Category Archive: Work

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.

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?

Idiocracy is Reality

September 14th, 2007

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In the future of Idiocracy, Carl’s Jr.’s slogan becomes “Fuck You, I’m Eating”… which isn’t really a stretch from the attitude expressed in their current ad campaign.

David Armano’s Logic+Emotion blog today discusses a tacky new ad from Hardees & Carl’s Junior, in which a pair of smarmy white high school kids rap about their stripper/teacher’s “flat buns”, intended to introduce the world to their new “Flat Bun Burger” product. The ad really is just too stupid to describe, and I won’t even bother put the video of the ad here, since David has already (and reluctantly, by his own admission) put the ad up on his own site for you to see.

The commercial seems like a scene right out of the excellent and wildly-underrated movie Idiocracy (directed by Mike Judge, of Office Space and Beavis and Butthead fame). In the not-so-distant future in which Idiocracy is set, Carl’s Jr. is one of the dozen or so corporations who essentially control a world populated entirely by people with below-50 IQs and whose culture has devolved into shameless gluttony, juvenile sexuality, and crass violence. A professional wrestler is President, law degrees are sold at Costco, slot machines are in hospitals, and lounge chairs have food-dispensing hoses and toilets built into them.

This ad only helps to cement the movie’s profound prescience about the reality of our rapidly-dumbing culture and the overall downward trajectory we often seem to be heading towards, often hand-in-hand with corporate consumer marketing. In fact, every day I see a dozen commercials or products that seem right out of the future world of Idiocracy — but I see them right here in 2007 America. The movie is a satire, of course, but as with all the best satire it frequently and repeatedly hits shockingly close to home. (Happily, you can go ahead and view lots of hilarious scenes from Idiocracy on YouTube right now.)

On Human Dignity

I work on interactive marketing for some major consumer brands, but I am perpetually grateful that I never have to work on ads like this. Behavior’s clients are almost exclusively blue-chip brands with deep respect for their customers, users, and audiences. But many designers are sometimes presented with the option of either doing something classy or doing something crass and degrading. We have a choice between treating the customer with respect and treating them with contempt. The makers of this ad are either morons (which I doubt) or people who think of their customers as moronic assholes ripe for exploitation.

In fact, in the comments on David’s blog there is much speculation about the creative meetings in which this ad was hatched. I can only say that if I were working at a company producing ads like this, I would fight hard to do something classier, or I would quit and go work for someone a little less cynical about respecting human dignity. I don’t want to be one of the architects of the Idiocracy future.

As designers of experiences and shapers of brands, we do have a choice in this matter, even when working for clients who may have an inclination to “go negative” and tap into this poisoned well. Even if you suspect that an ad like this would actually work, that it would actually succeed in bringing millions of people into Hardees/Carls Jr. to buy these flat bun burgers, you have a responsibility to the inherent dignity of the human race to NOT produce ads like this.

Note: It’s not the sexuality of the ad I object to. I still think Van Halen’s “Hot for Teacher” (the obvious inspiration for this spot) is cool. The music’s kinda catchy, too. There’s just something about the whole thing, maybe it’s the over-the-top glorification of juvenileness and stupidity, that makes me sad for everyone involved with this ad and the millions of other cultural products like it that crowd our media landscape more and more.

Do you work on marketing that relies on these themes of disrespect, selfishness, immaturity, and stupidity? If so, how do you justify it? Do you have a choice in the matter, or do you feel that you have a higher obligation to give your clients or your customers what they seem to crave?

Back to Mac, Part 1: Why I am Leaving Windows and Getting a Mac

August 27th, 2007

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As I was subtly hinting at in my last couple of posts, I have changed my Windowy ways. I have switched (back) to Mac. Finally.

This is the first in an ad hoc series of articles documenting my experiences with this transition, looking at it from many perspectives: personal and cultural observations, usability and user experience design inspirations, and technology and business considerations. And, not least of all, I hope that it will also serve as my formal introduction to the Mac community that I have for many years only been able to observe from the outside.

How I Became a Windows Addict

After college, when I landed my first real multimedia-industry job in the early ’90s, I was required to use Windows (version 3.11) as my day-to-day work machine. I had never used Windows before — in fact, I’d never even seen Windows before. I instantly found it awkward to use, and I immediately recognized it to be a lower-quality imitation of the Mac OS. Still, it wasn’t long before I owned a Windows PC at home.

Little did I know that this would be the beginning of a thirteen-year relationship with Microsoft Windows.

Earlier in my life, between the ages of twelve and twenty-three, my computer platforms were very diverse, including the Apple II, the TRS-80, the TI-99/4a, and the only computer I actually owned myself before the age of twenty-five, the Commodore 64. My father had a Mac SE, and I experimented with Hypercard on it in High School. Later, as I made my way through art school at Cooper Union, the professional platforms of the Mac and the Commodore Amiga became my tools of choice.

At college, I focused on conceptual installation and sculpture. I didn’t take any design courses whatsoever. I was cutting steel and casting plastic and reading about Marcel Duchamp, not learning how to use Photoshop or manage Suitcases. As a result, my exposure to the Macintosh was unusually light compared to that of most people who would become design professionals. What’s worse, back in the early 90’s Cooper Union’s design department owned all of the art school’s Macs, and they were very strict about who could use them. For several years you were literally not permitted to use the computers in the Mac Lab until you had completed several prerequisite courses in setting movable type in a medieval letterpress! Very old school policy, one that pretty much put the Mac out of reach for me.

And then Windows entered my life.

In all the intervening time, over a dozen different computers, four jobs, and starting my own company, I never went back to Mac. I just kept renewing my vows with Windows. Has it really been thirteen years? It’s hard for me to even believe it.

Why I Waited So Long to Switch

Computer ownership involves a lot of inertia, a comfort with the status quo that’s hard to overcome. You become invested both in your own expertise and in the tools you own. In my case, I became a bona fide Windows “power user”, and a pretty decent Windows system administrator to boot, and I accumulated an extensive collection of PC components and peripherals, piled up in drawers and toolboxes all around my home office.

My reasons for sticking with Windows for thirteen years are pretty simple:

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Games: My career began as a computer game designer. Naturally I was also a player. And all of the best and most innovative games in the mid-90’s were PC-based (this was in the console “dark ages”, the lull between the NES and Playstation eras). Desktop PCs were miles ahead of everything else, and the Macintosh was barely on the radar at all. One can only play so much Sim City, after all. From the classic graphic adventure games from LucasArts, to the great isometric sims and strategy games from Warcraft to Civilization, to the thrilling genesis of the first person genre with Doom, Quake, Half-Life, and Unreal, I was up to my knees in pixilated blood thanks to the smokin’ PC platform. The Macintosh offered me nothing.

Now, of course, the Mac has plenty of games available for it. And honestly I have less interest in games than I did five or ten years ago. And the best gaming, of course, is on the Nintendo Wii anyway.

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Tinkering: One of the things I liked most about PCs was how easy and cheap it was to open them up and experiment with the hardware guts, and how much software there was for further mucking around. It wasas if I owned a fancy sports car that I could trick out in the garage every weekend. Over the years, I’ve built dozens of PC computers from scratch, scavenging parts from older computers, discount stores, and even from the trash. I’ve also accumulated a lot of software: apps, utilities, hacks, tweaks. But in the last couple of years, I have retired from my hobby of tinkering with computers. The first step was realizing that the amount of money I save by building a PC from scratch was not worth the hundreds of hours I’d invariably spend dealing with hardware incompatibilities, OS glitches, and assorted Windows and PC bullshit.

At some point I decided that I should be using my computer for things besides playing with my computer. Getting a Mac is definitely part of this philosophy.

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Cost: In 1997, before the iMac came out, I could build three smokin’ Windows workstations for the price of a single low-end Mac. Even after the low-priced iMac came out, I really never saw the Mac as an affordable computer given my budget and salary at the time.

I’ll be frank here: The Macintosh has always been a luxury product, targeted at the higher ends of the American economic class scale. And even now that Apple’s pricing gets comparatively lower and lower, there are still millions of people who cannot justify the cost of a Mac when a powerful new Windows machine can still be had for half the price. It’s a Wal-Mart mentality, making significant sacrifices on style and even quality in favor of price, but it’s an approach that I can hardly begrudge millions of Americans for taking when the other option is economically impossible.

As much disdain as I have for the Windows PC platform, I will not stoop to berating people just because they cannot afford a fancy Macintosh computer. I’ve been there, and I know how it feels.

Which brings me to probably another reason lots of Windows users resent the Mac: It’s a class thing. For a long time, I didn’t want to identify with style-conscious and wealthy computer buyers who were willing to pay twice as much for something just because it carried a certain cachet. Conversely, there’s a certain admirable asceticism to using a PC, like wearing a hairshirt. I’ve gotten over it.

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Visio, Project, and Outlook: At various stages of my career, Microsoft Project and Microsoft Visio have been the centers of my professional computing life. As a project manager, MS Project is the essential project planning tool in the business world, and as an information architect, Visio has always been the industry standard. And Outlook has always been my dashboard for my business PIM needs. I am an expert power user of all three of these programs, and all three are only available on Windows.

The emergence of windows-compatible Intel Macs have made all of this obsolete, since now Mac owners can run Windows on the same machine via Boot Camp, Parallels, or VMWare Fusion. In a pinch, I can always run these apps in a Windows partition on an Apple machine.

But more importantly, I have come to have faith in the emergence of alternative, non-MS tools for every single application MS currently has a stranglehold on. Tools that are not only just as functional as the MS products they seek to replace, but that are already achieving an astonishing amount of adoption momentum. People are using non-MS apps more and more every day, including, surprisingly, many people within our enterprise-level clients. OmniGraffle is fast becoming the preferred alternative to Visio among my fellow information architects, for example, and tools such as Merlin and are viable MS Project replacements.

But more generally, tools that go beyond the desktop and aren’t mere feature-by-feature replacements. Google Spreadsheets, for example, is superior to Excel for much of my spreadsheeting needs: I can share it over the internet, it saves versions automatically, and it’s far easier to use than Excel. 37Signals‘ Basecamp and Backpack do a lot of things that no project management or PIM software does. Google, Yahoo!, AIM, Twitter, and Wordpress comprise a great deal of my day-to-day computing tools. None of these are anything like what Microsoft is developing for the desktop.

Down with the People: Finally, since I am a web user experience designer, it’s important that the tools I use allow me to understand and empathize with the tools my end users are using. Getting a Mac will surely decrease this empathy, but you know what? My Windows usage is so idiosyncratic that this empathy is probably minimal. Maybe I’m rationalizing, but again, I’ve gotten over this reason, too.

Why I am Switching

So clearly there are very few good reasons for me to stay with Windows, besides pure inertia. So why should I upend my entire computer life and adopt a whole new platform? That’s for next time, Why I am Switching: What I Expect and What I Fear.

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.

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!

Sopranos and Seinfeld: Plus Ça Change…

June 11th, 2007

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Sartre would be proud.

The shocking (and to many viewers, utterly disappointing) ending of The Sopranos series finale was perfect. The tableau itself was a perfect jewel: the nuclear family all together, happy it seems for the moment, but completely surrounded by unknown and unseen danger. David Chase pumped the scene full of more tension than any other moment in the series’s history — is the whole family about to get whacked? — but ultimately there is no concrete evidence for the audience to be sure that any violence is about to happen.

Most of the predictions made about the finale, even the ones in our office pool, are still possible, as they always have been. The violence that surrounds the Soprano nuclear family has always been the subject of the series, and the finale simply wrapped that up into a single vignette, a microcosm of the whole 8-year series.

Consider the Seinfeld series finale, where the core cast found themselves in jail for, apparently, eternity. This ultimate predicament was a microcosm, too, of the series itself and the relationship between Seinfeld’s four core characters, the Seinfeld nuclear family, if you will. Seinfeld was often called a show about nothing, but it was always about the characters. Every episode we learned more about, and dove deeper into, the four main characters and explored a little bit about some unique and colorful secondary characters.

The Sopranos finale was similar. We’ve never asked The Sopranos for long-arc plots with carefully-planned setups, mysterious clues that come to fruition later. Generally, all that ever happens on The Sopranos is that we are drawn deeper and deeper into our understandings of the characters, particualarly Tony, and occasionally we find surprises inside of them. This is what The Sopranos is about, not plot. My wife, Peggy, noted that ultimately The Sopranos was not a “gangster movie” but a “soap opera”. And in a soap opera, ultimately, nothing ever happens. Dr. Melfi’s decision to end Tony’s therapy also reflects this realization, that despite all her efforts over eight years, Tony has not changed and will not change. The final moment of the show encapsulated this tense stasis perfectly.

The Behavior office pool got almost nothing correct, but we had one phenomenal write in winner: “Cliffhanger”. Some of us got Phil Leotardo’s hit. But that’s it. And nobody predicted that Christopher would come back from the dead as a cat.

Interaction Design Style (My IA Summit 2007 Presentation)

April 1st, 2007

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It’s been a little less than a week since my IA Summit presentation. To my great surprise, it went really well. I mean really well. In the next day or so I will be posting a summary of my experiences preparing and discussing my topic, which was, in a word, style.

Many people came to me after my presentation asking me not only to post the slides themselves, but also to post the reading list since I did discuss a lot of books and sites that deeply influenced my thinking. So here’s all the stuff:

Slideshow

Reading List

These readings are in roughly the same pedagogical sequence that the concepts appeared in my presentation. Note that not all of these were actually cited in the talk, but I did have all of them either at hand or in mind as I wrote.

MORE…