactions. Bill Derouchey from Ziba and Dan Saffer from Kicker led. I was extra-psyched to see Dan since I had recently read his first book (which I in turn passed on to a nephew thinking about interaction design as a career. Hey Matt!). I had high hopes for this session. They were more than fulfilled. The two of them gave us a 45 minute or so overview of what types of touch and gesture-based interfaces exist so far, technologies underlying them, and special design considerations they have, including problems, tips, and tricks. Funny that fingerprints can cause problems! They also covered how sensors, such as the iPhone accelerometer, are the secret sauce that really help touch and gesture be effective.



Displaying Dan

Then time to work! The two main exercises had us creating a 6x6 interactive area for a record store to bring customers back into the shops and re-engage the store-based buying experience while incorporating the alluring qualities of today’s digital interfaces. Using touch and gestures, of course. Awesome! And the, er, kicker was that we had to produce paper prototypes that would be interacted with unguided by a member of another group. A rapid design session followed by instant user feedback. Instant adrenalin! Each of the five tables had about 8 people, which was a little much for every single person to contribute ideas constantly, but we settled into a pattern of taking turns and notes and making things. We created a 5 seat table that allowed simulated record bin browsing, looking at covers and jackets, listening, sharing with others at the table, a shopping bag, and a means of checkout.





Shaun M. draws really well!

We were the slowest about creating our materials, but we ended up being the last group to present, so we snuck in some extra work while listening to the others. There was an amazing range of ideas and I must have said “I wish I’d thought of that!” about a dozen times, but as our turn came up I felt really pumped about our approach. I had suggested that we say next to nothing to our test participant after seeing that other groups got very hands on about walking through theirs. I felt that would be the strongest test, just seeing what would happen. That was a great idea because the woman sat down at our “Turntable” and began verbally and manually working through the prototype. As she said and did different steps, we would put different artifacts or simulated screen changes in front of her. And it worked really well! The biggest thing we learned was kind of a “doh!” moment, when it was pointed out that she just slapped her forearms down on our touch-screen, which would have probably caused all kinds of weirdness. Lesson learned, but quickly and cheaply, if this were a real project. After a bit of summary, we wrapped up with homework: take an everyday mechanical object around us and redesign it using touch and gesture. Look for that here in the future.

This workshop just added to my joy at being at the conference. I felt like I was compressing tons of learning into a little time and really finding myself as a designer among all these others who have so much more experience in these area. It was great to feel like I could swim right alongside them.

Next, the conference proper. Hopefully this bronchitis won’t cause another slow down in posting the rest.

-pnl

Thursday, February 19, 2009

Finally: IxDA 2009 – Vancouver, BC, Canada, in five parts

Arrival



The Interaction Design Association is a young professional organization that just put on its second annual conference. I missed the first in 2008, held in Savannah, GA. I had wished to attend that one and heard good things about it. As 2008 closed, I wanted very much to go in 2009 but was uncertain given the economic climate and tightening finances at my current employer. However, positive thinking prevailed and I landed in Vancouver on Wednesday, February 4th full of anticipation and apprehension.



Why apprehensive? I felt like the new kid starting school in the middle of the year as well as a bit of an interloper. All of these people probably knew each other well and I had only met a few briefly. Plus, so many of them have degrees in a field barely ten years old! I felt unknown and unqualified to be attending. Also imposing was that my area of focus in interaction design has been speech recognition, little known and less understood. I have done some web and desktop app design, but nothing on the scale of many of the attendees. I was actually going to be around people responsible for design thought and work that I had admired for years. For me, it was a bit like being a guitar player (oh, actually I am) and getting to meet someone like Eric Johnson. But I knew virtually none of them would be able to relate to my daily craft. Nonetheless, I was determined not to be a wallflower and so to meet as many people as I could, find out more about them, and hopefully, make some sort of decent impression. Most of all, I hoped to really stretch my brain into design areas I have only dabbled in or read about, especially mobile and service.



Things started well right after arrival. An uneventful flight and border crossing led to sitting on a bus with three guys from Chicago’s Manifest Digital, Jim, Kevin, and Jason. They were there as sponsors and participants. We briefly traded details of who and where and then concentrated on finding our hotel. I would meet up with them again later, to my gain in more ways than one.



The afternoon weather was fantastic and I was able to walk around bit taking photos and had a bite to eat at Steamworks, a brewpub in Gastown. Their Coal Porter brew was the best micro I’ve had in a long time. After that, I headed to the room (by the way, I found the Four Seasons to be very comfortable and I had a great view) early due to no energy and wanting to be ready to learn in the morning. I followed a few arrivals via twitter and settled in.



Next, Day 1.

Thursday, February 12, 2009

Busy week, strong links

So, I haven't had enough time to fully pull together my own thoughts about IxDA '09, but go here for what others have had to say:

Lots o'links Courtesy of SemanticWill

Also, a couple of cool other tidbits:

Why Interaction Design Matters

Becoming a Customer Experience-Driven Business

Fight the good fight. Every moment. Every Day.

-pnl

Monday, February 9, 2009

Back from Vancouver - IxDA'09




Just got back. Really tired but so happy to have gone. This view greeted me on the last day of the conference.

I'll post more links and thoughts during the week.

Good design 2009.

-pnl

Saturday, February 7, 2009

IxDA09 in Vancouver




On day 3 of the IxDA conference and have loved every minute. Tweeting (@designoutloud) like a madman (at least to me). John Thackara, Rob Fabricant, Dan Saffer have enlightened and inspired. But really so much good stuff. This is a big deal.

More pics.

Making 2009 the Year of Good Design.

-pnl

Thursday, January 29, 2009

It's time for a movement!

Being a designer who uses verbal language, I, and many of my colleagues, pay attention to Language Log, a blog by various language academics and other professionals in the field. James pointed out this post, which came out the same day as my previous post here.

Coincidence? Yeeesss, but for all the right reasons. This is bad, people. We have to fix things before more people get more hurt and more stressed.

Persistent bad design is immoral.

-pnl

Tuesday, January 27, 2009

Bad Design Is Immoral

Persistent bad design is immoral.

(For those of you into relativism, I encourage a contemplative tour of This is Broken in regards to design.)

Those companies and people who produce designs that continually cause difficulty, stress, frustration, tension, anger, delay, waste (esp. time), confusion, harm, etc. and do nothing about it when faced with its effects are committing absolute crimes against their fellow people.

Persistent bad design is immoral. It is life-sucking.

My first exhibit is personal. Summer '08 I "upgraded" from a 3 year old Treo 600 to a Verizon XV6800, i.e. an HTC running Microsoft Windows Mobile 6.0. I did this vaguely aware of the bad rep WM had, but I figured it was no worse than the desktop/laptop OS. I now know the depth of my ignorance. Suffice to say that the review I linked to feels effusively, and two-headed calf wrongly, positive.

Some of you might ask, "why give up the Treo?" or "Why not an iPhone, design phreak?" Well, the Treo was outdated, the camera sucked, etc. and I am a fairly happy and committed Verizon family plan customer. And I wanted a touchscreen, so a CrackBerry wouldn't work. So, after much cajoling from a colleague, I took the plunge. I'm still gasping for air.

How has this $400 device plagued me? Let me post the ways:
1 frequent lock-ups, often requiring battery removal
2 vibration starts and won't stop until a reboot
3 screen update latency often leading to repeated numbers during dialing
4 constant task interruption telling me it has sent a text (why do I even need to be notified of that? I am only interested in failure. I assume success.)
5 inability (until recently) to modify basic system functions of notification and sounds
6 The voice activation button is exactly where a thumb goes for regular holding of the phone
7 The volume won't go above moderately loud and so fades badly in noisy environments
8 MS ActiveSync has no setting for "don't sync until I tell you to"
9 When charging, there was no way to tell how charged it was
10 The camera, which takes decent pics, requires psychic or omniscient powers to use it. The buttons are baffling and there is no help on the device

Now, those aren't my top ten, because what I can't even write coherently and succinctly is how amazingly bad it is at handling phone calls when something else happens, like an incoming text. Or how confusing it can be to use the call history. Or how many steps are required to modify a contact. In fact, the only thing I can really say is easy is to move files onto and off the device from my laptop. And while that is handy, it is not a daily/hourly vital task like some of these others.

Which leads me to the highlight of the story. WM 6.1 was released in the fall and I heard promise of "major" improvements. I'm thinking I don't want improvements, I want do-overs. So I put it off until yesterday. And imagine my glee when I realize that there are TWO updates now. Since updates WIPE the phone, it's as if Suckrosoft figured they'd repay all those who complained the first time around.

So here's what happened. At the end of the day, I download the update files and transfer them to the phone. Then I open the readme docs, which, I find out, are helpful screenshots of the install program I am about to start. But onward. I begin. The dire warnings come that I am erasing ALL data on the device (Thanks, I know). Thirty minutes later, it finishes. Let me stop here for a moment to say that I am a "I'll figure it out"-geek, meaning that I can get through, but I'm not hacking core software, and I can easily imagine that a non-technical person might never have gotten through this alone. But all appears okay. I even download and install a couple of decent UI customizers to make me feel better on the surface.

I feel good about this and go to bed.

I awake this morning to hear my phone ring. For half a second. I get up and go to it. It rings again, barely long enough to see that it's my friend Chuck. No way to answer. Then one more time. He and I are supposed to talk later in the morning, but I need coffee first. I make it, then call. Or, rather, try to call. "We're sorry, but Verizon Wireless does not recognize your phone as an authorized device". Hmm. Upgrade? Erase all data? Crap.

So I call the activation number, which I happen to have memorized for reasons you can guess. "Programming successful!" Phew. Calling Chuck. "We're sorry, but Verizon Wireless does not recognize your phone as an authorized device". AAAHHHHHAHHAAAHHAHAHHHHH!!!!!!

All that work for FAIL?!?! Calm down. 1..2..3... They mention a number. I call it. The "Account Authorization" department will help me as soon as a representative is available. One comes on. I give my number. She finds my account. She fixes the issue. Great, I say. "Anything else I can help you with?" Yes, say I, did the upgrade cause this? "Yes, that's what I fixed. When the update is done, we have to go in and fix the account." AAAHHHHHAHHAAAHHAHAHHHHH!!!!!!

COULDN'T SOMEONE PUT THAT IN THE INSTRUCTIONS?!!?!!?!?

Persistent bad design is immoral.

And here I am. And here we are. I have been thinking about this subject, the immorality of bad design, for a while now and this story is good to kick a series of posts off with. In addition to the time I spent working on this post (about 2.5 hours), I have spent far more painful times dealing with the phone while actually trying to get things done. A tool, a device, especially an expensive one, that is bought to help with life should HELP!!!! This phone has interrupted important business calls, caused incorrect information to be sent, prevented timely wake-ups, etc. with all the attending difficulty, stress, frustration, tension, anger, delay, waste (esp. time), confusion, harm, etc.

It's wrong. It should change. We should demand it. We should make it better.

As I said earlier:

"Be bold in identifying bad design.

We simply must change the role of design from creating specifications to improving life."

-pnl

Tuesday, January 6, 2009

Designer documentary

This just showed up on gizmodo via ixda, a documentary about designers. Looks very cool.

Let's hope it make us designers feel all warm and fuzzy but also opens eyes about the whys and hows of design.

-pnl

Saturday, January 3, 2009

Do your dinner guests quiver in excitement...or in fear?

Can you cook? I mean really cook? I mean your friends and family love it when you host the dinner party and your appetizer is the first one attacked at the potluck. If so, chances are that the word recipe has significance similar to "guidelines" or even "suggestions" rather than "rules" or "the straight and narrow". Design is like cooking. And as with cooking, there are those who generate joy and delight during the creation and consumption, there are those who get a job done, and there are those who really ought to re-examine the color of their parachute.

As I was contemplating writing this post and using this metaphor, I came across this from Bill Buxton (in his wonderful book Sketching User Experiences, also linked to earlier): "(L)isting ingredients is always risky. Just because I give you flour, milk, yeast, eggs, and an oven does not mean that you know how to make bread at all, much less the multitude of variations that you might find in a good bakery." This is exactly the sort of analogy I had been thinking about. Just because someone knows the design process and a pattern or two and what the end product is generally supposed to be like does not mean that that person is a designer. He goes on to discuss the complexities and content of designing, but let me make sure this is clear. Neither I, nor he, are drawing a parallel to needing more unrestrained creativity in design. In other words, the parameters of cooking are typically a little larger and looser than the design we practice, and I am not stating that designers should practice wild creativity, though it can be a good thing. I am saying that far too many people calling themselves designers are at best good only at finding and following a recipe and at worst are burning toast. Now, I don't mean most, but simply too many. But that condition has been true for many years and has led to many of the problems that we have with consumer rejection of our interface product. All who call themselves designers need to frequently examine whether they are truly performing a service in the best sense of that word. I have come to believe that there is an element of morality in the design profession, similar to being a physician or a law enforcement official. Which means that practicing design simply to earn a buck or have something to do is lacking ethically and morally. It does a disservice and may even cause harm greater than the negative economic consequences it leads to.

So, if you cannot claim to be even a recipe follower, then I encourage to do some self-examination and consult people you trust about changing careers. If you are a recipe follower, I encourage you to seek the path of becoming a chef. And if you are a chef, I implore you most strongly and even charge you with the responsibility of exercising ethics and morality in your design practice:

Always practice the best design possible.

Always point out when design compromise will lead to intolerable consequences.

Be bold in identifying bad design.


We simply must change the role of design from creating specifications to improving life.

Make 2009 the Year of Good Design.

Happy New year!

Sunday, December 28, 2008

Winding down 2008

It's always been funny to me that we feel a sense of something ending as the calendar changes from one year to another. Out of all the things we do customarily that are time-limited, such as projects or pay periods or monthly services, the year-end/new year markings always seems the most artificial to me and yet we treat it with the most emotion. Oh well, holiday-weariness musings aside, I hope this time of year does have plenty of good things to remember and to anticipate.

I will be posting new thoughts soon on trends I see in user interface and interaction, why IVR might have peaked and be in decline, and why bad design is immoral.

For now, for all you designers, I leave you with the strongest possible recommendation to put this book on your Q1 2009 reading list: Sketching User Experiences. It is a great treatise on the need for the design process as well as enlightening concerning what sketching is and why it is so important, which helps me understand why some of us push so hard on doing sample dialogs early in the design process.

Design well!!
-pnl

Wednesday, December 10, 2008

Let's try to catch up sometime

One of my favorite things to pick on about the little speech reco world we play in is how often we seem to let it slip our mind that there is a much larger world of interaction design for software and its users out there. It's not that some haven't tried to show us over the past decade, but somehow our entire focus keeps turning back inward to our industry and our practice. I believe this is unhealthy for multiple reasons and said so most publicly in my talk at SpeechTek 2007.

Though it is understandable, to a certain degree, one of my little missions is to change that as I can. So, occasionally, I will link to older content on the web that I think provides valuable input to our efforts from outside our normal ping-pong ball sphere of operation.

These will be in no order other than when I think of them and/or run across them. The first is from a respected and multi-facted web designer, Cameron Moll, and is a presentation he gave in the fall of 2006, Nine skills that separate good and great designers.

While some of this is about visual interfaces specifically, most addresses thinking about and creating great design in general. Enjoy. Please.