Category Archive: Technology

The Myth of the Ignorant Client

February 9th, 2009

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The Innocent Eye, 1981 Mark Tansey

In the web design consulting business, there’s always been an unspoken assumption that our clients just don’t get the web. I’m sure this is true with many other consulting businesses, but for web consultants this has been particularly true.

And it’s easy to see why: Until recently, it actually was kind of true. Clients used to hire web designers and developers to do something they had no clue how to do themselves. Sometimes they were even desperate, lost in the woods.

Until about 1999 or so, almost all web design projects started from scratch. If someone hired you to build a web site, it was likely that almost nobody on the client side had ever built a web site before. And the few individuals who did have any experience often operated in a culture of ignorance and inexperience, requiring a tangible dumbing-down of the whole client-vendor relationship. Consultants with a few site launches under their belts would have to spend a lot of time explaining to their clients some very basic concepts about the Internet and HTML, or were forced to repeatedly illustrate how the client’s ideas were impossible to implement or would create impossible user experiences.

On the other hand they could also get away with some blatant snake-oil salesmanship and techno razzle-dazzle, and often didn’t have their work closely scrutinized by their clients. God knows how many pre-dotcom-bust web consultancies built thriving businesses whose revenues were possible only by virtue of this expertise disparity.

But around the end of the last decade things started to change. Site designs became site redesigns. One-off static web sites became ongoing dynamic web businesses. Experienced consultants jumped the rails and joined client teams. Clients built up their own internal competencies in all areas of web site strategy and implementation: design, technology, usability, marketing.

By the early 2000s, web services vendors would frequently encounter clients who had more experience working with the web than they did. Now it’s an everyday occurrence.

Today’s clients know as much as we do.* It’s now hard to find a person responsible for a company’s internet strategy who hasn’t been making web sites in one way or another for a decade or more. Sure there is the occasional outlier, people who have landed or kept their jobs despite manifest technological incompetence, but no more so than in any other corporate arenas.

And yet I still regularly hear designers and consultants stereotyping their clients as if it were still 1999, as if they were still dealing with people who had never bought a book online and don’t know how search engines work, much less joined a social network or had their own blog. This is just wrong. This kind of attitude doesn’t help you as a consultant, nor does it help designers and consultancies as a whole. If this sounds like you, I suggest you drop it. You’re making your clients mad and probably coming across as more than a little condescending.

[* Perhaps you noticed the asterisk above. I want to be clear that I am not implying that consultants are irrelevant, or that our clients don’t need us anymore. Naturally clients hire designers precisely because we know things they don’t, because we have experiences, talents, skills, and competencies they lack. And there are huge swaths of corporate culture who are still clueless. It’s our job to be at least one step ahead of our clients (and our peers for that matter, to think about and tackle problems with an eye towards learning lessons that can apply to future challenges and future clients. It’s our job to bring fresh new ideas to our clients. That much has not changed and should not change.

My point, really, is that by assuming your clients are profoundly ignorant about technology and design, you are missing a chance to collaborate with people who may be your peers in a lot of ways, people who often know their own businesses and objectives extremely well. You are missing a chance for a truly harmonious relationship where client and designer bounce ideas off each other to produce greater results than the designer, no matter how visionary they are, could have accomplished on his or her own.]

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.

Tubes for the Sticks

February 2nd, 2009

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In his Time Magazine Person of the Year interview, Barack Obama said “it turns out there’s some spending that has to be done on information technology, for example, that we can do very swiftly.”

If recent speeches by the new President are any sign, I sure hope he’s talking about rural broadband access. Like many others, I don’t think we can be complacent about America’s lagging IT infrastructure, and for a good many reasons.

Some aren’t so sure, however, at least about the rural part of that equation. My friend Adam Greenfield is a well-known advocate for humane connectedness through pervasive urban digital infrastructure (I know “advocate” is not the right word — Adam’s work is equal parts caution and possibility).

From near-term omnipresent wireless broadband to a futuristic cloud of RFID gizmos mediating our social and municipal interactions, the vision of living a seamless networked experience using benevolent technology seems both exciting and inevitable.

And, by all accounts, this will happen most noticeably using the city street as the primary test and launch platform. The urban environment is the easiest and most logical place to implement this vision since the “last mile” (moving information from the big pipes that cross the globe to the little pipes that lead into our homes and mobile devices) will always be an costly obstacle, and since so many people can be reached in a small physical area.

But another friend, David Sleight, opened my eyes to another perspective — the view from the country. Although David is currently a Manhattanite, his family roots are in the woods of upstate New York where for many the idea of getting even regular ol’ wired high speed access to the information superhighway is still an impossibility. David loves the country and would, all things being equal, prefer to live there, but for him urban living is quite simply a necessity for a career in the information and technology economy.

And all things simply aren’t equal.

Millions of Americans still live in rural environments where broadband Internet access is not even an option (except through unreliable and expensive satellite connections). Much of the nation is still unserved by 3G, Edge, or even mobile voice access at all. Living in the country pretty much excludes you from participation in the aforementioned technology economy.

So this is what I hope (and predict) Obama is talking about: Bringing the Internet — the *real* Internet, not the dial-up Web 1.0 of 1998 — to the millions of Americans currently living without it. I’m not just talking about high-bandwidth experiences like Flickr, YouTube, and Hulu. I’m talking about the less-glamourous low-bandwidth experiences that happen every day on the Internet: co-workers exchanging PowerPoint decks, transferring medical records to rural clinics and hospitals, downloading hundreds of emails from friends and family, people debating politics on blogs and message boards, or even just regular everyday surfing through dozens of websites without waiting endlessly for them to load.

Some will argue the current situation isn’t so bad given the disproportionally rural residency of our country when compared to broadband leaders like South Korea, Denmark, or Iceland. Some even argue that people in the country don’t really need or even want broadband access.

I don’t buy either of these arguments. I don’t think we should settle for inequality just because we’re a less urbanized nation than our global competitors. What’s more, I really don’t think people who lack access to technology have any idea about the user experience they are missing. It’s not like we’re talking about force feeding cable TV to the Amish here.

Some, like Adam, might say that people who choose to live in the country have by definition chosen to live a technologically backwards (and, importantly, increasingly unsustainable) existence. That the responsible and ethical choice for any modern human is to live somewhere easily and affordably accessible by wires and roads and mass transit (and food and water), in an economically-efficient and environmentally-benign way — i.e., what cities do best.

I find this argument immensely appealing. But I, too, happen to love oceans, forests, lakes, and mountains almost as much as I love the city. I often entertain a fantasy of living at least part of my life in a beautiful, remote rural setting. Perhaps this fantasy is selfish and wasteful, but I also wonder if ever information technology finally replaces the combustion engine as the primary medium of human economic activity could we not, in fact, flatten this ethical disparity a little and make rural life a little more appealing to those of us who want to leave a slighter carbon footprint?

Want vs. Need

Is supporting rural broadband, then, merely a way to make urbanists’ retirements more luxurious, or to explore an impossible utopian future? Is this a matter of want or need?

I’ve never thought that we should cease to push the boundaries of our science and technology in order to ensure that more down-to-earth and pressing needs are met. We need to find a cure for cancer and land a person on Mars, for example. They’re both noble goals.

And although I am deeply critical of its implementation, I never really opposed the One Laptop Per Child project on principle, nor did I ever think that the money would be better spent directly on food or medicine. We need both experimental and conventional programs.

Broadband for rural America should be seen as a “great work” project, like the Internet itself, whose benefits may take years to be fully realized.

In short, we should be investing in technology for everyone, in cities and provinces. Clearly we should pursue subsidized free public WiFi for densely concentrated urban areas, transit systems, and public facilities — it’s the cheapest way per capita to bring our citizens and our economy to where they inevitably want and need to be. But we should also invest in the likely-far-costlier enterprise of bringing broadband and digital cellular access to people in the country: those who can’t walk to a corner Starbucks, who don’t ride a subway, and who can’t possibly use some cool iPhone app to find a great Korean barbecue only a few blocks away.

Economic Benefits

So why do this? Well, most convincingly there is the economic argument: Can it hurt to have tens of millions more people shopping online, consuming online media, opening vast opportunities for information and education and, most importantly, enabling millions to participate in a future of information-based labor through rurally-situated technology industries, telecommuting and self-employment? Can one argue against having as many people (Americans, if you’re patriotic :-) ) as possible learning to use and navigate what will undoubtedly be the primary medium for any future world economy?

This is a matter of global competitiveness. America has fallen from 4th to 17th in the world in broadband penetration. The US began our critical interstate highway system in the 1950s — 20 years after Germany began building their autobahn network. We shouldn’t once again wait until we are two decades behind to do this.

Social Benefits

Beyond of the plain economics of it, I also can’t help but to advocate this idea as a matter of sociopolitical principal: It does harm to the group psyche to perpetuate a have/have not culture, where one cohort is participating in the emerging cultural and economic hegemony and another is excluded. The free market alone cannot make this happen any more than it could bring about universal education, the interstate highway system, or the Internet. This will take government action.

But it’s more than a simple question of fairness to me. As long as rural America is kept in the slow lane with respect to access to information and culture, the more they will feel isolated and resentful of the mainstream “connected culture”, viewing them, incorrectly, as out of touch elites. They will then, I fear, vote regressively and conservatively. I’ll admit this thinking may be a matter of unjustified faith in certain (liberal) ideals, but I actually believe that exposure to diverse ideas and people, combined with full and equal participation in a healthy economy, produces, in general, increased social tolerance, better education, and cultural and intellectual progress. Wisdom, peace, and prosperity through connectedness.

Perhaps best of all, wouldn’t broadband for the sticks enable an actual reversal of the polarization of our culture, ending the “The Big Sort” phenomenon where conservatives and liberals are increasingly locating themselves in self-segregated homogenous counties. Hell, decent Internet access might make life in the country attractive to snobby urban sophisticates who might otherwise find the boondocks economically and culturally untenable. If I can meet city clients online and connect with city friends online, why do I need to live in the city?

Ultimately if you like to walk to the store to buy food, if you like bright lights and hustle and bustle, if you enjoy bumping into hundreds of interesting and diverse people every day, then no amount of broadband access will draw you from your urban world. You can certainly count me in that camp. But I can’t bring myself to simply write off non-urban America to a life of electronic destitution and information poverty — their deprivation does affect my happiness. We’re all too closely connected to let the digital divide continue to grow.

Interaction 101

January 9th, 2009

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Like every other advanced human activity that can be taught and learned, there must exist a set of fundamental skills required to use interactive things. I’m not talking about behind-the-scenes design or development skills, but end-user skills. Not just what used to be called “computer literacy” (although that’s part of it), but more basic cognitive and motor and physical skills. Skills analogous to riding a bike, drawing a portrait, writing a business letter, multiplying numbers, or frying an egg.

Take something super-simple, like clicking a link in a web browser. Any designer who has ever attended a usability test, or watched their relatives use computers, will probably have witnessed perfectly competent and computer literate people double clicking links on web pages, just as they would do with a file icon on their desktop. Clearly such users are muddling through just fine, but with a little less than what might be considered optimal computer skills.

Off the top of my head I can come up with a dozen or so skills that people who use interactive systems must learn to be successful — skills that are, however, deficient in a large number of users I’ve witnessed in user testing:

  • Point a mouse at a target
  • Construct a simple Boolean search
  • Rotate a 3d object with a mouse
  • Move the cursor around the page with the keyboard
  • Select text — whole words, paragraphs, multiple pages
  • Cut-and-paste text
  • Resize an image
  • Zooming and panning
  • Use a trackpad instead of a mouse

There are many angles to this idea: Someone who is great at using Excel may be a total klutz when it comes to using Google Earth. An expert at a twitch-shooter video game may not be able to use a search engine to research a report. People who can pan and zoom with a mouse may still have a very hard time with navigating a folder hierarchy.

And of course many of these skills can be dramatically shaped by physical and cognitive disability (which makes me realize that there are different skills that disabled people must learn, for example navigating the web with a voice browser).

The difference between a product’s success and failure with a given user might come down to a simple degree of mastery of some of these basic skills — not, as we often assume, some conceptual misunderstanding of the product itself. Should designers identify their users’ expected skill levels to this level of detail? Should these skills be reflected in user persona documents?

It would be interesting to gauge how well users do at these low-level skills in a survey or broad-based user study, a comprehensive test of basic skills much like the standardized tests schoolchildren are given. I’d be interested in seeing the test results show not just an overall computer skills course, but a breakdown by skill sub-areas: Hardware skills, search skills, text manipulation, image manipulation, 3D object manipulation. That would be fascinating.

Video is a Verb

January 2nd, 2009

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What do you do with a video camera? You video.

I’ve always wanted to coin a phrase or invent a word, to have a term of my own invention be spoken by thousands or even millions of people every day. An astonishingly large number of my friends and peers have done exactly this, some spectacularly so. From ambient intimacy to ajax, blogs to folksonomies, topless meetings to everyware, veterans of the Information Architecture scene have been a prolific lot.

I’ll admit that while I don’t spend a lot of time trying to invent catchy and useful new additions to the lexicon, I do harbor a hope of someday joining this group with a worthwhile word of my own.

For now, then, I wish to formally submit for peer review a humble nomination (so to speak) in the rough vicinity of true coinages. It’s not exactly a real neologism, as the word itself as a string of letters already exists. It’s more like a newly permissible usage:

  • video (verb) to record motion pictures to a medium other than film, such as video tape or digital media, whether recorded directly from life with a camera or transferring from one motion picture medium to another non-film medium.

The word’s current definition doesn’t include a verb form. I think we need one. Examples:

  • I will video my daughter in her school play tonight.
  • Make sure you set the DVR to video the season premiere of Battlestar Galactica next weekend.

We already have one-word verbs for most technological communications: mail, film, photograph, record, tape, phone, and fax. We email, IM, Google, and tweet. We even used to use the one-word verb videotape when video was recorded on whirring VHS, Hi-8, and DV cameras. Why must we bend over backwards linguistically to say “shoot video” (as if cameras were guns) or “record with my digital video recorder” just to avoid the anachronistic “videotape” — when “video” does the job so succinctly?

Interestingly, the Latin origin of the word is a verb: “video” means “(I) see”. And in the future “nadsat” vocabulary of A Clockwork Orange, the word “viddy” is used as a verb, meaning both “to see” and at another level “to understand” or even “to dream”. Perhaps we need to go that far and start using a whole new word for recorded visual experiences as we enter an era where the line between fantasy and reality, truth and fiction, media and life itself, is becoming blurred.

We can always viddy later. For now, however, we need to video.

Finally, I will confess that one of the main reasons for writing this post is to shamelessly and selfishly lay claim to this usage call for making this usage acceptable in the new official history of early 21st century humanity (i.e. Google’s index). Yoo hoo, Google? Guess what? “Video” is now a verb.

Adversarial Design, Part 3: Arguing the Unarguable

December 18th, 2008

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Debating the merits of competing design ideas is fun and, as I’ve argued in parts one and two, can be extremely productive. But some design disputes are, I think, unanswerable. And it’s important to realize when a debate has crossed over from something you can resolve to something you will never reach any definitive conclusion over. Matters of personal preference, style, and taste.

Any given product or application’s appeal and usability success, or lack thereof, might ultimately come down to each individual user’s personal taste. There is a broad landscape of different approaches to UI and UX design, and the variance often adds up to a question of style — not of simple “good” or “bad” design principles.

The eternal which way to roll the toilet paper controversy, and the more academic terminal serial comma debate both come to mind, where empirical measures of success may indeed be possible but are nonetheless trivial when compared to what different kinds of people actually prefer. If someone likes their toilet paper oriented the “wrong” way, rolling it the “right” way will utterly fail to satisfy them, even if it makes the TP user experience more efficient in every measurable way.

In short, one can decry the very real and plainly egregious usability violations of any particular design decision, and you can even “prove” you’re right in usability testing. But you can’t argue against real users who actually prefer it any more than you can argue with people who prefer boxers over briefs or blue over red.

This doesn’t mean you simply throw up your hands and give up simply because you can’t please everybody. Because guess what? You can never please everybody.
It simply means that in the design process you have to make a choice to make some people happy and other people not so happy. Of course you can give users options or preferences, making life for both groups a little more complicated. Lots of (inelegant and bloated) products do precisely that.

But you can also choose to declare that your product is just for people whose personal idiosyncrasies and tastes are compatible with the product’s nature. And then you simply write off everyone else, letting the market fulfill their needs with a different product. It doesn’t help anyone to be greedy and try to make the same product work for all kinds of people when you are up against factors that cannot ever be decided. Find these factors as early as you can and make those hard decisions, one way or the other.

[tp configuration images by Brian Mathis, whose opinion, by the way, is just plain wrong ;-) ]

Adversarial Design, Part 2: Testing by Discussing

December 17th, 2008

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You can’t really validate or invalidate a design idea just by looking at it and declaring it a success or failure because of some best practice or design heuristic that usually works. You’re just talking about theories. Ultimately, no design disputes can be settled convincingly without making a model and testing it out.

But a theoretical debate about the strengths and weaknesses of a design is a critical first step that design teams must pass through before actually going off and testing their designs. To me, a good design critique is a kind of low fidelity user testing: using our imaginations instead of using a lab and test subjects.

Regarding the inspiration for my previous post, the absurd-looking application “Bulk Rename Utility“, the debate was almost predominantly based on “gut opinions” — albeit by many people with expertise in UI design. And I think that’s great. In my particular gut, I suspected that this app would surprise people and do well in testing. Others felt in their guts (and present compelling arguments, too) that this app would fail miserably in a user test.

What’s great about having this kind of hypothetical discussion at all (especially when the debate might seem to be easily and quickly settled by simply testing the application with real users) is that we learn more about the kinds of things we would need to think about and the questions we should be asking when we actually do test the application. Without debating the options we might not have uncovered (for example) these kinds of questions to ask during testing:

  • Would different types of users react to the app in different ways?
  • Do different apps with the same stated purpose serve different use cases?
  • Is efficiency important, or a feeling of efficiency?
  • Is preventing error of primary importance, or permitting error correction?

Sometimes the expert critiques and gut reactions are so compelling (whether positive or negative) that an experienced designer will know right away that formal user research would be a waste of time. Sometimes it’s just obvious — but only becomes obvious once you’ve thought it through, especially if you’re talked it through with other people.

And, of course, testing can be dead wrong. Seinfeld was famously rejected by test audiences, and finished last in the ratings in its first season.

Then there are the “unknown unknowns” (a Donald Rumsfeld-ism that I think is entirely valid and sensible). There are some design decisions that seem so obvious, and may even test well, but fail miserably because of an completely unforeseen factor in real-world practice. Our goal as designers considering design options is to try to minimize the number of unknown unknowns. And again, the best way to uncover unknown potential problems is to imagine as many of them as possible through lively debate from diverse viewpoints.

Whether you user-test your product or not, there’s no doubt that a lively, opinionated and adversarial discussion about any complex design decision, especially a user experience design decision, can only help the overall product development process.

Adversarial Design, Part 1: Collaboration Through Disagreement

December 16th, 2008

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Disagreeing with Daring Fireball’s John Gruber, as I did two weeks ago, is like walking into a minefield. Although Gruber has a cutting wit, he is thoughtful and respectful when it comes to discussions of technology and design. But when you spar with Gruber, you also step into the ring with his readership, tens of thousands of people who have strong and spirited opinions about design. People not afraid to say what’s on their mind.

It’s eye-opening, to say the least. And not just Daring Fireball’s readers. Any large group of opinions is going to produce surprises. As seen in last week’s post on Lizard People, when you look at the reactions of large groups of people you get a fair share of what Malcolm Gladwell has called “outliers“, folks whose ideas and opinions don’t quite fit in nicely on the map.

Going out on a limb and taking a position on an issue — even if you’re not sure you’re right about it — will always inspire debate. And from the churn of debate, good ideas can emerge. The more churn, the more likely a surprising outlier will emerge.

This is the essence of collaboration.

The only thing that will put a damper on this healthy churn is disrespect. Respect is absolutely essential to fruitful collaboration, especially if you want to glean powerful insights from a lively debate. And respect is multidirectional — in any group there are going to be power dynamics. For example on a blog the blog’s owner has the power of the soapbox (and the moderation toolkit) to suppress or censor debate. And some commenters exploit the power of anonymity, tossing firebombs with no regard for any common objective.

It is the responsibility of all who want to benefit from discussion to do what they can to flatten these power relationships by bending over backwards to respect their collaborators. Those with more power must frequently cede it. Those with less power must not resort to rhetorical violence to assert it.

This also applies in organizations — managers, bosses, and clients often have to relinquish the leverage they posess (the ability to rule by fiat, or to veto at will) if they want their teams to really open up.

Khoi Vinh recently wrote about a project his team at the New York Times has been developing and has just released, called Times Extra. It’s an optional user feature that introduces links to related content on other web sites. It’s a pretty radical idea, guaranteed to ruffle many feathers. Khoi and his team really went out on a limb with this, and they knew it. Khoi described the trepidation they felt (and managed to get over, thankfully) as a kind of “Fear of Design“.

Times Extra is an experiment in modestly redesigning the user experience; whether it’s a success or not is up to you and all of our users. Hopefully enough people will find it useful for us to evolve it further; I don’t think any of us suppose that this is really the last word in how third-party links can be expressed on the site. My point is that, as designers, an aversion to flouting the rules of visual decorum often doesn’t serve us well. Nor for that matter does a fear of failure.

The opposite of fear, of course, is courage. It takes courage to present your design ideas when you are sure you will face criticism. When even you yourself are unsure of the correctness of your idea. Simply put, you will never be a good designer without taking risks.

Team of Rivals

I am extremely pleased with President-Elect Obama’s Lincoln-like “Team of Rivals” approach to building his cabinet. Great ideas simply can not emerge from single-minded groupthink.  Greg Storey sees this as extremely relevant to design collaboration:

The more you live and work around people who rarely present a different viewpoint, the softer your brain gets, the more complacent you become…

I am a big fan not just of permitting multiple perspectives, but mandating it. Forcing yourself to come up with more than one idea. Requiring a team of designers to all contribute multiple low-fidelity solutions before focusing on only one. This is why I love sketching as a formal practice — it permits the creator of an idea to put any single idea aside and work on another one without too much investment (of time or emotional energy).

  • Jerome Ryckborst has a great slideshow describing his company’s “Five Sketches or Else” approach to ideation.
  • Victor Lombardi encourages a breadth-before-depth approach to early-stage concept development.
  • Of course, Apple works this way, too.

Okay, so we’ve got multiple voices and ideas out in the open. How shall we decide which to believe? Next post…

Designed in Detroit by General Motors

December 13th, 2008

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I am a 37-year-old user experience designer, and I don’t have a driver’s license. I don’t even know how to drive a car. I moved to New York City when I was 18 and I just never really needed to learn.

Moreover, I don’t even find automobiles all that interesting or seductive, at least not the ones I see on the streets today. They’re certainly not, as they were a half-century ago, a glimpse into some hopeful and mind-boggling future. Rather, to me, the automobile is a symbol of a bygone era of American industry, culture, and lifestyle.

Because of my obvious dispassion for car culture, I think I can offer an unconventional and hopefully useful perspective on the struggling American auto industry.

I mean, everybody else seems to have a theory about how to save Detroit. And I’ll admit that I find myself reluctantly sympathetic with those who are calling for a radical, technology- based transformation of the business. Whether admonishing the industry to “Stop Building Cars“, encouraging a conversion to a design-based auto industry (some flat out asking “What if Steve Jobs ran GM?“), scolding the automakers while debating bailing them out (it’s amusing to hear Senator Richard Shelby chiding the automakers for their lack of “inn-o-vation” in his Alabama drawl), or Andy Grove pushing Intel to invest in critical battery research for electric cars, it’s clear that many people think the American auto industry’s ultimate salvation will be in cutting-edge technology and design.

I find myself frequently nodding my head at these suggestions. The tech geek in me agrees that there is something the tech business is doing right that the auto business is doing wrong.

What is it? Well, it’s two things.

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The ‘58 Bulgemobile Catalog, from Bruce McCall’s Zany Afternoons.

Design

The first problem, what everyone focuses on, is the product itself. The design. The whole “car experience”, which really hasn’t changed much in decades. AFAIK, the only truly important developments in the last 25 years have been hybrids and GPS.

And from the industry’s perspective the most significant and successful design innovation has, ironically, also been the instrument of its recent decline: the outrageous and gluttonous giganticness of SUVs (which really isn’t all that innovative when you consider the gigantism rampant in automotive design of the 1950s).

It all seems so dead to me. My desire to learn to drive — to the extent that it exists at all — feels on an emotional level similar to my desire to smoke a cigarette, own a beeper, rent a videotape at Blockbuster, or sign up for 600 free minutes of AOL. Which is to say that the whole idea (of driving!) seems silly and old fashioned and lame.

It’s easy for me to imagine a hundred ways that cars could be better — from energy efficiency to user experience to aesthetics, or even fundamentally rethinking the infrastructure of highways and roads and parking. Plenty of other people are also describing Detroit’s many design and technology shortcomings elsewhere. If it were not for the fact that the auto industry is still an integral part of my country’s economy and the livelihood of millions of Americans, and if the auto business hadn’t in previous generations worked at technology’s bleeding edge, I’d be completely apathetic about the whole question of automotive user experience design.

Unlike many of my peers (most of whom drive, of course), I can barely muster up enough interest in the fate of the auto industry to bother to speculate about the details of how cars might be improved from a design perspective. It’s like trying to get excited about designing a new kind of whaling harpoon or devising a new kind of portable CD player. I mean, who cares? What good will it do?

But that is precisely the problem: How can we expect innovation from Detroit when creative and technology workers like myself have no desire to lift a finger to help the automotive business? And forget about me, middle-aged and settled in my web career: Why should a 22-year-old technology or design whiz kid want to build cars when they could be working with far cooler, more exciting, and less environmentally-damaging technologies?

Designers

Don’t get me wrong: Plenty of extraordinarily talented and inventive people work in the auto industry. But it’s just not at the same level as the excitement and innovation we see in design on the web, on our mobile phones, and on our desktops. It doesn’t resonate with the public imagination.

I ask myself this question: “Would I want to work there?” Or one of my friends and colleagues? A talented young software engineer? A recent design-school graduate? As a future-thinking knowledge worker, someone like me should be strongly tempted to work for an auto company.

The biggest problem is not that the auto companies are making products consumers don’t want — people will continue to buy cars and muddle through the lackluster design and user experiences, the outrageous fuel costs, the physical danger, and the unconscionable pollution. No, the real, long-term problem with Detroit is that the automakers are just not the kind of companies the next generation of innovators will want to work for.

I don’t know the answer to this, particularly from a public policy perspective, but it’s important that we all frame the real question correctly. It’s not about the design, it’s about the designers. It’s about the workers.

(NOTE: I hate to seem sympathetic with the techno-futurist camp. There’s something terribly elitist about scolding Detroit for not being like Silicon Valley. It’s unforgivably crass to suggest that we just let the automakers precipitously fail and let their workers drift into unemployment and poverty. There is knowledge and talent in the industry today, know-how that needs to be used to make the new auto industry even better. A sudden lurch into industrial calamity, with an eventual triumphant rebirth in California garages, sounds like an idealistic and romantic story. But it’s not so romantic to the hundreds of thousands of people without a paycheck. The solution needs to be driven by practical needs, not dramatic storylines.)