Category Archive: Information 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.

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.

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.

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?

Start Your Own Sopranos Finale Office Pool

June 6th, 2007

UPDATE 6/11: See the results of the pool, and my take on the Sopranos finale, here.

In anticipation of The Sopranos series finale this Sunday, everyone I know is making predictions about who lives, who dies, and all other kinds of plots and events. To help make the speculation even more interesting, I’ve put together this handy-dandy grid of characters and plot developments to help you keep track of how good your predictions are.

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Download the Sopranos Finale Pool (33k PDF, two pages including grid and rules)

If you’d like to make all this predicting a little more interesting, I’ve also included some suggested rules that you can use if you want to turn this into a good old fashioned high-stakes office pool.

Suggested Rules

  1. Choose any number of combinations of characters (along the left side) and fates (along the top), then initial each of your predictions in the corresponding cell.
  2. Each prediction (each cell) will cost you ____ of play money.
  3. Hand in your game sheet and play money by ____ to the game administrator, ____.
  4. Winning cells will be identified by the game administrator during the final episode of the Sopranos on June 10, 2007 (ex: If Uncle Junior commits suicide, C-17 will be a winner. If Dr. Melfi has a hallucination, P-9 will be a winner). The game administrator makes the final decision regarding any plot ambiguity or dispute.
  5. There will almost certainly be multiple winners, in which case the pot is divided proportionally among the winning players according to each player’s number of correct predictions. (ex: If one player makes six correct predictions, a second makes three, and a third makes one, then the pot is divided 60/30/10% among the three winners.) The game administrator is responsible for all mathematical calculations!

FAQ

Q: Where’s [missing character]?
A: Not every character is included. Whaddaya gonna do? Game administrators may, however, add additional names in the blank spaces provided along the right side of the grid (optionally, admins may also permit players to add their own characters).

Q: What about [your personal plot prediction]?
A: As above, the game administrator may add several additional plot events in the blank spaces provided along the top of the grid (and, as above, admins may extend this privilege to the players if they wish).

Q: But [character] is already dead!
A: In order to both (a) avoid spoilers for those players who may have missed a few episodes, and (b) permit flashbacks, dreams, and other alternate-reality developments to occur, a small selection of deceased characters have been scattered throughout the grid. (Predicting that a character will die who is already dead does not count as a correct prediction, smart-alec!)

Art Direction in the CSS Zen Garden

May 6th, 2007

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I was browsing through the CSS Zen Garden recently, and I was struck again at just how great it is. [If you’re not familiar with the CSS Zen Garden, go there and you’ll figure it out]

I don’t mean to say that I think the designs are all excellent (more than a few of them are a little cheesy). But I deeply appreciate that all of the examples are art directed, in the traditional sense of the word, to a degree that I rarely see on commercial web sites these days — even on sites for very stylish products and magazines.

Compare this to offline (i.e. print) editions where bold and dynamic art direction changes, often radically, from article to article or issue to issue. Flip through any issue of Wired, The New York Times Magazine, or almost any fashion or lifestyle magazine, and you’ll see new and different design approaches — different art direction — for nearly every feature article. Khoi wrote a very thoughtful peice about this over a year ago, lamenting that web design is more about safe, functional systems than about creatively ambitious art direction, but since then this unfortunate state of affairs has still not changed.

Most contemporary web sites strive to be effective content platforms, with a unified but flexible style in which the actual content — the words, pictures, and media — can shine. My own site is certainly of this sort. Very few of the biggest and highest-budget content web sites, in fact, have any strong sense of style or art direction outside of the limited set of page templates (often less than ten) used to deliver the aforementioned content, templates that differ so little from one another that they are essentially variations of the same page.

So if content is king, then design is at best the royal tailor. This is because, for most sites, the design of the site is not considered content at all.

But this is not how many of the best art-directed print magazines work. They’re more like the CSS Zen Garden, customizing the design as needed to not just work with the content but also to be a kind of content in itself.

Why can’t online magazines (especially online-only magazines) do exactly what the CSS Zen Garden does?

  • Keep the site’s content normalized, semantically consistent, as it resides in the content management system — but apply a different, customized style sheet to many, or even all, of the articles posted in the site.
  • Treat the site’s various cascading style sheets as another kind of content, integral to the article and to the site’s overall content strategy. Hire art directors and graphic designers proficient at CSS to build new style sheets for every new article and issue just as their print counterparts have been doing for decades.

In this model, when the user browses from an article about fashion to an article about science, the page template can change dramatically. The “cascading” part of this scheme will ensure that some underlying design essentials are kept consistent — for example maybe the body copy fonts and the core page grid — even as the page’s layout, illustration, colors, headlines, and other design elements change dramatically.

It’s a shame that for many of the talented designers at CSS Zen Garden, this free work may be some of the best work they’ll ever do, since so much of the real web design world is still unfortunately focused on eliminating idiosyncratic style wherever it crops up — instead of using it to make sites and user experiences better.

In Defense of PowerPointism

April 29th, 2007

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Will Wright’s cryptic, clip-art crazy PowerPoint slides make sense when he’s right there talking about them.

Microsoft’s PowerPoint is frequently blamed for the poor quality of many presentations and for a supposedly- disastrous state of communication in both the private and the public spheres. Public speakers are lambasted for their wooden stage presence, crippled by their over-reliance on projected slide shows and meaningless bullet-points. The slides themselves, too, are often rife with design crimes ranging from clip-art diarrhea to impenetrable verbosity.

And because of the ubiquity of the tool and the technique, because public speakers from Al Gore to members of Australia’s Parliament use slideshows to support their speeches, the software itself has become the de facto target of criticism. I don’t think this is quite fair.

[For the purpose of this argument, Keynote on the Mac is basically the same animal as PowerPoint, so with apologies to both Microsoft and Apple I’ll just use the term “PowerPoint” to mean any slideshow method or tool.] MORE…

A Peek into the Sausage Factory (IA Summit Presentation Post-Mortem)

April 2nd, 2007

My IA Summit presentation was an experiment in what is a new presentation style for me. I have long admired the rapid-fire presentation style of Lawrence Lessig (aka the “Lessig method“) and in particular the example of Dick Hardt’s keynote at Identity 2.0. Also, I’ve always wanted to achieve the same aesthetic and pedagogical dazzle that my freshman art history teacher managed to lay down every Friday morning at 9:30 to a room full of overworked and/or hung-over art students.

I knew from the start that I would have a lot of slides – that was part of my basic concept, to show style in action across a broad variety of professional disciplines, as a quick barrage of images to drive home the point. In most of my day-to-day business or academic presentations, “1-minute-per-slide” is a pretty good rule of thumb, but for this presentation I ended up with 239 slides to show in 40 minutes. That’s one slide every ten seconds!

I was shocked that it actually worked – quite frankly I was bracing myself for a train wreck. The biggest reason for my surprise is that although I worked extraordinarily hard on the talk, I didn’t manage to get even one chance to rehearse it to see if it even came remotely close to fitting in at under 40 minutes. But in the end, thanks only I suppose to my intuition about my speaking skills, I managed to get to the final slide with five minutes to spare and without losing too much momentum along the way, even as I had to disappointingly breeze through a couple of segments.

About the Topic

After doing all the research and all the thinking, after diving so deeply into the subject of style, I still feel there’s a LOT to say about it. In fact, I feel like my 239 slides barely scratched the surface. Due to time constraints, I glossed over my discussion of three fascinating topics:

Functionalist Modernism

The first was a more in-depth discussion – a refutation, in fact – of what I call “functionalist modernism”. I touched on it briefly with one example, showing that Charles and Ray Eames were not at all the form-follows-function minimalists contemporary design catalogues would have us believe, but that, rather, they loved ornament, kitsch, bric-a-brac, patterns, and all of the decorative crimes that the true modernist eschews. In other words, they were immersed in an ocean of style.

But my primary target was Le Corbusier, an icon of functionalist modernism whose posture as a scientifically-based designer was, in fact, a self-deceptive sham – in much the same way that I think that much of today’s “lab coat” information architecture (and indeed a certain subset of the broader design world) is, sadly, a self-deceptive sham in which style exists but is deliberately obscured.

I also wanted to heap more praise on Alain de Botton’s The Architecture of Happiness, a book that I think not only puts the lie to so-called functionalist modernism, but exposes the deeply poetic and humane nature of good architecture – a way of thinking about architecture that, I think, has yet to be explored adequately in the world of information architecture (a connection that, I think, Donald Norman attempted to make in his under-appreciated Emotional Design).

Abductive Reasoning

The second topic I had to skip over was my discussion of “adbductive reasononing”, a type of semi-logical thinking that envisions not what is (as with inductive and deductive reasoning) but what might be or what could be, a type of thinking more common among artists and designers. I wanted to connect this with the concept of “design thinking”, a methodology that is the inverse of the business-based risk-averse process of building products to precisely fill carefully-measured needs… but after reading Dan Saffer’s lament on the topic, I’m reluctant to use that term any more (a post on this is to come) so in a way I’m glad I didn’t go into it too much.

Christopher Alexander’s Design Patterns

Finally, I sadly had to skip over my take on Christopher Alexander’s concept of design patterns. Alexander’s name is dropped frequently these days, especially in the interaction design field, but I see his work very differently than I think most people are currently interpreting it. I consider Alexander’s design patterns to be highly idiosyncratric, deeply creative, overtly political, a wee bit spiritual, and ultimately poetic in nature – which is to say that they are not at all the scientifically-based proven best practices they are too-often presented as. I would even say that Alexander was advocating a certain style of architectural theory.

For Future Development

After all the research and writing, my appetite for this topic is only just beginning. I’m not even entirely sure if the concept of “style” covers the full breadth of what I am seeing here – perhaps it’s more about aesthetics or the re-emergence of the formal and decorative, even the idiosyncratic and poetic, as key drivers of good design.

I have uncovered surprising connections between truly fascinating subjects. I’ve found remarkable authors and designers whose work I was previously unfamiliar with (who on earth is Mr. Keedy and how did he get to be so clever?). It’s clear to me that there is an incredible amount of additional material here, and a lot more for me to think about and say. I would love a chance to continue developing this topic, whether as a longer presentation, more formal articles, or even, heavens, a book.

In the Sausage Factory

If you can stomach it, I wanted to share a little insight into the development of my presentation (or, if you will, the magnitude of my procrastination).

I was working on the speech and the slideshow all night right up to my Friday morning flight, on the plane, off and on throughout the conference, and all night long leading right into my Monday morning session. While in Vegas, however, I did manage to squeeze in a stunning dinner at Bouchon, a drive-in showing of 300 with a few six packs and some excellent soul food, and, on the final night before speaking, a rapid-series of thematic drinks at Quark’s Bar at the Star Trek Experience (including a massive “Warp Core Breach”).

Yes, that’s right, I had too many drinks and absolutely no sleep in the 24 hours before speaking. While the drinking didn’t help any, I do kind of thrive in no-sleep circumstances, actually, as long as a quart of coffee is consumed immediately prior to the moment when top-performance is required (this does not, however, apply to athletic performance, however).

Lou Dorfsman, the great advertising and design luminary, once told my partner Jeff Piazza that his secret to giving a great presentation was to gulp down a shot of Scotch immediately before speaking. I have immense respect for that, I really do, but I guess I’m just made of somewhat different stuff than Mr. Dorfsman.

My work process can be divided into five very distinct phases:

  1. Topic Generation (two weeks of occasional work): The topic and the presentation format came to me in the most clichéd of contexts – in the shower. I was a last-minute addition to the Summit schedule after another speaker had to withdraw, so I was already a month or two behind when I was asked to participate (and the fact that I was permitted to skip the judging process only put more pressure on me to do a kick-ass presentation). It took about two weeks from having the initial ten-word concept before I got to the point where I could write a coherent three paragraphs about the topic, and by that point it was too late to get my description into any of the printed materials for the conference.
  2. Idea Collection/Research (four weeks of occasional work): Idly and intermittently thumbing through my bookshelf, browsing the web, bookmarking links, jotting down random thoughts in my sketchbook, and writing jumbled blog drafts. At no point in this timeframe did I have an overall outline of the final presentation – I was letting the research and my own unpredictable inspirations shape my thinking.
  3. Formal Preparation (five semi-intense evenings): This is where I picked up a few new books and consumed them rapidly, and where I formed the bulk of the overarching concept. During this time I mostly focused on switching back and forth between gathering raw materials (copying or transcribing text snippets into my outline, structuring the outline, and collecting/scanning/photographing images for use in the PowerPoint show) and actually writing my original commentary. I had the final outline 50% done in this timeframe, and had probably written down about 30% of the actual words I wanted to say, but only about 10 slides were actually in the PowerPoint deck at this point. It’s three days before showtime.
  4. Frenzy! (four intense days and nights): This was the most schizophrenic part. I was quite literally doing a little of everything during the final four days. I would spend an hour fine-tuning individual slides, aligning images and normalizing fonts, only to spend the next hour completely re-ordering the thematic flow of the whole presentation and writing the final script. Intense and completely random alternation between micro and macro.
  5. Purge! (2-3 hours): Only in the final hours before showtime did I actually throw in the towel on some sections of the presentation that I knew I would not be able to discuss adequately. I deleted about 10 pages of what would ultimately be a 33-page script, and maybe 50 slides to bring the total PowerPoint page count to 239. I’ve saved all the deleted material, so they’ll probably come up again in a longer-format version of this topic.

I’m very happy to note that my process was entirely consistent with the basic premise of my talk: I had my final delivery style decided very early on, my fundamental outline was never really final until nearly the last minute, and in any event it didn’t completely dictate the content anyway but rather the concept was as much influenced by the content itself – in the same way, I think, that a product’s style shapes that product’s basic premise as much as the premise sets the framework for the product’s ultimate style.