Category Archive: Business

Designing the Bottle: Opening the Wine, Unboxing the Brand

August 17th, 2007

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In a recent interview, Michael Beirut noted that wine labels are one of the purest branding experiences: All wine bottles contain the same basic product (wine), so if you don’t know anything about a particular bottle of wine the graphic design of the label and the shape of the bottle are quite often the only methods you have (besides whatever knowledge you might have of the intricate and faceted namespace of wine metadata) to decide whether or not you should buy that Burgundy.

In other words, packaging is a fundamental part of the overall customer experience (aka the user experience). Whether contemplating, holding, carrying, opening, or unpacking a product, it’s “packaging” is everything between (a) the time the customer didn’t even know they wanted it to (b) the first moment actually using what they’ve bought.

And the best (and worst) practices of physical product packaging are, I think, applicable to the digital/virtual product user experience, too.

Here’s an example from the physical world: The other night I opened a bottle of Rioja with a rather unorthodox cork, and I was reminded again of just how much the experience of merely opening a product is one of the most powerful opportunities available to a user experience designer.

The Rioja’s actual cork was perfectly traditional and conventional, but the plastic seal enveloping it so closely hugged the bottle’s lip, and was made of such stiff, thick plastic, that it took me several profanity-laden minutes to finally wrestle the plastic seal from the cork. The whole time my excitement about tasting this new wine turned into resentment towards the brand. A perfectly good branding opportunity utterly ruined by thoughtless user experience design.

Hostile Packaging

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Sometimes packaging goes from mere thoughtlessness to downright hostility towards the customer. The day after the Rioja nightmare, I purchased a new USB PCI card for my computer, and was again confronted with a packaging nightmare.

Yes, it’s one of those dreaded clamshell blister packs deliberately designed, it seems, to slice customers’ hands open. I at first took the product here just to show another familiar example of user-unfriendly packaging. But then I started opening it and the example proved itself spectacularly. I tried scissors and an X-acto knife before I finally had to grab a powerful box cutter to cut through the steel-like plastic.

Look, I’m fairly skilled with my hands. I majored in sculpture in college, for crying out loud. How in the world do people without my kind of skills, and presumably without the necessary cutlery tools, actually open these packages without cutting themselves in the process?

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Turns out the answer to that question is moot: I cut my finger opening the package — which suggests to me that a very large percentage of other customers must do the same. Is this possible? Can a brand survive when their products spill their customers’ blood? Apparently so, since this packaging is still in wide use. But do I have anything positive to say about these brands? Nope.

In fact, it’s probably no coincidence that I cannot even name any brand whose products come in this style of packages. If holding and opening a new product is a branding moment, shouldn’t opening that product be an opportunity for me to feel good about the brand? Instead of me writing them off as no-name, second-tier junk?

Compare these packaging nightmares/experiences to (naturally) any Apple product, where the box is easy to open, the first exposure to the item itself feels like a revelation, and most importantly the product itself can be touched and admired within seconds.

There’s even a word for this: unboxing. Technology review sites like Engadget and Gizmodo make sure to specifically evaluate the unboxing experience as part of their overall product reviews. In fact, many consumers are so enamored by the unboxing experience of their products that they have created web communities centered around sharing their unboxing experiences with the world, often in obsessive compulsive detail.

Opening the Software Bottle

It’s easy to imagine how these very different modes of thinking about the hardware customer experience translates into interactive and software user experience design. There are just as many risks to absolutely ruin your customer’s experience through careless design, and there are just as many opportunities to enhance the experience, and your brand, through deliberate positive experience designs.

  • Is the product easy to install?
  • Is the sign-up or registration process easy?
  • Does the setup process actually make you excited to start using the product?
  • How quickly can you actually start using the product in your life?
  • What risks must you take (with your time and your privacy) to get set up? Does the setup process feel intrusive on your privacy or your finances?
  • How quickly can you complete your first intended task (e.g., create your first document or make your first phone call)?

Think of your next interactive user experience design as analogous to designing a piece of hardware that comes in a box — and then imagine that you have the power to design the box.

Or imagine that your web site is a bottle of wine, and that the first user’s visit is like uncorking the bottle: Now design the bottle.

User vs. You

August 2nd, 2007

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Ceci n’est pas les useurs. (Is the use of little iconic, anonymous, faceless, android-like icons even more dehumanizing than using the word “user”?)

There’s a huge debate going on in the UX community about the use of the word “user”. Some argue that the word demeans the people we are trying to help, that it distances us from them, and that it makes us unable to truly empathize with their wants and needs. Words like “people” and “humans” are suggested instead, reminding us that our users are, in fact, human beings just like us.

I am at best bemused by the arguments, honestly. They feel a little phony, like a way for traditional usability and HCI folks — or marketing people for that matter — to feel or appear a little more folksy and less clinical about their approach to understanding their, um, users. Calling them by a new, friendly-sounding name seems like an effort to undo a possble perception that one may be out of touch with the emerging power of social media and user(oops, I did it again)-generated content.

Jim Drew on the IxDA List said it best, I think:

I find the push to avoid “user” as parallel to referring to employees as “cast members” or any of the other terms which seem clever the first time and make you roll your eyes thereafter. Some weird combo of branding and political correctness.

Does replacing “the user” with “the person” really an improvement? Does using “the person” endear the user (or person) to a product’s designers any better? Does the word “people” engender more empathy than the word “users”? I don’t think so. To me “the person” is equally dull and abstract than user. It’s more awkward and contrived, too — I mean, who actually talks that way?

Besides, the word “user” is a perfectly decent and useful word for when you want to describe an interaction design in a general sense, such as when describing the way a combo box works. I intend to keep using it. I also intend to use other words whenever they are more relevant and appropriate, such as “customer”, “player”, “reader”, “viewer”, “employee”, “renter”, or whatever other term most accurately describes the person or type of person I am talking about.

I call this kind of description “engagement specificity” — articulating the user’s mode of engagement by using the correct word to describe that engagement’s fundamental nature. This is basic English here: just use the right words at the right time, and don’t resort to buzzwords and catchy truisms. In other words, let’s simply try to write accurately and write well.

And besides, we already have the perfect word, and we use it every day in our informal conversations: It’s you.

The Second Person

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When describing how to use something to a friend, you (there I did it) will usually say things like “You press the button on the top, then you slide your finger across the slider at the bottom” or “You enter your name and password in the upper left corner”. This is how we already talk about user experiences and indeed about almost anything descriptive, and it is an immensely empathetic manner of speaking. It is the linguistic manifestation of pure empathy: Me imagining what it’s like to be you, and describing my own knowledge through your eyes and actions, using (in literary terms) the second person perspective.

But the weird thing is that we hardly ever write this way, especially not professionally. In fact, in contemporary writing the second person is limited almost exclusively to Choose Your Own Adventure books. The construction has a juvenile, unsophisticated ring to it. It’s seen by many as overly informal, treating the reader a little too familiarly and casually.

But what if we wrote our documentation with the word “You” instead of all of those other euphemisms for users? A very compelling interface specification technique, suggested by Don Norman among others, is to write the user’s manual first: Document all the features as if you were writing the final instructions for the end user, then build the product described in this pre-emptive manual:

Want to know what designers of manuals should do? They should design and write the manual before the product is designed. Make the manual simple and elegant. Then insist that the designers build it the way they have described it. Then we might actually get usable products. and simple manuals.

The best designed products won’t even need manuals.

And why not take this method one step further: Before designing anything, write the product’s manual in the second person as if you were simply speaking informally to a friend about how to use the product, or describing how it works to a colleague or a family member?

I may try this on an upcoming project. Should be interesting, at least.

(Next User vs. Tron)

Would Starbucks tell Dunkin’?

July 17th, 2007

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We recently stopped for coffee at an urban intersection where a Starbucks and a Dunkin’ Donuts sat on opposite corners, facing off in a classic retail rivalry like Macy’s & Gimbels. Deciding to avoid Starbuckian yuppiness (okay, we drink there all the time), we walked into the Dunkin’ Donuts.

But something seemed wrong… the DD looked a little, er, fancier than normal. The lighting was dimmer and less antiseptic, the signage and typography more upscale, the furniture made of wood instead of plastic. Even the logo had a playful little twist to it.

Turns out we had walked into one of DD’s new experimental brand environments, where the traditionally downmarket store is aiming for a more upscale clientele, or at least to catch up with the aspirational brand feeling of Starbucks. This experiment in environmental design was recently featured in ID Magazine (illustrated above).

We walked out with three medium iced coffees (and please note that the DD medium is equivalent to Starbucks’s biggest size, venti – and the DD large looks like damn near half a gallon of coffee) plus three donuts for $5.81, probably 1/3 what we would have paid across the street. The upscale decor and merchandising apparently does not translate into upscale prices. And the coffee was great.

Watch Me Speak in NYC: Thursday July 19 and Thursday July 26

July 15th, 2007

I am speaking at two upcoming events sponsored by several New York-based information architecture organizations. When my wife asked who the organizers were, I said “It’s the IA Union!” At both events, I will be delivering a version of my informative, fast paced, and fun IA Summit presentation, “Interaction Design Style“.

July 19: IA Summit Redux

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This Thursday, July 19, the NYC IA Meetup is throwing an “IA Summit Redux”, featuring six New York-area presenters from the 2007 IA Summit, sharing abridged versions of their Summit presentations. Avenue A|Razorfish is hosting at their midtown offices at 1440 Broadway (map).

The evening’s presenters will include:

  • Chris Fahey (me!)
  • Garrick Schmitt
  • Joe Lamantia
  • Lou Rosenfeld
  • Michele Tepper
  • Victor Lombardi

Doors open at 6:00, speakers begin at 6:30, wrapping up around 9:30. Refreshments will be served throughout. Seating is limited, and the event may well be fully booked up by now, but if you would like to attend, the RSVP address is rsvp-UX@avenuea-razorfish.com. Make sure to send your name, company name, and job title (so when you arrive you don’t have to indignantly ask “Do you know who I am?!?”).

This event is sponsored by the IA Institute, the NYC IA Meetup, and by Avenue A|Razorfish.

July 26: NYC IxDA

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This is a solo show for me, a full hour of speaking and a dazzling display of all 250+ slides. It’s the extended epic story of Style and Interaction Design. All the essential information is here, more details coming soon…

My First Podcast

July 11th, 2007

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A few months ago during an intermission at the 2007 IA Summit, Christina Wodtke and Bill Wetherell accosted me in the hallway of the Las Vegas Flamingo hotel. The next thing I knew, Christina was interviewing me for a new series of Boxes and Arrows podcasts.

The 16-minute interview has just been published, and I’ve just finished listening to it. While I can barely handle hearing myself speak, I think you might find our discussion pretty interesting, especially if you want to know a little more about the challenges facing practicioners who want to head down the entrepreneur path or if you want to learn more about how Behavior came to be and what we’re up to. Enjoy!

Should Bloggers Assume that Their Readers are Dumber than They Are?

July 10th, 2007

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Several bloggers I know have confessed to me that occasionally they’ll compose and publish articles or posts that they don’t feel especially passionate about, writing things that they aren’t particularly proud of or inspired by, simply because they know that certain topics, ideas, or opinions will give them an easy and predictable traffic boost.

For example, they may sometimes “dumb down” or oversimplify their normally nuanced perspective, or they will overly sensationalize their opinion, or maybe they will take a firm position on something they don’t actually feel very strongly about at all, almost out of a sense of obligation. They will do this to reach out to a broader web audience, to attract new readers, to fire up or inspire their regulars. They will, in short, “write down” to their audience.

I have no problem with this, by the way, since I do it myself now and then. It’s something every blogger has to grapple with: Write for myself? Or write for the people who I want to visit my site?

Jakob Nielsen’s latest AlertBox, “Write Articles, Not Blog Postings” (in which he suggests that a writer’s biggest audience consists largely of people dumber than they are) makes me wonder just where I stand with respect to you, my own reader. Do I want you to look up to me? Do I look up to you?

The Bell Curve

Nielsen’s essay opens with the following short summary:

To demonstrate world-class expertise, avoid quickly written, shallow postings. Instead, invest your time in thorough, value-added content that attracts paying customers.

(Okay, this is a perfectly nice and pithy insight, something to take into consideration when devising an editorial strategy, I suppose. Still I can’t help but laugh at the double irony that follows this abstract. First, Nielsen spends the next several thousand words defending this “no duh” thesis not only by violating Steve Krug’s elegant “Omit needless words” web copywriting strategy, but also by trampling all over his own admonitions to online brevity. And in an almost comical measure of Nielsen’s attempt to avoid hypocrisy, this edition of the AlertBox seems to be packin’ a higher word count than many of his usual, shall we say, “quickly written” AlertBox postings.)

The essay also includes a diagram that seems to capture Nielsen’s core idea that a good content creator must look down on his or her readership. The diagram explicity suggests that bloggers should try to “dumb down” their ideas to reach the broadest possible audiences, the same big audiences that less qualified writers are reaching.

In this diagram, Jakob asks us to imagine that we are a leading expert in our field and that our content has immense value to our audience (an important assumption for any writer or publisher to make!!). He puts “You” at the head of the class, on the right side of the graph. He then plots out other writers — your competitors — and shows that many of those writers who are “less expert” than You clearly draw a far bigger audience than You do.

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Notice how this diagram implicitly assumes that the most valuable audience (that is, the biggest audience) for any given content producer are those readers whose “expertise” is half that of You, the publisher/producer. If You want to reach the broadest possible audience then, according to Nielsen, You should aim not for the thin dimwit end of the scale on the far left, nor should You aim for your own immediate peers in the slender expert end on the right, but You instead should aim for the big fat mediocre center of the bell curve.

Of course those who are more expert than You simply don’t show up on Nielsen’s chart at all, which probably speaks volumes about Nielsen’s self-image. If you read between the lines, then it becomes clear that the more expert You are in the world of usability and user experience design, then the less useful Jakob Nielsen’s AlertBox will be to You, since presumably Nielsen is following his own advice and generally writing for an audience half as “expert” as he is. (Note: All of the following diagrams have been altered from Nielsen’s original.)

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Bloggers and their Readers are Equals

But this is where I think Nielsen misses the mark the most: If there is any real social innovation to blogging, it is the fundamental destruction of the age-old (and IMHO baseless) assumption that simply by virtue of being a content publisher you are automatically superior to the people who merely consume what you publish. Now anyone can publish anything they want to a broad audience, and the lines have been blurred: between formal and informal writing, between fact and opinion, between institutional and personal perspectives.

Of course, many great blogs make deliberate decisions to gain or retain popularity by, for example, publishing often on topics their readers seem to enjoy most, or avoiding alienating readers with controversial content (when was the last time Signal vs. Noise posted something about politics?). But in the world of blogs this is the exception, not the rule. Bloggers generally have the freedom to publish primarily for themselves when they want to, and most of us exercise this freedom fairly often.

Bloggers Want to Reach Upwards

What’s more, bloggers publish aspirationally, hoping that people smarter than us will notice us and read what we have to say. This may not be how Nielsen sees his job, but that’s how I work: I write graphpaper.com assuming that readers of all kinds will reach my site, some less expert than I am, some more. I know that people at the “stupid” end will stumble into graphpaper.com now and then, but at the same time I am always hoping that people at the “expert” end will find something they enjoy here as well. Assuming that my audience is entirely “dumber” than me is not just arrogant, it’s simply not an option.

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And because I have the freedom to publish on whatever subject I wish, from user experience design to art criticism, from politics to my personal life. The subjects of my posts will even sometimes land me way over my head on a subject I know little to nothing about (see “Me”, left, below), which can be at best amusing and at worst humiliating.

But this freedom also allows me to occasionally write about something I think my professional peers might find interesting and useful (see “Me”, right, below), something that I genuinely have “expertise” in. In other words, I can be all over the bell curve.

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As is clear, there is no real “juicy center” to my audience at all. In all honesty, my audience, in my mind, is generally (a) me and (b) certain people I know and respect. My editorial capriciousness is hardly a good example of user-centered design, and it’s probably also bad business (in that it probably doesn’t help grow graphpaper.com’s loyal readership base). But it’s how blogs work, it’s an essential, fundamental dynamic of today’s user-generated/self-publishing culture.

Muddling Through eBay

June 24th, 2007

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The online auction site eBay recently redesigned their site, and (as it usually has in the past) the new design is being subjected to some pretty harsh critique.

When critics bash eBay’s design, they usually focus on the site’s general visual design, or on the information design of individual pages. Even I have in the past focused in on the site’s downmarket, low-class visual style. But there is much to say about eBay’s fantastically complex interaction design as well.

The process of becoming an eBay seller is central to eBay’s entire business. I once tried to sell some of my old bike parts on eBay. Now I don’t want to disparage the talented people who have spent years developing the eBay user experience, but it was probably the most difficult and nerve-racking user interface I have ever used.

Setting up my eBay store was confounding. I never quite understood what step in the posting process I was in, I was constantly scared that I was going to do something wrong and break a rule (or even a law), and I was never confident that I was doing the best I could to ensure that my items would be visible and attractive to prospective buyers.

And yet half a million people make their living using this UI!

Good interaction designers usually assume that our end users are less sophisticated users of technology than we are. I’m not being elitist when I say that for mass-market web sites this assumption is almost always true.

And yet for eBay, I am awestruck at the fact that millions of normal everyday people have managed to figure out how to navigate one of the most complicated interaction designs I’ve ever seen.

How is this possible?

Muddling Through Interaction Challenges

eBay users are just like many other Internet users — reckless and ignorant. They are the same people that open random email attachments, type URLs in the Google search box, and willingly install spyware apps on their own computers. When it comes to technology, they aren’t afraid to take risks, and they are not overly upset by failure. If they screw up their eBay posting and their photos don’t show up, they simply chalk it up as yet another example of how technology is just messy. And they muddle through… If they forget to set a reserve (minimum) price and their item sells for peanuts, they blame themselves, not the UI. And they muddle through…

I suspect that the most successful eBay sellers “muddle through” dozens of botched and sub-optimal sales before they figure out how to do it right.

If any other online business had such a difficult process at the core of their business model, they’d go broke overnight. What is it about eBay that makes it able to succeed with a difficult user experience for their most important kind of user? Is it because they help people sell things (as opposed to enabling them to spend money on things), and thus the user’s tolerance for obstacles is higher than it would be when the user is actually paying money?

Don’t get me wrong: The IA and user experience design challenges for eBay are astronomical. The site is complicated because online auctioning is complicated. The business rules for eBay are probably more complex than anything 99% of the world’s information architects have ever even dreamed of. I have met many people from eBay, including interaction and customer experience designers, and they are super smart and know a lot about how to make UIs that work. So why the complexity?

There is a whole chapter in Steve Krug’s “Dont Make Me Think” entitled “How we really use the web (Scanning, satisficing, and muddling through)”. In it, he identifies similar reasons why we, as users, are often content to muddle through difficult interfaces:

  • It’s not important to us. For most of us, it doesn’t matter to us whether we understand how things work, as long as we can use them. It’s not for lack of intelligence, but for lack of caring. In the great scheme of things, it’s just not important to us.
  • If we find something that works, we stick to it. Once we find something that works—no matter how badly—we tend not to look for a better way. We’ll use a better way if we stumble across one, but we seldom look for one.

Is it possible that eBay, by “satisficing” their own design process (instead of working endlessly to make it perfect for all users) is deliberately enabling users to do what they would do anyway, that is, muddle through? Or is it simply an example of an application’s complexity — and the market’s demands — outpacing the design team’s ability to improve and perfect the system?

Grace, not just Efficiency, in Queue Management

June 23rd, 2007

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Large retail stores and fast-food restaurants have a simple choice when designing their checkout customer experience:

  • Multiple registers, multiple lines, one line per register
  • Multiple registers, single line

This problem is known in the retail industry as “queue management”. The New York Times today features an article comparing the checkout experiences of several New York City supermarkets, and concludes that Whole Foods’s single-line approach is the most efficient. The article suggests that the multiple-line approach is common in the suburbs, but that a different approach is needed for Whole Foods’s New York stores… so a “single-line, bank-style system was quickly chosen for its statistical efficiency.”

Um, duh. Don’t we all know this yet? Isn’t this common knowledge. Isn’t it just common sense? Well, apparently a lot of retailers haven’t yet gotten it.

But customers know it.

Lately I’ve noticed that when presented with multiple registers, customers (at least in New York City) will naturally form into a single line when given half a chance, even when store policy doesn’t ask for a single line. Maybe it’s because it just seems rude to slide up to an open register when somebody else is already waiting in line behind another customer at another register. It’s taking advantage of another person’s bad luck or complacency.

In fact, the multiple-line system almost deliberately encourages people to treat each other as rivals, asking them to think hard before choosing a line, to make tactical decisions to switch lines to maximize their own efficiency, even to send spouses and children to “hold places” in multiple lines to hedge their bets… all of this adds up to a kind of laissez-faire capitalist, survival-of-the-fittest model of the customer experience. In short, these stores are making the customers do their queue management for them.

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This system is not only statistically inefficient, but (more importantly) it is a bad customer experience on an emotional level. It implicitly treats customers as animals, like pigs at a trough fighting for food. While some customers may complete their checkout happily, others will feel screwed because they chose the wrong line, or because they didn’t quickly switch to a more efficient line at the right time. It alienates customers from each other, too, by forcing them to focus on tactics and not on normal social niceties, which can’t be good for the store’s sense of community.

In short, the multiple-line system lacks grace. Customers want to be polite and social, not rude and anti-social. We feel better about our experiences when they don’t bring out the worst in us. We want experiences that enable us to behave graciously.

I can’t believe this is still subject to debate, but many retailers are sticking to their guns. In the local CVS and McDonald’s stores near my office, whenever the customers naturally and politely queue up into a single line the staff has to step in and practically yell at them to break up and form separate lines.

Why do they do this? Is it because, as the Times article suggests, customers are scared by long lines and, presumably, can be fooled into thinking that 10 lines with 5 people in each is a far shorter wait than 1 line with 50 people in it? Is it because of space/design constraints? Is it in order to better discipline and monitor unskilled cashiers? Is it because in many communities customers don’t yet understand the mechanics of the single-line approach? Or is it just plain old corporate inertia and stupidity?

The Don’t Stop Believin’ Game / Bristles on the Long Tail

June 17th, 2007

tony_soprano_jukebox.jpgAt least Tony didn’t pick Heart’s “Magic Man”!

Almost every Friday near the end of the day, someone at Behavior will start playing loud music to help remind everyone to stop working soon — the musical equivalent of the whistle that tells Fred Flintstone that it’s quittin’ time.

This Friday, my partner Jeff blasted “Don’t Stop Believin’” across the office. This song has been in my head all week, a textbook case of earworm. And apparently I’m not the only one: The song is currently the iTunes Music Store’s #17 most downloaded track. Of course, this is because the song was the soundtrack to the final moments of last week’s Sopranos series finale.

As we listened to the song around the office, it quickly turned into a kind of game: Every time Steve Perry got through belting out the first two words of the chorus Don’t stop…, everyone in the office anxiously expected Jeff to mute the song right on cue: Dont stop…

Listen to the song right now. I’ll bet you’re tempted to hit that pause button somewhere around 3:39. Go ahead. Try it.

I wonder how many thousands of people played this game this week, cutting off the audio on cue? How long will it take for us to be able to hear the song at all without thinking of Tony, Carmela, AJ, and Meadow in the diner? And how long will it take for us to be able to hear the chorus without imagining it suddenly ending in silence?

Dont Stop Believin’ points to an emerging trend of the Long Tail, where songs and other “products” lingering in the skinny part of the tail can, in literally an instant, find themselves resurrected after a single memorable and compelling intersection with something farther up on the thicker end of the tail. The Long Tail is not a one-way operation — anything in the tail’s long reach can quickly move up close to the root given new exposure and raised consciousness. In the case of this Journey masterpiece, perhaps the sudden rise will prove fleeting, but maybe the sudden injection of relevance and awareness will give the song a permanent boost. I think it has for me.