Category Archive: Behavior

Experience Design User

April 1st, 2009

A week ago, Jesse James Garret veritably bellowed the words “user experience designer” in his plenary address at this year’s IA Summit in Memphis, attempting to create some common ground between the information architects and interaction designers in the room and across the industry. In a strong and deeply-felt speech, he admonished the community (-ies?) for their factionalism, but in doing so may have helped stoke some controversy around the very term — user experience — he thought would help bring unity and focus.

I, for one, have called what I do “user experience design” for a decade. In 1999, working at Rare Medium before starting up Behavior, all of the visual designers, information architects, and HTML and Flash technologists were grouped in the UXD department, thanks, I suspect, to the vision of our creative director Gong Szeto. In 2003, I went to speak at my first IA Summit, serving on a panel entitled “User Experience and IA“, with no less than Peter Morville, Terry Swack, Jess McMullin, and moderated by… Jesse James Garret. The panel generated a lot of discussion, mostly about the meaning of “user experience” itself.

After this year’s summit, this conversation has sparked up yet again, most notably on the IxDA mailing list. I shared my own thoughts on Jesse’s argument there, and reproduce them here:

I found nothing whatsoever to disagree with in Jesse’s plenary. In fact, it all seemed obvious and non-controversial. Of course, it was neither. :-(

I hope that folks don’t see Jesse’s declaration as being synonymous with some kind of death of IA or IxD or whatever. He’s not asking anyone to change what they do, but merely to recognize that we are all involved in a broad but very special community of practice. “UX” describes it in a way that includes lots of people who should be working together more closely than it seems we are.

From day one at Behavior we’ve used the term “user experience” to describe everything we do — including visual design, sound design, and copywriting, for example. It’s enabled everyone on the team to feel like we share the responsibility for an important result: a compelling user experience.

On the other hand, we rarely actually use the word. It’s our ambient expertise, it’s the air we breathe. So ubiquitous and appropriate for describing the things it is that it’s almost not worth mentioning except when trying to distinguish it from something it is not.

Which is, of course, why humans have terminologies in the first place. We like the term UX because it doesn’t draw a line between IA and IxD and visual design and writing, but it does draw a line between all of those things and, say, database design, marketing, fashion design, and basket-weaving. Which we often have to do when, for example, we are pitching our services to clients who need to understand how we fit in to their needs.

It’s useful when discussing the strategies behind businesses making products, for whom executives need to distribute dollars between different areas — having a UX budget that’s distinct from a tech or marketing budget helps strategize how a product can succeed or fail.

And as said already, it’s useful when creating communities of practice: A UX conference, or a UX track at a conference, is a sensible way of organizing speakers and panels. Narrowing it down to IA or IxD (or writing or sound or video) might make sense if there are enough sessions narrowly focused on those areas, but I’ve found that most practitioners find it difficult to talk about any of these without talking about the others. It happens, and it’s a good thing that it happens, but it’s also a good thing that we blur the lines and wander across the borders.

In short: No need to throw down any walls here. Just open some gates.

Then, over this past weekend, I noticed David Gray from Xplane tossed his hat into the fray, this time on Twitter. An interesting Twitter-debate ensued (”askrom” is me):

davegray: #ux = hUman eXperience

billder: RT @davegray: #ux = hUman eXperience

askrom: @billder @davegray If we don’t say “user” then we’re not talking about interactivity. hUman eXperience would then include books, movies …

askrom: … It defeats the purpose of carving out an area of practice when it’s defined to include everything under the sun.

ggertz: @askrom @billder @davegray I define UX as an aesthetic not just an area of practice.So in tht sense it does involve everything under the sun

davegray: @askrom people don’t interact with books?

ggertz: @davegray <<

apolaine: @davegray People don’t interact with books in the sense of interactive media, no. They interact on a psychological level of course, but …

askrom: @davegray Sure. And people also interact with movies and sculptures. And to the extent that they do, we can certainly call them “users”.

askrom: @davegray I firmly beleive that interaction design has been with us for millenia, but it’s the concept/focus on “use” that’s especially new.

askrom: @davegray Only someone living in an era of pervasive machines — and their users — would consider a book something that can be “used”.

davegray: @askrom isn’t that the nature of design? Don’t all designers design interactions and human experiences? Why not just say “designer?”

askrom: @davegray I would agree, but realistically “design” includes perfectly valid but passive forms like wallpaper patterns and curtain fringes.

askrom: @davegray … and yet, at some level, even wallpaper has an experiential impact, too. Hmmmm…

mediajunkie: sorry, guys, but “human” is not any sexier (or, ironically, more humane) than “user.” human is a sci-fi nerd word in most ears

askrom: @mediajunkie Right. And some of the best UX designers (Temple Grandin) don’t design for humans at all!

davegray: @askrom Utility, like beauty, is in the eye of the beholder. defined by the context not the designer. I am losing your point.

askrom: @davegray Heh, I lost my point, too. I’m articulating both sides now. My core point, still, is that thinking about “users” has unleashed a..

askrom: @davegray … new way of designing things and a new way of thinking about design. Real utility is, indeed, a new kind of beauty.

davegray: @askrom if #ux designers only design things that can be used in a mechanistic sense, that seems needlessly limiting

askrom: @davegray Hmm. Can you clarify a “use” that is not mechanistic? Trying to wrap my head around that one.

davegray: @askrom nice. “utility has unleashed a new kind of beauty” I like that thought. I feel that way about clarity.

akacolleen: @davegray “I feel that way about clarity.” Now, I like *that* thought. #editorsforclarity

cchastain: @davegray @askrom How about: an exp that has a “user” must also have a function that requires interaction?

cchastain: Use, therefore, is not limited to pure utility….and it could include museum spaces, conferences, and, yes books.

askrom: @cchastain “requires” or merely “invites” interaction?

cchastain: @askrom Ah…invites, I think. That sounds much better. :-)

davegray: @askrom LOL just reading thru some of these tweets. I like the sound of “Wallpaper Experience Designer” :)

zakiwarfel: @askrom but do we really need to worry about being confused with someone who designs wallpapers? Really?

The conversation continued later in the day and into the night, and was similarly transcribed by Steve “Doc” Baty. Continue the thread there

Behavior is Seven!

December 4th, 2008

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Today is the seventh anniversary of the incorporation of Behavior, the humble web and user experience design consultancy I helped found in 2001. Happy birthday to us!

My four awesome partners and I started the company in what at the time seemed like the worst possible economic climate to launch a new business. The one-two punch of the dot-com bust and the 9/11 attacks were knocking many companies out, including the company we’d all been working at together for the previous several years. It seems crazy, but it actually made sense to us at the time. In fact, since we all lost our jobs at the collapsing web consulting firm, we almost had no choice but to band together to keep working doing what we loved to do: designing user experiences.

Now that our economy is in recession again (and apparently has been so for a year now), we’re thankful that we honed our business skills in a climate of scarcity (I call it our crucible) rather than a climate of free-flowing venture capital. Over the years and through many changes, this experience has always been immensely valuable to us.

In this season of giving thanks, I want to thank all the talented people who have worked with us over these seven years, and who continue to work with us today. Without you, of course, we wouldn’t be here at all. Cheers!

Vote: The Machinery of Democracy

November 3rd, 2008

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This is a website Behavior made for the Smithsonian’s American Museum of National History during the 2004 Presidential election campaign. It is the web companion for Vote: The Machinery of Democracy, an exhibition of artifacts from America’s long and colorful history of voting technologies.

It was a fascinating physical exhibition. And I’m still proud of our interactive exhibition, too (both the Flash and HTML versions). It’s just as relevant today as it was four years ago in our first post-chad Presidential election (although the interactive map is a little out of date by now — to see a more up-to-date but less-detailed view of how voting technologies are distributed today, use the SciFi Channel’s new map from their surprisingly-good coverage of this topic).

As tomorrow’s historic election approaches, and many Americans will find this year’s voting user experience to be different than what they might be used to, I think it’s helpful to reflect upon the long and complex political and technological paths that got us here. For some colorful tales from yesteryear, see this New Yorker article from just last week. And it’s probably a good idea to learn where we are today: this New York Times article from January 2008 is a great place to start.

The Politics of User Experience

I just want to add one more thing, speaking as a user experience design professional:

It is a profound embarrassment to our profession that touch-screen voting exists at all in our country. It is an inferior system in every thinkable way, including — right up there with reliability, security, and cost — pure empirical usability. User experience experts should be up in arms over the very existence of these machines. Except perhaps for assisting with certain special needs voters, there is no excuse for a state government to have purchased these machines except for either old-fashioned corruption or a sad, abject gullibility for slick marketing presentations by election machine company salespeople. We Americans who call ourselves usability advocates should make it a goal to rid the USA of these machines by the 2012 elections. Who’s with me?

Designing for One User (Bespoke User Interfaces)

October 26th, 2008

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What if someone paid you thousands of dollars to design a user interface or an application for just one person?

Most design work is done for audiences: whether designing mass market products or niche objects of desire, we seldom have a single, real person in mind when we work. We think of audiences as groups of people with diverse needs and expectations. Even highly specialized equipment like NASA space suits are designed to fit a range of individual needs.

In the world of design very few endeavors revolve around a single person. Interior design and architecture are exceptions that come to mind, where often the final product is a private space for an individual, such as an office or a bedroom. And fashion design, too, where tailored suits and “bespoke” garments can still be custom-commissioned as an expensive alternative to the standard prêt-à-porter options we find on department store racks in sizes S, M, and L.

But very few other design practices, from graphic design to industrial design, ever require such a narrow focus. This is especially true for user interface design.

Perhaps, however, this is changing. Perhaps a new sort of interaction design client is emerging, users who desire and are willing to pay for bespoke user interfaces, interactive products designed for the exclusive use of one person.

John King and his “magic wall” at CNN is the de facto case study of the bespoke user interface. As any political buff knows, CNN has been flying high in the ratings for election-specific coverage, no doubt due in part to King’s compelling and dazzling maps. It’s hard to watch more than a few minutes of CNN’s prime time election coverage without seeing John King zooming in and out of the map, manipulating voting projections and simulating election outcomes, all with a few swipes of his fingers.

The magic wall emerged in the beginning of the 2008 primary season. Built by Jeff Han’s Perceptive Pixel, the magic wall has over the past 10 months introduced dozens of new features, allowing King to do more and more complex simulations, present deeper examinations of polling numbers, and reference encyclopedic historical data going back many decades.

And every time a new feature is introduced, King is already a master of it. Rarely does he tap the wrong state or switch to the wrong page. The map was made for King, and clearly he “trains” on it for each new feature. Now that’s user-centered design!

Extending the User Base

Actually, there is a second user. Last week Perceptive Pixel created a “remixed” version of King’s magic wall for Saturday Night Live’s Fred Armisen. The results: pure comic genius.

I should point out, however, that there are several kinds of bespoke design philosophies even among designers who design for larger audiences. For one thing, user personas permit designers to envision their target audience more narrowly, to view the user experience challenges on an individual basis rather than imagining their design being used by an amorphous faceless demographic group.

But there’s another kind of bespoke design approach.

The One True User

There is a single user that we all design for all the time. Some of us try hard to avoid talking about or even thinking about this user. Others, however, openly admit or even embrace discussions of how important this user’s opinions are.

I am speaking, of course, about “designing for yourself”.

Sun’s Tim Bray recently wrote:

Everything I’ve done over the years that’s worked out well—software, standards, writing—everything, without exception, was something I did for myself. I’ve done the other thing too: built things based on guesses about what people out there might want or need. Never worked, not once.

John Gruber (who provided the link above) agrees:

The most successful thing I’ve ever made is Markdown, and the one and only user I had in mind for it was me.

Jason Fried, too:

Designing for ourselves first yields better initial results because it lets us design what we know. It lets us assess quality quickly and directly, instead of by proxy. And it lets us fall in love with our products and feel passionate about what we make. There’s simply no substitute for that.

We’re like chefs. We make food that we think tastes good and that we believe in. We make it for customers who have the same sensibilities that we do. It might not be for everyone. That’s ok. But for people who think the way we do, and appreciate the things we appreciate, it’s perfect.

And if enough customers tell us our food is too salty or too hot, we may adjust the salt and the heat. But if some customers tell us to add bananas to our lasagna, we’re not going to make them happy at the expense of ruining the dish for everyone else. That doesn’t make us selfish. We’re just looking out for the greater good.

I find both perspectives rewarding: When designing for a client whose users are pretty different from me, I firmly believe that user research helps us design for the user-who-is-not-me. On the other hand, when designing for those users who are like me I definitely have a lot to bring to the table. What’s more, I would argue that the best interaction designers possess a great deal of self-knowledge about how they behave, react, and feel during user experiences, self-knowledge that improves their design abilities.

Put it this way: it’s better to have a designer with deep self-awareness and no end-user knowledge than a designer with no self-awareness and mountains of user research.

The two approaches can and of course should co-exist in any healthy project. It is, in fact, inevitable: No matter how much user research you do, there will be thousands of little design decisions for which you have no user to reference but yourself.

In the future, I can see bespoke user interfaces happening more and more. Wealthy executives will want personalized “dashboards” for their desktops. Presenters seeking dynamic displays for board meetings and public speaking. As design tools become simpler and more cost effective, this might be financially reasonable for reasonably successful individuals in business and in their personal environments.

It’s Already Happening

Finally, I thought I’d throw in this little case study on bespoke user interfaces.

You don’t have to be a celebrity to have a customized user interface built for you. Back when Behavior first started, we worked on a project for a successful former colleague who was spending some of his dot-com spoils on a new house. Part of his domestic vision was a home automation system — a system of touchscreens installed throughout the house to control the temperature, the lighting, and the audio on a room by room basis. A “smart home”, if you will.

Because our client was a designer himself, he found the out-of-the-box interface design for his new home automation system appalling to his good taste. Like many remote control devices, it was a manifest usability atrocity. But it was also a graphic design nightmare: beveled faux-marble textures, Times New Roman everywhere, and those ancient Windows 3.1 green check and red X icons we still occasionally see on shareware apps.

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So he hired Behavior to redesign the UI, just for his house. We researched the technology behind the system, and working with the installation team we provided a new set of stylish screen assets that could replace the ugly default set. It wasn’t a huge job in time or dollars, but the results were, for him, profound: If you’ve can afford it, why not spend some of those interior decor dollars on a domestic user experience you are likely to use many times a day?

In fact, we’ve done a few other similar jobs. We did an animated (though linear) Flash presentation for a single P. Diddy press conference. We’ve done interactive Flash presentations for executives at IAC and Allen and Company to present data in a compelling way to management and investor meetings. In short, there already is a market for this kind of work.

I’ll put up screenshots if I can dig them up. They’re here!

Going to Amsterdam

September 24th, 2008

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When I was just 20 years old, I went on a student exchange program to Amsterdam to study sculpture at the Gerrit Rietveld Academie. Those six months I spent in Europe, impoverished and starry-eyed, shaped a lot of who I am, both personally and creatively.

I’m delighted to say that I will be back in Amsterdam this week, from Thursday to Monday, for the 2008 Euro IA Summit, presenting version 2.0 of The Seduction of the Interface on Friday morning. I look forward to meeting some of my European peers as well as walking (or biking) around my old stomping grounds again.

Seducing Web 2.0

September 24th, 2008

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Last week I delivered a brand new presentation at the O’Reilly Web 2.0 Expo, right here in New York City, entitled The Seduction of the Innocent: Merchandising in Interactive Product Design.

(I’m presenting it again this Friday at the Euro IA Summit in Amsterdam, hopefully with a few enhancements.)

The topic itself went through an interesting evolution. I started out thinking that my talk would simply be about the idea of merchandising as a user experience design challenge.

But over time, the word “seduction” in the title started to seduce me. I began to see opportunities to tie the two concepts together, to link persuasive user experiences to the timeless arts of seduction. Once this idea took hold of me, so much of the talk kind of magically fell right into place.

Anyway, if you saw me speak last week I’d love to hear your thoughts on how the talk went and how you think I might improve it. In general, the feedback I’ve gotten so far has been pretty good, but I’ve also gotten some really helpful advice on what to change. If you liked it, I’d love for you to toss some stars my way over at my Web 2.0 Expo crowdvine session page (where so far I have 14 votes, averaging 3.64 out of 5 stars).

Welcome to New York City

I was also on the Advisory Board for the New York Expo. An explicit part of our mission was to bring a distinctive New York flavor to the topics, speakers, sessions, and attendees. I hadn’t realized before how rare it is to actually have a web or design conference in New York City. So many conferences in my field are held elsewhere, presumably due to the high cost of holding events in New York.

Attending a conference in your home city has its advantages (no airfare or hotel), but the unfortunate part is that everyone you work with knows you’re still in town and easily accessible. Because of this, I ended up working during much of the conference. I didn’t get to attend very many of the other sessions, including quite a few that I really wanted to see. Also, I wasn’t able to connect with dozens of out-of-town friends and colleagues visiting for the Expo.

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One session, however, that I knew I could not miss was Jeff Jarvis’s interview with John Byrne and Stephen Adler from BusinessWeek, discussing BW’s various forays into social media. The biggest of these is BusinessWeek’s recently launched Business Exchange, a new social media product developed by BW — which, I am proud to say, had a little user experience design help from our team at Behavior.

The BX, as it’s called, is a whole new way to look at business news and information. Structured as a collection of topics (covering just about everything important to business professionals), it gives users access to information not just from BusinessWeek’s deep editorial expertise, but also from their peers’ suggestions and contributions from across the web.

Anyway, it was a thrill to see our pixels unveiled in such a grand and public way.

The Wisdom of Don Draper, Part 2: It’s Toasted!

September 1st, 2008

As promised, I’m going to begin featuring some of my favorite Mad Men scenes in which Don Draper practices exquisite creative communication. Today’s episode: Lucky Strike.

One of the most thrilling parts of my job is pitching our creative ideas to clients, whether it’s when we’re trying to win new business or during the actual development of a project. In either case, several creative communication challenges arise:

1. Getting the client to understand our ideas
2. Inspiring the client to give us productive feedback on our ideas
3. Convincing the client that our ideas are good

The first two cases are simply a matter of good two-way communication: every one of our presentations is a conversation between the creative team and the client, and our ideas can and should be shaped by that conversation.

But the third challenge kind of flies in the face of the first two. It’s a sales process, where we need to stand tall and back our ideas with confidence, selling the ideas, convincing the client that our idea is correct — sometimes even if the client’s feedback pokes a few holes in our concept. Of course the best way to keep a client happy is to simply have great ideas and great follow-through on those ideas. But without confidence in your ideas, you’re risking preventing great ideas from succeeding.

All creative people question their ideas — If I thought about it more, would I come up with something better? Has this idea been thought of before? Am I totally off base? But if you can’t stand up for your own ideas, then those ideas wont be given a chance to develop and get better. Ideas are like living things, weak when born but growing stronger as they overcome challenges, learning from failures and mistakes. Without confidence to drive it along and protect it, a perfectly good idea might be nipped in the bud before it becomes truly great.

Lucky Strike

This clip exemplifies all of these challenges. A little background: Don Draper, in typical Mad Men fashion, has been, shall we say, distracted from work and has arrived at this pitch meeting completely unprepared (I don’t advocate this, but hey, that’s Don Draper). The client is the maker of Lucky Strike cigarettes.

The year is 1960, and America is just starting to learn that cigarettes are actually dangerous to your health. Many people forget that cigarettes used to be marketed as great for your health, helping you stay slim, fighting infection, and all other manner of ludicrous medical claims.

First, let me say that I love watching the dramatics of Sterling Cooper’s pitch meetings, which happen in almost every other episode of Mad Men. As it is with Behavior’s pitches, the Mad Men agency team has a functional dynamic — one person focuses on the company’s credentials, handing off the creative proposal to another. Unlike at Behavior, however, Sterling Cooper’s creative team is embroiled in a cutthroat competition as Don Draper and the young Pete Campbell. I suppose that’s life at a large agency.

In this pitch, the client is given a chance to explain their situation to the agency first. Don Draper listens intently, but when he steps up to bat he immediately strikes out. Okay, so far Draper’s lack of professionalism here is unforgivable. Pete Campbell has a backup idea. But his idea is even worse, and doesn’t take into account the client’s profound belief that cigarettes are wholesome.

Draper, however, has been mulling over his client’s concerns. His initial thinking, when he finally unleashes it, is inspired completely from what his clients told him about their product — that they are really no different from their competitors. But that’s just the start. He immediately engages the client in a conversation about his concept, looking for something meaningful to latch on to, to complete his idea.

After a rapid brainstorming exercise with the client, the idea crystallizes: It’s Toasted!

Then, critically, Draper stands behind this idea 100%. He’s even willing to argue with the client over the idea. “They’re all toasted,” says the client. Draper’s argument makes no logical sense. But he believes in it, and will argue passionately for it, because the idea is a quintessential Don Draper idea, one based on emotion instead of logic. He has transferred the conversation from one about medical health to one about happiness and assurance.

Hopefully I’ll be able to keep these copyrighted — but used here under journalistic fair-use — videos posted here. And please stay tuned for more!

Spring Ahead

May 18th, 2008

Two months ago, I tweeted the following cry for help:

Client work, biz ops, bizdev, recruiting, blogging, exercising, sleeping, event prep, reading, friends, making art. Family time. Pick seven.

Over the last several months I have made some tough choices about what to devote my time to. And “blogging”, unfortunately, didn’t make the cut.

In short, I have been extremely busy doing things other than blogging. In the next week or two I will try to write a few more detailed update posts about my recent shenanigans, just to get it all on the record. But for now, here’s a rundown of some of the things that have been keeping me away from graphpaper.com:

  • I’ve been intensely working on some big time client projects at Behavior. We’ve launched a few major awesome web sites.
  • I presented a workshop at the IA Summit in Miami, and had a technology misadventure.
  • I went to SXSW, but thankfully I wasn’t a speaker this year.
  • I attended and made a short presentation about iPhone design at an iPhone BarCamp, and showed off some iPhone design experiments I’ve been working on.
  • I’ve been serving on the advisory board for the O’Reilly Web 2.0 Expo NYC.
  • I did a couple of interesting magazine interviews.
  • My triathlon training has gotten more intense. I raced in a duathlon and placed 23rd out of 120+ competitors.
  • I had some great times with friends and family. Seriously, this was the best part of getting off the blogging wagon.

And here are a few things coming up in my future:

  • I’ll be a presenter at An Event Apart Boston in June.
  • I’m taking a personal vacation in LA right after AEA.
  • I’m competing in the NY Triathlon in July.
  • I’m preparing to start teaching again in a new MFA program in interaction design.

Finally, a word on the weather.

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It’s well known that everyone (at least those of us who live in climates with seasons that change) undergoes a certain degree of seasonal affective disorder, where the dark cold months of winter dampen our mood and our energy and where the sun and warmth of spring and summer lift them up again. I’ve never thought of myself as particularly susceptible to this phenomenon, but this year I learned that I am, and profoundly so.

Which is to say that now that spring is here I feel great and have a new sense of purpose, optimism, and ambition for the months ahead.

I am back!

Georges Seurat Dot Com

October 31st, 2007

It’s hard to understate the pride I felt on behalf of my colleagues at Behavior when I read these words in Friday’s New York Times:

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The Museum of Modern Art’s elegantly plain exhibition of Georges Seurat’s drawings begins with an unexpectedly extraordinary moment of computerized art viewing. Seurat’s four surviving notebooks have been converted to electronic versions that — with a touch of a finger — visitors can flip through, page by digital page, from cover to dog-eared cover. (The real notebooks can also be seen under glass nearby.)

Facsimiles they may be, but they instantly communicate the show’s intent, which is to clarify the way the silent, classical remove of Seurat’s impeccable, stylized paintings was distilled from an active, socially aware engagement with the world that registered most fully in his drawings.

If you haven’t guessed already, the touch-screen interfaces in question were designed and built by my studio mates at Behavior, both as kiosk installations in the MoMA exhibition gallery and viewable on the web as a gorgeous online exhibition.

Roberta Smith of the Times is one of the the most important art critics around. So when the opening sentence of Smith’s review of Georges Seurat: The Drawings focuses so enthusiastically on the interactive kiosk that my colleagues put together these past few months, it’s more than just praise for Georges Seurat and for the great curation and leadership by the team at MoMA. It’s also praise for Behavior.

Touch Screens in the Age of the iPhone

Most of the Behavior folks attended the exhibition’s lavish opening festivities last week, and we all got a chance to watch dozens of very fancy people interacting with the twin touch-screen kiosks. It was such a joy to watch the gallery-goers flip through the pages with looks of, I swear, genuine delight on their faces. No lie: I definitely heard “ooohs” and “aaahs”.

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As with any usability test situation, of course, there were also the occasional moments where a user would try to do something we didn’t think of. Of particular interest was the fairly common attempt by users to treat the traditional touch screens as if they were iPhone-style multi-touch screens. People expected to be able to smoothly zoom in by spreading two fingers apart as they can on the iPhone. As with so much of what Apple does, the bar has apparently been raised in unexpected new places in the interactive landscape.

What About the Art?

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Oh, and the show is absolutely luminous. I hope you check out the web site, of course, but if you enjoy art at all you must see the show in person. The sketchbooks are just a tiny piece of the exhibit. The rest of the show, and the online exhibition, includes drawings and paintings, historical conservation information, and of course the sketchbooks.

The exhibition is getting rave reviews from many other sources as well, and deservedly so. We’ve all seen Seurat’s famous pointillist paintings, especially the revolutionary A Sunday Afternoon on the Island of La Grande Jatte. But Seurat’s drawings reveal the intense thinking and talent that went into his painterly work.

The drawings excel in two areas simultaneously: Form and light. In a vivid metaphorical image conjured up by my wife Peggy (seen above), some drawings suggest that 19th century Paris would be transparent or even invisible if not for the industrial-era soot filling the air and collecting on any and all solid objects and forms. The charcoal on the page reflects the density of the matter in the space.

And yet other drawings emphasize light itself, with the space articulated only by where the light exists and where it does not — where traditional drawing marks like contour lines are banished. The relationship between this thinking and the daguerrotype photography of the time is hard to dispute.

The best works attack form and light at the same time, and it’s easy to see how Seurat’s eschewing of contour and lines — and embrace of volume and light — leads directly to La Grande Jatte, even without the extraordinary discoveries in color he is most famous for.

La Grande Jatte was painted when Seurat was just 26. He would die five years later, at 31. It’s staggering to imagine what he would have gone on to accomplish had he lived into the age of Matisse (born the same year as Seurat), Kandinsky, and Picasso.

My Aging Fleet

August 19th, 2007

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I’m pretty well-known among my friends and peers to be a gadget geek. But over the last 5 years or so, my gadget-acquisition pace has crawled to a near standstill. Most of the electronic hardware gadgets I’ve been using lately are actually pretty ancient:

  1. Mobile Phone: 2002
  2. iPod (3G): 2003
  3. Canon PowerShot Digital Camera: 2003
  4. Alienware Desktop PC at Work: 2002
  5. HP Desktop PC at Home: 2002
  6. Sony PictureBook Subnotebook PC: 1999

Even my Sony headphones go back to at least 1997, and the racing bike I ride today uses the same steel Olmo frame I’ve owned since 1988 when I was in high school.

People often develop an almost emotional attachment to their everyday hardware. Sometimes people even cry when they have to finally give up on a device they love. But in my case it was simply inertia. I didn’t have the time or inclination to upgrade or replace anything.

Until now. Yes, these (admittedly crappy) photos were taken with my new iPhone. I can now strike numbers 1 and 2 from the above list, and to a large extent number 3 and number 6, too. Quoting AG, the iPhone is, like the iPod, a “gateway drug”. It is the last straw, and it has now driven me to replace everything else in that list with Apple products.

It’s finally happened.