Category Archive: Design

Scrubbing the iPhone Scrubber

November 14th, 2007

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I thought it was a pretty bold design decision when Apple discarded the iPod’s signature feature, the scroll wheel, in the iPhone and iPod touch. But the new scrubber bar is almost useless, especially for long tracks like podcasts where it’s impossible to move the playhead any less than a few minutes per hop.

So I thought I’d just fix it, or at least show a little idea of how Apple might fix it.

For scrolling through menus and adjusting volume, the iPhone’s new UI methods are, IMHO, superior to the old iPod’s wheel. But the “jog dial” is still the ideal user interface for arbitrary positioning the playhead in audio and video tracks. It’s a hardware solution that has been in professional and consumer use for decades.

And the iPhone and iPod Touch are totally capable of doing it. Here’s how: When you touch the currently-playing album cover to reveal the scrubber interface, instead of only showing the playhead the screen shows the old iPod disc as well. You just roll your finger around the screen’s virtual scroll wheel. That’s it.

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For the time being, here’s a helpful tip for using the current UI: If you hold your finger down on the “skip to end” or “skip to beginning” buttons, the playhead will scroll quickly through the track.

Design Rules to Live By

November 13th, 2007

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On the IxDA list this week, Lisa deBettencourt asks:

What are your fundamental tenets of design; those little bulleted phrases on the Design Vision slide of your Powerpoint, the signatures on your email footer, the philosophies you work by as you design?

A simple but interesting question. You can see all the answers here, but here’s my quick, stream- of- consciousness answer, below. Almost everything I’ve written below is something I’ve actually thought of or said before.

(I just want to be clear, though, that this is how I work, personally and professionally. I make no claim that working the way I do will lead to success for other designers, other design firms, or for the practice of design as a whole in a capitalist system.)

  • Do work you can be proud of.
  • Work for clients and bosses you like and can be proud of. Show sleazebags the door.
  • Don’t lie.
  • Understand that your audience is not you (and learn who they are), but always treat your audience how you would want to be treated.
  • Don’t worry about the longevity of your ideas — much of what is truly great is perfect for the moment but ultimately ephemeral, while much of what lasts is crummy and is only remembered for nostalgic reasons.
  • Generate ideas constantly. Write down every idea.
  • Design can happen first, even before a need or problem is identified.
  • But design isn’t just “a good idea”. It’s a good follow through, too.
  • Think hard and work hard: 90% of your time will be spent dreaming up your ideas. The other 90% will be spent implementing them.
  • Make ‘em think: Don’t be afraid to be a snob. Some people just won’t get your idea without thinking about it. Some people just don’t want to think. But those who do will appreciate being challenged.
  • Make ‘em laugh: Don’t be afraid to be a goof. Some people have no sense of humor, but you’ll be surprised who does.
  • Style is great. Fads and fashions are fun. There are plenty of design contexts where stylishness is critical — and there is no design context where a sense of style is completely inappropriate.
  • Share your design ideas. No idea is so good that keeping it secret helps you. If you don’t build it, that’s your problem.
  • Design is a funny kind of collaboration: Two designers are better than one, but only one designer can drive.
  • Design is fun.

What about you?

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.

Lying with (Advertising) Statistics

October 30th, 2007

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A running theme here at graphpaper.com is the debunking of shoddy research methodologies and junk science used to lend authority to and help guide decisions in the design professions. I want to encourage my readers, and the industry as a whole, to (a) stop being so gullible about the research they hear about in the press, and to (b) stop performing meaningless research themselves.

Ultimately my objective is to end the cycle of requiring designers to back up their recommendations with the kind of research or data that cannot be accurately or meaningfully collected, a cycle that forces designers and consultants to produce mountains of bad research. Either do the research correctly and make decisions based on sound science, or don’t do it at all and make your key decisions based on wisdom and experience. No research is better than bad research.

Today’s episode attacks addresses the field of advertising research.

Making Up Numbers

I am a man of very little faith in most quantitative research — not because I don’t believe in numbers, but because, usually, when you scratch the surface of a quantitative research report you will find blatantly subjective or qualitative data being used as the basis for the quantitative data.

Don’t get me wrong, I love qualitative research. But for execs who seek cold, hard numbers, qualitative research is often meaningless and untrustworthy. It is seen as fluffy psychobabble or artistic/creative posturing. So when a designer or a researcher wants their insights to be taken seriously, they often feel the need to “translate” their extensive subjective insights into objective numbers, a process that I think is just another flavor of bullshitting.

Here is a simple made-up example of what I mean by “translating” qualitative research into a quantitative report:

I conducted a study on the subway this Monday morning. I examined 50 people’s faces to see if they looked happy or sad. 15 looked happy, and 35 looked sad. Can I say, then, that 30% of the commuters in my study were happy? Sure. But only if you trust my judgement in reading people’s faces. The numbers are a smokescreen — the real insight, the real magic, is occurring in my personal examinations of people’s faces. My own opinion is the linchpin of the whole “study”. If that one part of the process is unreliable — and you have no way of trusting that it isn’t — then the final numbers are also worthless.

Advertising that “Works”

So now here’s a real-world example with similar underlying flaws: An advertising industry study released recently contends that ads that “tell stories” are more effective than those that do not. Sounds interesting. The methodology sounds pretty science-y, too:

Thirty-three ads across 12 categories—from brands like Budweiser, Campbell’s Soup and MasterCard—were analyzed by 14 leading emotion and physiological research firms. The research tools varied from testing heart rate and skin conductance of the ad viewer to brain diagnostics.

The study was looking for patterns among those ads that work better than others. Here’s an example conclusion:

One such pattern was that a campaign like Bud’s iconic “Whassup” registered more powerfully with consumers than Miller Lite low-carb ads that essentially just said, “We’re better than the other guys.” Why? Because Bud told a story about friends connected by a special greeting.

There are many bells going off in my head reading this. Who is to say that “Whassup” tell more of a “story” than the Miller Lite ads? I remember those ads, and they hardly meet my definition of “story” (a story is something in which, you know, things happen). So it begs the question of “what is a story?” We have to trust the researcher’s opinion on that, I guess.

Secondly, how do they know one ad “works better” than another (this, of course, is one of the advertising industry’s biggest existential questions, right after “does advertising work at all”)? What does “registered more powerfully” mean, exactly? Is that even measurable?

This study used “heart rate and skin conductance”, presumably to mitigate the kind of subjective judgement in my face-reading example above. But what exactly do those physiological conditions have to do with the effectiveness of an ad? If my heart rate goes up, for example, does that mean that I am supposed to be more inclined to buy something? Or is it the exact opposite, that physical excitement indicates hostility to the brand while calmness indicates receptiveness to the brand’s emotionally-compatible values?

It sounds like we’re supposed to assume that there is a meaningful correlation here, but I am extremely skeptical. We must question every little aspect of the so-called scientific studies we read, because if any single part of a study is fundamentally flawed then the whole thing is worthless.

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Fundamental to the advertising study is the theory that a person can watch an ad and that researchers can then determine if the ad “worked”, in the same way an opthamologist can put lenses in front of your eyes and determine if you can read the eyechart or not. This idea that an ad “works” when it makes you more inclined to buy something is called “purchase intent”, and it is an industry standard term:

In Campbell’s “Orphan” ad, it is about bringing together a mother and her foster child.

Ad research firm Gallup-Robinson, Pennington, N.J., found that the spot, which showed a little girl’s sadness and anxiety melt away into a soft smile once she was given a bowl of soup, generated 80% purchase intent. Most viewers measured said it was believable.

A similar study from Ameritest, Albuquerque, N.M., found it received 42% purchase intent compared to a category norm of 33%.

Okay, big alarm bell here: 33% is the category norm for purchase intent. WTF? Is that supposed to mean that 33% of people who watch the ad actually intend to buy the product? This defies all credulity. The ad industry, of course, loves to pat itself on the back, but 33%? (Maybe I’m just projecting, but I can’t think of more than one or two ads in my life that have ever succeeded in producing a “purchase intent” in me at all.)

What’s more, how do they determine “purchase intent”? Is it from simply asking the test subjects “Do you want to buy this”? If so, maybe the fact that an ad is funny increases the likelihood of answering the question positively, but ultimately has no effect on whether the purchase actually occurs. Is there any evidence that “purchase intent” has any bearing on “purchasing” at all?

Probably not. My favorite paragraph is the last one:

The study does not discuss the ROI of the ads for their marketers. Mark Truss, director of brand intelligence at JWT, New York, said the storytelling theory is correct, but the industry still lacks a way to prove it. “Without the tools to measure and link back to business metrics, marketers and advertisers are not going to embrace [this approach].”

In other words, it’s all crap. Cheers to Mark Truss for, in essence, openly arguing based on his own experience and wisdom instead of relying on the junk science. I’ll always put more trust in imperfect but honest people than in dishonest or meaningless numbers.

The User Experience Flip Mode

October 19th, 2007

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Inside cover of a book of illustrations by the British artist Rex Whistler.
It’s also interactive: Click it to flip it.

One basic assumption of good experience design is that people fundamentally don’t like change. They can’t deal with it, it’s too risky, and changes will all too often lead to failures.

Indeed, when confronted with the prospect of change, both designers and users shy away, falling back to the tools and techniques they’re accustomed to and passing up on opportunities for improvement, progress, and innovation. But the human mind’s capacity to adapt to change, sometimes rapidly and seamlessly, can be astonishing.

In 1896, a scientist named George M. Stratton, showing an ingenuity that must have seemed like madness at the time, conducted a fascinating experiment in visual perception with himself as the subject. He constructed a pair of goggles with special lenses that inverted his view of the world by 180 degrees, causing him to see everything upside down, as if he were standing on his head, continuously. He wore the goggles for many days, never once opening his eyes without wearing them (he would shower with his eyes closed, for example).

The experiment has been repeated many times, and in every case the results are nearly the same (this description is from The Phenomenology of Space by Shannon Vallor):

Day 1: The subject who puts on inversion goggles initially reports the visual spectacle is inverted, and that the things she sees look ‘unreal’. Motor actions (such as reaching for objects) are disrupted and need to be consciously corrected to be successful.

Day 2: The subject begins to report that things are no longer looking inverted, but her body seems ‘upside down’.

Day 3-5: The body begins to ‘right itself’, particularly when the subject is active. Objects increasingly take on the ‘look of reality’. By the fifth day, motor actions are consistently successful without the need for conscious attention or correction. The time it takes for this process of ‘normalization’ to occur is highly variable, and varies inversely with the subject’s activity level in her environment. When the glasses are removed, objects do not suddenly look inverted, but they look ‘unreal’ again, and motor success is once again impeded.

In other words, at some point things suddenly flip and everything works. Our brains are apparently able to thoroughly adapt to the absolutely bizarre predicament of having ones eyeballs spun upside-down, and apparently this adaptation occurs pretty quickly.

Switching (to Mac) is Flipping

I recently switched from Windows to Mac. And my experience is startlingly close to the visceral nature of the inversion-goggles flip. When I switched, I was immediately completely disoriented by the OS’s peculiar details. I would frequently move my mouse to the wrong part of the screen for the feature I wanted, or I’d stare at the screen for several seconds at a time wondering where I would find a feature that actually did not exist. And I would constantly type the wrong keyboard combinations for cutting and pasting.

But at some point within the first two weeks of using the Mac almost exclusively (I went cold turkey on Windows), suddenly everything just seemed to click. I was doing everything the Mac way. I flipped. In fact, the next time I found myself using Windows (on the Mac!) everything seemed weird again. I was still in my new flip mode, so now the old status quo was alien.

This phenomenon must be fairly common for any kind of highly-immersive user experience: the learning curve begins to rise very steeply slowly, but then has a sudden and radical flattening out ascent where mastery of the new paradigm occurs nearly instantly (and yes, I’ll argue that operating systems are immersive experiences to the extent that most of today’s white-collar professionals spend pretty much their entire days using them).

For me as a user, this means that I don’t need to fear major changes in my working environment. They might even be fun.

As a designer, however, I’m not sure what this means. Any guesses?

Subway Orienteering

October 17th, 2007

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The New York Metropolitan Transportation Authority (the people who run the subways) have done a test installation of a new feature to help riders orient themselves as they exit our often-labyrinthine subway stations. They’re placing sidewalk-level signage to tell riders which way is north and indicating which direction the nearest streets and avenues can be found. The Times has the full story today, and I’ve copied their photo here.

I think these are great. Despite what many New Yorkers will claim, we all get disoriented when we exit subway stations in neighborhoods we are unfamiliar with, and often it takes a minute or two to figure out exactly which way is north. (This has, by the way, gotten a lot harder since we lost the World Trade Center as a landmark).

I like two things about these orientation medallions:

  1. They make a relatively high estimation of people’s knowledge of New York City geography. I don’t have any data to back this up, but based on the truly abysmal performance by Americans in general at reading maps, I’m not confident that many people, even in New York, are cartographically literate enough to even know north from west. Such people would certainly find these medallions somewhat hard to use. Designers and urban planners commonly design for the lowest common denominator of their user base, or at best they aim for features that are understood by and useful for a solid majority of their users, and as a result they don’t build features for the slightly-more advanced users of their systems. So cheers to the MTA for trying something that will clearly help those riders who already have a good general understanding of New York’s lay of the land. Who knows, the medallions may even have the happy side effect of educating the commuters who don’t quite get it.
  2. I really dig the nice touch of deliberately making the compass a little bit inaccurate in order to conform with the average New Yorker’s mental model of the city. You see, the long slender island of Manhattan is not actually oriented directly north to south. The island and its avenues actually run a little more north-north-easterly, rotated slightly away from the true N-S axis. But most people think of uptown as due north, so that’s how the MTA oriented the compass directions and the street IDs. No hobgoblins of foolish consistency here.

Also, it’s delightfully surprising to me that this idea was originally proposed by a regular New Yorker, and the city somehow made it happen. Nice job.

What I Learned in Art School (Is it Design Thinking?)

October 17th, 2007

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Yours truly, art student at Cooper Union in 1993.

I’ve been in some interesting discussions lately about “design thinking“, in particular with respect to the question of education: How are business and design educations relevant to the management of a design-centric business?

One of my core objections to the “d-school” concept is that most of the curricula emphatically don’t teach design skills. Instead, they teach “design thinking”, which is said to be a way of approaching problem solving that is inherently different from, I suppose, business thinking.

Well, like a fish who doesn’t know that he is wet, I have no idea what it is like to not be a design thinker. And I suppose that, conversely, a lot of people who talk about design thinking have no idea what designers are actually taught. Are we really taught different skills than our MBA counterparts? Is there really something unique about what designers are taught, about how we think?

To answer those questions, I thought it would be useful to simply talk about what I learned in art school. I’m not talking about the specific skills and crafts — I learned how to cast acrylic resin, how to weld steel, how to do 3D modeling, how to paint in fresco, and how to etch a circuit board — although I do strongly believe that hands-on design experience is crucial to being a good design leader.

Instead, I am talking about the broader and more resonant skills I’ve learned that have helped me both as a designer and as a business person.

This is meant to be a dialogue. If you went to art school, did you learn these kind of things? More importantly, if you didn’t go to art school, did you not learn these things?

Without further ado: In art school, I learned:

  • How to champion and defend my ideas.
  • How to distinguish between personal and professional critique.
  • How to respectfully and constructively critique my peers. How to attack the ideas of my colleagues and still have drinks with them that same night (and maybe even sleep with them — hey, it is art school)
  • How to test drive a hundred different ideas through sketching, cobbling, and envisioning them, before finally settling on which one to go ahead and build.
  • How to tell when I am done a project that could just as easily be improved endlessly.
  • How to tell when an idea that is precious to me is actually holding me back. And then to feel good about throwing it away.
  • How to have the confidence to present my ideas in public without fearing that they will be stolen. And how to take it in stride when they inevitably are.
  • How to distinguish between taste, technical skill, and empirical efficiency.
  • How to detect bullshit, and to avoid generating it myself (note that not all art school grads learn this).
  • How to go the extra mile to make something high-quality.
  • How to recognize talent in my peers.
  • How to collaborate with my colleagues effectively to reach a common goal.
  • How to be deeply competitive without being a dick.
  • How to make something new just for the sake of being new.
  • How to build off of, and give credit to, the ideas of my predecessors both contemporary and in history.
  • How to save ideas that I’m not ready for and keep them for future use (usually in sketchbooks).
  • How to start all over again from the beginning.
  • How to teach all of the above.

I’m sure I could go on. Let’s just say that I definitely apply a lot of these lessons in my job every day, both in my own designs and in the way I work with my teams. Does this make me a design thinker?

Innovation Through Ignorance

October 15th, 2007

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When I write a blog post about something I’m not an expert on, which is pretty much everything I write about, I usually Google the hell out of it first to (a) make sure I don’t say something stupid, (b) get some ideas I can build on to make myself seem smarter, and (c) avoid writing something that someone else already said.

But sometimes I don’t bother to research the things I’m writing about. I may deliberately avoid spending time looking at what others have said about something before I go ahead and bloviate on the subject myself. Sometimes, I’m essentially blogging blind.

Besides laziness, why would I want to deliberately avoid the benefits of expressing an informed opinion? Well, this ignorance allows me to explore the idea in a little bit of a vacuum, to see where the idea takes me without the influence of other people’s thinking, however clever they may be.

But more importantly, I think, I will sometimes keep my head in the sand simply to avoid the discouragement that I am prone to once I realize that something I may have thought was quite clever has actually been explored by others already.

This is, I think, a key to innovation — making sure you are well-informed about prior art without ever throwing up your hands because of some misbegotten fear that it’s all been done before.

Check your Googlepulse

October 3rd, 2007

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Every person, place, thing, and idea whose name can be found on the Internet has an existence that can be detected and measured by search engines. The relentless spiders of Google will find you and rank you (and let’s leave for another day the techno-philosophical question of whether web pages that have no incoming or outgoing links can be said to exist at all). This measurement is, to me, a kind of “pulse”, telling us how strong — how healthy — any given idea is in our collective digital mind.

So whenever we Google our own names (and you know you’ve done it!), we are in effect checking this “Googlepulse” to see how healthy we are in terms of our visibility and connectedness on the Internet. We are, in a sense, measuring our very digital existence.

This measurement will fluctuate over time as the number and freshness of the links to a particular topic varies, much as a person’s pulse will vary during their life as they grow, get in and out of shape, and undergo the natural effects of aging. In January of 2006, if you Googled “iPhone” you probably wouldn’t see much, but in January of 2007 you’d find a hell of a lot. In a sense, this measurement is like what doctors do when they take your vital signs — pulse, blood pressure, etc — and take note of how they change over time. Google is our digital doctor.

(Of course, Google isn’t the only way to do this. You can also gain insight into a concept’s digital pulse via overall site rankings at Alexa, blog tracking at Technorati (especially Technorati Mini), del.icio.us, blog trackbacks, any news web site’s internal alert systems, Neilsen’s Blogpulse metrics, news and blog aggregators, and of course any other search engine. Even Twitter now allows you to essentially measure your Twitterpulse through an alert system. I’m focusing on Google simply because it pretty much encompasses all of the above.)

Being the health nut that I am (and being highly narcissistic), I am no longer satisfied to simply Google myself every so often. I need a constant blinking light telling me my pulse. Which is why I love Google Alerts. Google Alerts is a new (?) feature that allows you to set up persistent search queries and then receive notifications in daily emails about any new activity with that keyword.

So I’ve set up some of my own Google Alerts for several variations on “Christopher Fahey” and “graphpaper.com”, and it’s fun to see them roll in every morning telling me who is talking about me and where I am showing up. My awareness of my “footprint” on the Internet (to introduce another metaphor) has gone up a bit, I think.

The ironic thing about this is that most of us probably have a better idea of our own Googlepulse than we do the pulse of our own living beating hearts.

UPDATE: I’ve set up a Google Alert for “Googlepulse” to measure the Googlepulse of “Googlepulse”. My haste to move this post from draft to live was inspired by an offhand remark I made on Twitter, and the response I got from David Armano urging me to move quickly. This meta-experiment should be fun. So far, even my original Tweet doesn’t show up on Google. Now that I’ve linked to it, I’m sure it will.