Category Archive: Reviews

For Sale: Fitbit. Like New.

March 7th, 2010

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After waiting six months on a pre-order waiting list, I finally got my Fitbit two months ago. I was really looking forward to it — as a big fan of the Nike+ running tracking system, I was excited about Fitbit’s promise to not only track my running and walking, but to track my sleep patterns as well. And the design was extremely seductive — small in size, elegantly combining form and function (it doesn’t have a clip, it is a clip), and with a magical blue led screen that is invisible when the device is off. How could I resist?

And I was right: I love the Fitbit!

But I don’t want to use it any more. How is that possible?

First, though, you may be asking “What is Fitbit?” Fitbit is a personal health tracking system consisting of a small electronic device that you clip to your body to track your movements and a web site that uses the data from those movements to give you detailed reports and analysis of your fitness and health. The Fitbit device contains an accelerometer to detect anything from a single running stride to tossing and turning in your sleep, and it wirelessly syncs to your computer via a small radio transmitter. The Fitbit has a small digital display indicating the number of steps you’ve taken, how far you’ve walked or run, and how many calories you’ve burned.

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Basically, you clip the Fitbit on your waist all day long, and to a wristband at night, to collect 24/7 data about your body’s movements. The Fitbit web site then slices and dices that data to present some pretty fascinating insights into your personal health.

Sounds simple? It’s supposed to. There is an emerging trend in personal electronics and software to stop bothering users with long explanations of “how it works”, and to instead keep the interactions simple and just make sure the damn things work.  Fitbit is right on that wave. The documentation doesn’t say much about how it works, the web site doesn’t have a big “how it works” page. You’re just supposed to start using it.

So Fitbit cuts to the chase in most of their user experience designs. In fact, I can’t find anything on the Fitbit home page that says “Fitbit is …”. Fitbit is what it does, which is count your movements and interpret that information.

I think that’s part of Fitbit’s strategy: to experiment with giving users a minimal level of explanation to get people focused on changing their behavior and thus their health, and not on requiring users to constantly be manipulating the technology.

Getting Fitbit

Let’s first discuss the centerpiece of the Fitbit system, the Fitbit device itself. It’s about the size of a money clip or a small pack of gum, clips easily to clothing and fits easily in a pocket. Some users complain that it is easy to lose, and while I managed to hold on to it for two months, I can only attribute that to luck. I am really impressed by the “clip” form factor (versus a wristband, a strap, a card, a keyfob). Given the required size, it’s a clever solution.

The digital display is incredibly nice to look at. When it’s off, it’s just a detail-less smooth black surface. When you press the Fitbit’s single button, however, the display shines through the now-translucent plastic like shining a flashlight through your fingertip.

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When you bring the device near the charging/base station, it automatically uploads the latest data from the device. The base station is clever, but I think it over-fetishizes the Fitbit itself by literally placing it on a pedestal, as many upright docking stations do for the iPhone. And its 18″ cord is overkill. While it is quite clever to allow the device to sync automatically, you still have to turn your computer on in the first place, and if you’ve got a laptop you have to plug in the base station anyway. So syncing isn’t invisible for most people, I suspect, but is rather a conscientious and deliberate daily act.

A syncing solution like the original iPod Shuffle’s, where the device itself had a USB plug built-in, would permit charging and syncing without an additional base station device and, as I contend, without adding an additional sync action for most users. A Bluetooth version to sync with high-end laptops without charging would be even better.

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The web site is fantastic. The data displays are lovely, and it’s easy to get around and play with your data. I do have problems with many of the specific information design and charting decisions, but I am not going to complain because the Fitbit folks are constantly evolving and improving the site, tweaking features, responding to user feedback, adding new stuff.

Interestingly, you can use the Fitbit web dashboard without owning a Fitbit. First of all, the site lets you manually enter your food consumption information in order to establish your caloric intake each day. Also, it lets you manually enter your exercise activities as well.

I actually suspect the designers must have conscientiously kept the site device-agnostic, to support future Fitbit devices and to invite non-Fitbit users to join the web community.

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Using the device as a pedometer, which is by far Fitbit’s core function, is simple. I can see the distance I’ve walked at any time during the day, and when I get home I can see a day-by-day report on the web of how far I’ve walked, and how far I walk each day on average. The device’s step-counting accuracy is astonishingly accurate: I did a test, walking and counting up to 1000 steps in my head, then checked the Fitbit and saw it counted 1004. That’s plenty accurate for me.

For running, Fitbit detects the nuances of difference between a running and walking motion, and then recalculates your distance traveled (based on longer stride length) and calories burned accordingly. There is simply need to tell Fitbit that you’re running and not walking. It’s smart enough to tell, based only on the nature of the data it’s collecting. As for running accuracy, I wasn’t able to do a counting test, but the distances Fitbit reported on several over-5-mile runs were 10-20% different from the distances reported in Google Maps. Far from ideal, but on par with the similar inaccuracy of Nike+.

Where Fitbit gets really clever, however, is with sleeping. Obviously a motion sensor isn’t able to tell if you are sleeping or just lying on your ass watching TV. Fitbit requires you to press and hold the devices’s single button for a few seconds, putting the device into a kind of “special activity” mode. Fitbit comes with a surprisingly non-obtrusive wristband that holds the Fitbit device while you sleep. As you sleep, the Fitbit detects your body’s movements and uses these cues to determine how long it took you to actually fall asleep, how many times, and precisely when, you moved around in the middle of the night, and when you woke up. In the morning, you press and hold the button again to indicate that you’re awake and walking around again.

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The sleep data collected is fascinating, and this alone is worth the price of admission. You probably have no idea about how long it takes you to fall asleep, or how often you toss and turn. I certainly didn’t, and was delighted to see the results. I found it incredibly interesting to see the day-by-day durations of my sleeps for an entire month (little more 2 hours more than a few times, around 6 hours most of the time, and 12 hours on one blessed Friday night).

For other activities, such as cycling or weightlifting, Fitbit isn’t so smart. For such things, Fitbit literally requires you to manually manipulate the data. Again, for people in highly-structured weight loss programs where counting calories in and out is important, Fitbit’s web dashboard offers the ability to manually enter your non-walking or running activities to make sure your overall caloric burn rate is kept accurate.

An amusingly large number of people in the forums ask about the fitbit’s ability to measure calories burnt during sex, some with a measure of sexual bravado (”wear on my hip?”), others innocently but rather seriously dedicated to counting every calorie burned. While I admire the free spirited nature of these inquirers, I cannot offer any additional insight into this matter as I, perhaps overly romantically, still beleive that some things remain well beyond quantification.

The Fitbit Ecosystem

The Fitbit web site is constantly changing, and they keep adding features to the site, extending the functionality of the fixed hardware system. This is part of the clever concept that the features entirely lie in the interpretation of data. It’s a radical simplification of what software is all about: Fitbit’s one motion sensor and one binary button (ternary if you count the long 2-second press, and potentially more if you add longer presses, or even double and triple presses as on the iPhone earbud controller) have the potential to enable a lot more interaction and communication than one might think at first blush.

In a way, they are squeezing as much functionality out of the tech as possible. Fitbit is a small embodyment of Don Norman’s recent claim that technology leads and design follows. For Fitbit, it’s an inspired design response to the question “how many things can we do with just this one bit of technology”?

To contrast this with Nike+ for a moment, Fitbit feels far more like a living thing, run by engaged people dedicated to incremental changes in response to the actual usage by their community and feedback in their incredibly active and helpful forums. It’s a Web 2.0 product. Nike+, however, is a more traditional product, with huge and infrequent X.0 product launches. Nike+ stagnated with the same beautiful and innovative — but buggy and slow — web site for years, only to upgrade this year to a new, buggier, and unfortunately even more awkward user interface. Nike+ still never remembers users passwords, for example. I wish Nike+ would follow Flitbit’s lead when it comes to incremental, simple improvements. Focus on a UI that can scale and evolve, and not on one that is sexy and “bold”.

Product Conclusions

There are probably two kinds of Fitbit customers. First, casual users: people who want to know more about what they do with their bodies, people who are curious about their health and the potential to use technology to keep closer tabs on how well they’re doing. This describes my interest in Fitbit.

The second group is serious users: people who are actively trying to change their personal health behaviors and want a way to measure those changes. If you’re trying to change an overly-sedentary lifestyle, to lose weight through careful monitoring of calories burned versus consumed, Fitbit might be a huge help. For people involved in a structured weight loss program, a device that adds to that regime is perfectly normal. But I walk plenty each day (4-5 miles every day). I am an athlete and run often, but I don’t count calories. I’m not trying to lose weight. I use Nike+ to measure my special activities (running), but I don’t want a new device attached to me all the time just to give me data about my normal activities, just to satisfy my curiosity.

So while I found Fitbit useful and delightful, it was only temporarily. But that’s okay. It’s a fantastic tool for self-analysis, to get to know your sleep patterns, your typical daily walking distance. Great information. But once you have that information, if you’re not engaged in a program to change those things, you’re done with Fitbit. I know everything Fitbit can tell me. Maybe I’ll try it again in six months or a year, to see if I’ve changed. I’m a casual user.

The Fitbit is not what I and other casual users might have hoped it would be. It’s not going to be a permanent part of your life, a constant and consistent way to monitor your health. The biggest obstacle to this, I think, is unfortunately still technological. It’s just too big to carry with you in every possible context, so you end up taking it on and off over and over again all day. When you change clothes, you have to move it from one garment to another. At night, you have to strap on a wristband and clip it to that. You have to take it off in the shower.

Inevitably, I ended up forgetting to bring it to work occasionally. Or I’d have it unclipped for part of a day. Which is far worse than it sounds: If you miss a day of walking in a week, it completely ruins the accuracy of your weekly average. Miss a few days in a month, and your monthly average is shot to hell. Fitbit lets you manually enter your information, but I’ll be damned if I’m going to do Fitbit’s job for it! You’ve got have your Fitbit on your person almost 90% of the time for it to produce accurate trends and summary results, the kind of results that justify integrating it into your life in such a serious and committed way.

If the Fitbit was the size of a fingernail, attached with waterproof glue or embedded under my skin, well, then we’re talking. But because of its size, it becomes one more thing to inhabit my intimate attention space, something I have to remember to never leave home without, like my phone, my wallet, and my pants. It’s like having a little adopted pet you have to take care of all day.

In short, you just can’t lead a normal life with Fitbit. If there’s one thing I’ve learned from the Fitbit experience, a lesson about the future of personal informatics, it’s that we simply won’t have accurate and reliable personal systems until the devices themselves are immune to these everyday emergencies and accidents and inconveniences. Until they’re virtually invisible and forgettable, probably embedded under the skin, we will be forced to consider personal informatic hardware as intrusive medical devices rather than as the ethereal, ambient data sources I think many people envision.

If you want an informatically-based weight loss program, with increased walking as a core element, and if you want to count calories in and out, Fitbit is for you and might help you with your program over the months and years.

If you are interested in just finding out about your body and how you use it, it’s great for that, too. Give it a spin, then hand it off to another person. Want mine?

Pedia Tricks

September 2nd, 2009

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What is interesting about Wikipedia? I’ll give you a hint: It’s not how it it is made.

A “wiki” is a content source powered (in general, completely powered) by social software technology, with people collectively creating and refining the content. The online encyclopedia Wikipedia is the quintessential wiki — while there are other major wikis, from the addictive TV fan site Lostpedia to the new and astoundingly-awesome online typography reference Typedia, Wikipedia is still the mother of all wikis. Wikipedia has so thoroughly conquered our mental model of what an information reference is supposed to be that its most salient concept (social editing) has become inseparable from its fundamental purpose (complete information).

(In fact, I’ve started to notice people using the wordlet “pedia”, rather than “wiki”, to indicate “socially-powered content”. It seems that, for some people, a “wiki” and a “pedia” are the same thing, which to me is tantamount to thinking the “hi” in “hijack” means “airplane”, justifying “carjack” as a legitimate word.)

The “pedia” in Wikipedia is a nod to the “encyclopedia”. The wikipedia, we are supposed to infer, is an encyclopedia powered by a wiki. It’s beyond encyclo, it’s wiki!

The word encyclopedia means “complete or well-rounded” (i.e., encyclo) + “knowledge or learning” (i.e., pedia). So, interpreted one way, “Wikipedia” can mean “People getting together to record knowledge”, which of course is exactly what Wikipedia is.

But Wikipedia’s founder Jimmy Wales could just as well have called it “Encyclowiki”, meaning “people getting together to describe everything”, which in many ways is what Wikipedia, in its blossoming omniscience, has ultimately and more resonantly become.

For it is no longer impressive, at least to me, that Wikipedia is community-generated. Big deal, I get it, I agree with it. I buy into the Here Comes Everybody premise. I take the wisdom of crowds for granted. Like millions of others, I am thoroughly sold on Wikipedia, especially after seeing topics I thought I knew everything about described in informative, passionate, and sometimes astonishing detail. It’s the content that draws me, not the phenomenon that caused the content to get there (if anything, the phenomenon has, and continues to be, Wikipedia’s biggest perceived weakness).

This is why I am glad that Typedia is Typedia and not Wikitype or Typewiki. Typedia is, above all, a compendium of knowledge about type. The fact that it is socially-powered is something we can and should take for granted (and, of course, participate in). This kind of comprehensive one-stop collection of esoteric knowledge simply isn’t going to happen, ever, without social participation.

Basically, we’re all wiki now. We already work together. It’s the pedia part, the knowledge itself, we’ll always be striving for.

Please vote for my SXSW panels!

August 22nd, 2009

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I’ve submitted two talks for the 2010 SXSW Interactive conference. As you might know, SXSW’s selection process includes a period of public review to gauge general interest in the panels submitted (they call them “panels” even though many of the submissions, including my own, are single-speaker sessions).

I would be deeply grateful if you, gentle Graphpaper reader, would put in a vote for my sessions. If you want to comment on my ideas — and I’d love it if you would — please do so at the SXSW site. (You have to register to vote, but it’s an easy and painless sign up.)

Here are my proposals (click the title to see the voting page):

  • The Human Interface (or: Products are People, Too!)
    More and more, users are interacting with web sites and software on a conversational, physical, psychological, and emotional level — just like we’ve always interacted with other people. UX designers, then, must stop thinking about interfaces as dumb control panels and begin using technology to envision interfaces (literally!) as human beings.
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  • Re-Invent the Wheel!: Redesigning your Design Process
    It’s the start of a new project. You’ve got requirements, guidelines, data, research. Now what? Like an artist staring at a blank canvas, designers of interactive products often don’t know where to start. Instead of following a rigid methodology or waiting for the perfect idea to appear out of the blue, designers must invent new tools and tricks to foster real UX innovation.

I’m particularly excited about the first one, as it ties together so much of what I love and/or things I know a lot about: interaction design, science fiction, culture and literature in design, artificial intelligence, human behavior and emotional design. It’s kind of like “The Graphpaper.com Experience, Live!”

Sharing the love

There are a few other talks I think you ought to consider voting for, as well, from people I like and think people should be listening to: MORE…

Apple in Stereo

July 20th, 2009

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Apple is famous for their minimalist aesthetic, and infamous for occasionally taking the aesthetic too far and sacrificing usability. There’s the famous round mouse for the original iMac. There’s the symmetrical third-generation iPod remote control whose identical volume and previous/next buttons are impossible to distinguish.

While not as egregious as the previous examples, Apple’s iPod and iPhone earbuds have, to me, always suffered from just a tiny bit of this over-aestheticization. The earbuds are specific to your left and right ears, but are differentiated only by a microscopic and light-gray “R” and “L” to tell you which earbud is which. It takes a few seconds to figure out which ear each bud is intended to go into.

But for years I’ve had a solution. I’ve been using a little strip of tape to hack/solve the problem of undifferentiated iPod headphones.

A single wrap with a thin strip of tape, and viola! At a glance, or even by touch, it is now easy to tell which earbud is which: the one with the tape goes in the right ear. And design-wise it looks pretty good — simple, consistent with the Apple aesthetic, fairly subtle. Steve Jobs would probably have a fit over the asymmetry, but I think this solution is is something so obvious that every earbud manufacturer should do it, or at least something like it.

Web 2.0 Incomplete

March 25th, 2009

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Two weeks ago, BusinessWeek’s next Design and Innovation blog asked for my thoughts on this month’s Facebook home page redesign, as a kind of follow-up to my thoughts in those same virtual pages a year ago.

I was asked to opine on the new design without having viewed the actual live site, which was launching the following week. This seemed reasonable to me at the time given that the site’s new features were announced, illustrated, and widely-known ahead of time (via a very comprehensive home page preview announcement) to anyone who was paying attention to that kind of thing.

I was really excited about the real-time feed user experience described in the home page preview. My exact words:

The new FB real-time home page is pretty cool, actually… it’s crossing the line between the old-fashioned page-based web and the live experience of television and broadcast media. In this case, it’s broadcasting from friends to friends — which it always was, of course, but now it’s more visceral and more real. I think people will love it. They’ll be glued to their screens, and will want to add more friends and applications just to increase the flow of content on their home page.

This is “Web 2.0 Complete”: When web people use the term “Web 2.0″, they mean two different things. First, they mean the social web, where *people* make (and are) the content. Second, they mean the pageless web, where web sites react dynamically and fluidly, without page reloads and refreshes. The new Facebook design combines both of these.

I thought it was kind of clever, if a little corny, of me to note that the new Facebook home page was simply conforming to some kind of basic “Web 2.0″ bandwagon orthodoxy, bringing the two flavors of Web 2.0 niftyness into one delicious treat.

But a week later when the new home page actually began to roll out and replace millions of Facebook users’ old home pages, the backlash was immediate and seething and nearly unanimous (a Facebook poll found 94% of users didn’t like the new design). Oh man was I embarrassed! To have praised a user experience so breathlessly only to have my opinion immediately contradicted by the public’s rabid scorn!

Turns out, however, that users were complaining about the new page’s lack of real-time status updates from your friends. And yet Facebook had already clearly and prominently promised that feature as part of the redesign. In fact, I based the core of my analysis of the new site on that very feature, which they had already promised to deliver. They deployed the new design with much fanfare but without real time status updates.

Betrayed! Betrayed by a press release! There I am, praising a non-existent feature. Like an idiot.

Well, happily my premature praise no longer needs to cause me so much shame: Today Facebook has announced that the real-time reporting is going to occur after all. So the BusinessWeek report won’t be such an embarrassment to me after all.

Of course, this is the second time Facebook has announced this feature before delivering anything. Fool me once…

Are We Designing Interactions or Designing Software?

February 11th, 2009

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One of the problems faced by designers trying to integrate their work with most software development processes, even (or possibly especially) with Agile development, is that the literature makes no distinction between software development and software design, or at least no distinction that makes any sense to dedicated user experience designers.

The common complaint among interaction designers working with Agile is that, with some important exceptions, the design of the “user interface” is seen as a cosmetic final stage in the overall software development process. The fundamental designing of the software itself, however — the interactions, the mental models, the metaphors and behaviors — is built-in to the overall Agile process, woven in with with and indistinguishable from the software architecture and code development.

In Mitch Kapor’s Software Design Manifesto, originally delivered in 1990 and included in Terry Winograd’s Bringing Design to Software (1996), it’s clear that this ambiguity has deep roots:

Software design is not the same as user interface design.

The overall design of a program is to be clearly distinguished from the design of its user interface. If a user interface is designed after the fact, that is like designing an automobile’s dashboard after the engine, chassis, and all other components and functions are specified. The separation of the user interface from the overall design process fundamentally disenfranchises designers at the expense of programmers and relegates them to the status of second-class citizens.

The software designer is concerned primarily with the overall conception of the product. Dan Bricklin’s invention of the electronic spreadsheet is one of the crowning achievements of software design. It is the metaphor of the spreadsheet itself, its tableau of rows and columns with their precisely interrelated labels, numbers, and formulas—rather than the user interface of VisiCalc—for which he will be remembered. The look and feel of a product is but one part of its design.

On my first read, the whole terminology of this felt alien to me. Is the paper spreadsheet metaphor not the “user interface design”? It seems “look and feel” is being equated with “user interface” here, but I think he’s implying that what I consider the user interface is, in fact, the software itself. I suppose this is a more glorified definition of the word “software” than what I am accustomed to, one in which the software design included the mental model of the user’s approach to the software.

On my second read, though, it became clear that Kapor is in fact laying the early groundwork for what we now call interaction design. He still sees it as closely bound with programming, although he is clear that it’s not the same thing. He is also working in a climate where user experiences are far simpler than they are now — graphic capabilities were primitive, network interactions were almost non-existent, and interfraces had few modes, even few features. Today, with the high level of complexity of both computer code and user interfaces, it’s easier to consider the two challenges (user experience and code) separately — or even better giving primacy to the user interface — the part that people actually see and use.

Design and Technology

It’s obviously important that interaction designers are well-versed in what the technologies they are designing for can actually do. I wonder, however, what interaction designers today would think of the degree of technical expertise Kapor requires of designers:

Technology courses for the student designer should deal with the principles and methods of computer program construction. Topics would include computer systems architecture, microprocessor architectures, operating systems, network communications, data structures and algorithms, databases, distributed computing, programming environments, and object-oriented development methodologies.

Designers must have a solid working knowledge of at least one modern programming language (C or Pascal) in addition to exposure to a wide variety of languages and tools, including Forth and Lisp.

In preparing the syllabus for my upcoming course this fall at SVA, I am quite certain that I don’t share Kapor’s technical requirements for a software design education, neither specifically (Forth?) or generally. Instead, I think a firm grounding in a broad range of designed experiences far outweighs any need for hands-on experience in the deepest challenges of technology implementation.

Yes, some designers will delve deep into technology, being hands-on coders and fabricators of interactive artifacts. In fact, some great interaction designers already spend most of their days thinking of themselves primarily as technologists. Others, however, will focus on the design parts of interaction design. These people will most often work closely with other individuals and teams to implement their designs.

In short, great design will come from great designers, and great technologists will make those designs happen. Sometimes these skills will be found the same person, but increasingly not. An interaction design education should support both models, of course.

Interfaces and Software

Despite my difference with Kapor’s admonition, I still think that in a way we are coming full circle. The recently-articulated idea that the “interface is the spec“, or even “the interface is the product“, isn’t so different from Kapor’s thinking. The metaphors, mental models, and processes that users experience using the software are, in both cases, the most definitive and salient qualities of the “design” of the software (not, as many software development processes presume, the architecture of the code or the technical features that happen under the hood).
The important thing that Kapor left out, however, is that the “user interface” — the stuff that comes between human beings and cold hard technology –  should be thought of as including graphic design as well as the underlying conceptual models of the interactive experience he rightly praises. In fact, the “user interface” concept should also include the software’s motion graphics, its sound and music, the copywriting, voice and personality, the community that builds around the product, and so many other qualities of software design that, frankly, had not really come to maturity yet in 1990.

We are only recently starting to appreciate the idea that interaction design is really about the intersection of the behaviors of systems and people (a favorite word of mine for obvious reasons). The explosion of new and innovative software experiences brought on since 1990 by the World Wide Web and console video games, I think, has fundamentally changed our understanding of what software can be.

Touch the Universe

February 5th, 2009

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A few months ago I heard a fascinating woman interviewed on the radio, Noreen Grice. Ms. Grice is a blind astronomer — something that, while initially surprising to me, actually makes perfect sense when you consider that most of today’s astronomy research is based on radio signals, mathematics, physics, and chemistry — and not at all on optics.

What’s more, she has published a series of books about astronomy specifically targeted at blind and visually-impaired children. When I heard this fact, I knew I had to see that book. Sure enough, Grice’s Touch the Universe is for sale on Amazon. Within days I was holding a copy.

Notice that I said “I had to see that book”. Because ultimately that is how I expected to experience it — with my eyes. Indeed, from the moment I opened the box and laid eyes on it I was drawn to the book’s beauty. But not just because the pictures are visually staggering, which of course almost all astronomic photography is. And not just because the internal design, typography, and layout have a simple grace to them, which they do.

What attracted me the most was the braille. The way the embossed patterns directly translated the images below them, the way there were two languages in play at the same time. This book goes beyond at least my traditional understanding of braille as a language or an alphabet — this is the syntax of touch used for illustration. I closed my eyes and explored the universe.

Here’s a typical spread from the book. Notice how the red spot of Jupiter is expressed as a spiral, and that the spiral is identified in the key below the image area.

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Here is a spiral galaxy, NGC-4603, where the density of the raised dots expresses the density of the stars clustered around the galaxy’s core.

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The book also features some of the technology used by astronomers, although ironically this is the Hubble Space Telescope, a purely optical instrument.

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The funny thing is that this book could in theory have been produced with no ink at all. How unfair it seems that a book for blind people is so pleasant to the sighted, and yet products for the sighted generally proffer so little for the blind.

Logic and Emotion

February 4th, 2009

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Design is often characterized as a collaboration between two entirely different modes of thought — logical thinking and emotional thinking. In the various fields of design for interactive products, I think these different modes may be starting to manifest in the job titles we give ourselves.

Catriona Cornett publishes a fun and insightful, and cleverly conceived, blog called inspireUX, in which she regularly publishes short and thoughtful quotes from UX people, some famous, some not so much, but always interesting and inspiring. Quite often her quotation selections address these different philosophies directly.

Today’s item got me thinking:

“Enough confidence to believe you can solve any design problem and enough humility to understand that most of your initial ideas are probably bad. Enough humility to listen to ideas from other people that may be better than your own and enough confidence to understand that going with other people’s ideas does not diminish your value as a designer. True concern for the comfort and happiness of other people, including your users and your teammates.”

- Larry Tesler in Designing for Interaction by Dan Saffer on what makes a good interaction designer

The last sentence is key. I suspect sometimes that a key difference between the temperament of people who self-identify as “information architects” versus “interaction designers” is increasingly turning out to be empathy. All UX people claim to possess this quality, and Larry Tesler isn’t the first to point out its necessity as a design skill. But is it really a quality found in equal amounts across all IA/HCI/UXD professionals?

I’ve noted before that many, if not most, of the practicing IAs I’ve known seem, at least to me, to have major difficulties with the whole empathy thing, preferring instead to “geek out” on the design itself. They like to dive deep into structure and logic and organization, often at the expense of stepping back and imagining how others will experience a product. And for many IAs the ability to do that kind of deep structural dive and understand the full implications of information and process design options is precisely what makes them really great at what they do — designing seamless, efficient, logical, powerful interactive systems. I mean that.

The plethora of UX tools and exercises, from personas to mental models to contextual inquiry, designed to enable IAs to break out of that logical focus and to get “into the heads” of their users bespeaks, I sometimes think, the degree to which that audience needs those tools. Not that all designers can’t benefit from a deeper understanding of their users and audiences, but somehow the degree to which the IA and HCI communities seem to crave these tools, to a degree that many other design professionals don’t come close to, may be telling.

Self-identified interaction designers, however, seem to — almost by definition — center their thinking around users. Even the job titles suggest a different focus, on things versus people: Information architects architect information. Interaction designers design interactions. Some designers seem to naturally conduct many of the aforementioned empathy exercises almost subconsciously, I’ve seen, and are able to articulate their imagining of user experiences in a way that is often the instantaneous equivalent of a time-consuming mental model or persona exercise. It’s an emotional skill, I think.

Of course I am going to say this: Both modes of operation, logic and emotional design, are valuable, and in fact they compliment complement each other. And often both modes of thinking are found in the same person (which might explain why so very, very many of us are deeply torn between calling ourselves information architects versus interaction designers).

Of course, I could be 100% backwards here, or just plain 100% wrong. What do you think?

(Post title, of course, stolen from David Armano)

Innovation, Transformation, Therapy, Practice

January 6th, 2009

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Bruce Nussbaum, BusinessWeek’s editor and blogger on the design and innovation beat, has declared that “‘Innovation’ is Dead” and that “Transformation” is the new “key concept” of 2009.

He correctly observes that the word “innovation” is overused in the business world. This, of course, has been obvious for a long time to a great many people — in particular, I think, among practicing designers. But it’s fascinating to think about what his declaration reveals about the nature of the whole innovation craze Nussbaum helped start.

The conversations around innovation over the past few years have in large part focused on producing innovation where it does not exist. It hasn’t been about innovation itself, but rather about cultivating innovation. It’s been about transforming groups of people who, without clever and forward-thinking leadership, would utterly fail to innovate. The literature, then, is aimed at people who fancy themselves as that same clever and forward-thinking leader.

To those of us whose everyday job is to innovate — e.g., designers — the hype around “innovation” has always seemed a little weird. As if not innovating has ever been an option for a designer. We do this all the time!

So what Nussbaum and the innovation cheerleaders have been talking about all along has not been about how innovative people can be more innovative. It’s been about how to take teams that cannot or will not innovate and getting them to actually come up with new ideas. Which is why, I think, he has chosen to zoom in on “transformation” as the key word. It’s always been about change.

In fact, I would go one step further and posit that what he’s really talking about is therapy. How to take a damaged or under-performing body and build it into something that works. To repair broken methodologies that produce the same-old solutions. To build up capabilities that have atrophied, or that may never have even existed.

The innovation conversation, then, usually begins with this (usually unstated) presumption of dysfunction and failure. You can probably insert a subtitle under most headlines: “How to fix your backward company”. Even Nussbaum’s new “transformation” implies that organizations need to implement radical change just to keep up. But what about organizations who are already keeping up really well? What about organizations that are already leading the way? What relevance does “innovation” and “transformation” have to someone cruising along on the cutting edge?

Transformation is for when you’re doing it wrong. Therapy is for when you’re injured.

But what do you do when you want to really perform?

How do you get to Carnegie Hall?

Practice.

Practice is what athletes and musicians and actors do constantly to stay on the top of their games. And practice is what great designers do. All day every day.

For those of us who are designers, then, the whole innovation conversation often leads us to think about the difference between practicing and managing: A great design leader may or may not practice their craft every day, any more than a great coach or choreographer needs to break a sweat every day. Whether a design leader does hands-on design work, however, isn’t as important as that design leader pushing their team to do that work. Not to talk about innovation, but to actually do design work. If your team isn’t innovating, then chances are they simply aren’t designing enough. Make them design new stuff. Make them practice.

And, of course, there’s talent. Many assume that innovation comes almost exclusively from talented people. I tend to think this way, too. But a great team is a team of great people working together. Innovative people will doubtlessly fail to innovate in the wrong environment. Managing innovation may simply boil down to leading innovative people to practice their craft more, or maybe even simply creating a space for innovative people to thrive on their own. But it most certainly is not about transforming a mediocre team into an effective hive mind.

This goes the same for organizations. You want an innovative organization? Make ‘em design. All the time. Make them practice.

Grand Old Redesign

January 4th, 2009

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Newsweek invited four “hot” design firms to “reboot” the brand of the Republican party to appeal to younger voters. Not an easy challenge. And while the design work itself looks good, I think each of them missed the big picture objective by failing to speak to core Republican values.

First up is Pentagram.

Pentagram proposes a solution that zooms in on the “Re” part of “Republican”, tying the prefix to a list of positive, progressive, change-oriented objectives. It frankly and straightforwardly admits that the party needs to do some soul-searching and needs to rebuild some of their ideas from the ground up, but spins it in a positive
way as if the change is complete.

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Awesome Obama flag flying proudly outside Pentagram’s Manhattan headquarters

I’ll admit, however, that I was shocked at Pentagram’s solution from the first moment I saw it: Two years ago I proposed that, in response to the GOP’s habitual use of the term “DemocRAT Party” (rather than the preferred term “Democratic Party”), Democrats should respond by simply using the term “RE-publican”, suggesting that the party’s ideology is just old-fashioned, backward-thinking slapped with a new paint job. But here’s Pentagram using the “re-” prefix as some kind of positive, forward-thinking signifier.

Newsweek explains that Pentagram’s “re-” approach “shifts the dialogue” from potentially negative connotations by commandeering the prefix for positive purposes. I think it does just the opposite, inviting us to fill in our own descriptive words. In fact, I think Pentagram may have already used up almost all of the positive “re-” words in this single design. All the rest are pretty awful: retread, regressive, repressive, retarded, reactionary. I don’t see why any party would want to be “re-” anything, in particular the Republican Party.

In fact, just yesterday a candidate for RNC chair pre-emptively rejected (no pun intended) exactly this approach:

“I’m trying to avoid the use of words that start with ‘re,’ words like renewal, rebuild, recharge, re-this and re-that,” Steele wrote in a memo to RNC members. “I’m convinced we should not re-anything. Instead, we must stand proudly for the timeless principles our Party has always stood for.”

In fact, it’s hard to see Pentagram’s design as anything but anti-GOP propaganda. The editors at Newsweek claim that these four firms are “non-partisan”. I don’t know about the other three, but in the case of Pentagram I suspect they might have a sleeper cell on their hands. If so, seriously: Bravo Pentagram!

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Our next redesign comes from The Groop, the only boutique firm in this mix. I didn’t know much about them before, but their portfolio and clients are really impressive.

Newsweek describes The Groop’s design approach as “Out: ‘old money,’ ‘faith-based.’ In: ‘new wealth,’ ’spirituality-based.’”. And I think right there is the problem. How many Republicans would ever want to replace “faith” with “spirituality”? That’s the kind of thing that Republicans make fun of Democrats for! This is great liberal design.

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Next up is Razorfish, who proposes, essentially (and I hate to be petty), that the GOP should copy Barack Obama’s groundreaking iPhone app almost verbatim, with the biggest differences being fewer features and using a red background instead of blue.

Yes, I know the point is to show that the GOP should use social media more. But seriously, “GOP Issues Trivia?” I don’t even think there is an idea here.

At least Razorfish isn’t asking the GOP to abandon their policies. Let’s move on.

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The fourth firm is Frog Design, who focuses on emotional qualities of freshness and vitality without a radical shift in ideology.

Frog, I think, hit the nail closest to the head. There it says, plain and simple, “small government”, not just getting the GOP’s ideology right, but predicting what will likely be the right’s biggest critique of President Obama’s policies and leadership in the coming years. And while the photo suggests diversity, it’s not too diverse.

My criticism of this design, however, is the weakness of it –  weakness in contrast with strength. Compare it to John McCain’s or George Bush’s graphic design, both of which evoke muscular military and sports brands. Hand-written lowercase lettering and a cute sumi-e elephant don’t quite evoke the “daddy party” strength that the GOP has traded on for decades as its core emotional and psychological attraction. Without this fundamental strength on display, I wonder if this branding would alienate as many Republicans as it embraces.

Perhaps it’s the initial framing of the problem itself that’s distracting these design teams: They were asked to reposition the party to appeal to younger voters. But how can a party appeal to a demographic who already cherishes certain values (such as diversity and tolerance) that are permanently and irrevocably diametrically opposed to the values of at least a third of the party’s base? Not an enviable challenge.

But maybe it’s an even bigger problem, one that branding cannot solve. Re-branding cannot help the GOP any more than re-branding VHS can help it compete with DVD. The product itself is obsolete and needs to be changed.

All these redesigns attempt to paint the GOP as something it is not: an organization in favor of scientific and technological progress, social change, a capable and pro-active government, and cultural diversity. But the party itself has, with great success, for almost five decades specifically defined itself against these things — that’s what loyal Republicans like about their party.

If these four firms really addressed the re-branding challenge correctly, they would have focused on selling the Republican Party’s values to sympathetic customers, not on presenting the party as something it is not. All four approaches would clearly speak directly to the party’s core values. Despite a change of voice and style, the re-branded message should still speak about the GOP’s actual policies: That taxes and regulations are oppressive, that abortion is wrong, that homosexuality is wrong, that excessive cultural diversity is undermining American society, that a strong military is what makes America great, and that individual freedom trumps even well-meaning government intervention.

What’s probably true is that the party itself needs to change and needs to actually embrace some of the values on display in these designs. It seems likely that these design teams were, in a way, suggesting to the GOP that they need to change who they are, not just how they present themselves. But that’s a long way off — a generation of Republican politicians will need to retire and die before the party will bend on many of these policies. These redesigns might be useful in 2025. For now, however, I doubt the GOP will take any of this advice.

Until then, perhaps some of these branding ideas could still be useful: Recycle them and give them to the party they best fit: the Democrats.

Are you a Republican? Do these redesigns speak to you?

UPDATE: This article by Julian Sanchez at Ars Technica outlines exactly how clueless the Republicans are when it comes to using social media and technology to communicate about their message. But more fundamentally it argues that the party itself doesn’t have a clear message in the first place. What’s more, it’s only remaining message — opposition — is weak:

The dangerous temptation right now, especially for a party in the minority, is to seek to recapitulate the Cold War coalition model through oppositional self-definition, when something more robust is called for.

I feel like I better stop before I give the GOP any more good ideas.

UPDATE 2: Okay, I had to add this after I saw it the other night. The Daily Show went to yet another brand agency, this time to Droga5, for one more angle on Republican rebranding.

I don’t know if “Reagraham Lincool” was Droga5’s idea or The Daily Show’s (and in either case Samantha Bee is a genius), but of all the rebranding contenders I think these folks got it just about perfect.
Republicans, take note: This is how you do it.

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