Category Archive: Web

In Defense of Graphic Design on the Web

November 19th, 2007

rand_www.gif

At the Speak Up graphic design blog, Armin Vit laments the lack of “landmark” or canonical web designs. After giving several examples of iconic designs that are truly landmarks in the history of graphic design, from Paul Rand’s IBM logo in the 1950s to Paula Scher’s Public Theater posters in the 1990s, he writes:

Myself, I could list projects in every category from logos, to annual reports, to magazine covers, to packaging, to typefaces, to opening titles that could be considered landmark projects… But when it comes to web sites, I can’t think of a single www that could be comparable — in gravitas, praise, or memorability — as any of the few projects I just mentioned.

Joshua Porter, however, thinks that Armin is barking up the wrong tree, arguing at his own blog that Armin’s singular focus on graphic design is misguided:

But, frankly, I think Armin has missed his own point. He wants to know what web designers see as canonical, but he’s dismissing the obvious answer because it doesn’t fit into his canonical mold of graphic design. In other words, he’s looking at Google from a graphic design perspective, when web designers necessarily have to look at it from an interaction design perspective.

If Armin were to ask web designers and web development teams what the canonical web designs are, he would get very clear answers.

Joshua then goes on to cite Google and Amazon as canonical web designs because they do what they do exceptionally well — and that doing things is what web design is all about. He continues:

So while Armin doesn’t want this to be about graphic vs. web design, it has to be at some level because web designers necessarily approach design from a different perspective than graphic designers.

That’s where he loses me. This is, at least to Joshua, just another turf war between interaction design and graphic design, an unfortunate debate that I had hoped had been put to rest in the last decade.

Joshua is buying into the idea that “graphic design” on the web is at best a lesser practice than some other, bigger thing called “web design” (which he says is really “interaction design”, but whose purview also apparently encompasses programming, strategy, content, information architecture, interaction design, and presumably even graphic design itself).

It’s certainly a good thing to talk about web design holistically and to see all of these things as interconnected, but must such discussion be at the expense of graphic design? Is discussing graphic design off limits? It’s clear that Armin was talking specifically about graphic design, but Joshua sees this not as a professional focus but, rather, as a fundamental shortcoming.

Perhaps Armin brought it on himself by using the phrase “web design” when it seems he really means “graphic design on the web”. Given that Speak Up is a *graphic design* site, I would have thought this focus would have been presumed by most readers. But when Joshua compares Google to Armin’s historical graphic design examples, and then claims Google’s iconic stroke of genius lies in its functionality, he is doing the equivalent of claiming that:

  • Milton Glaser’s Dylan poster’s “design” includes Bob Dylan’s lyrics
  • Vignelli’s subway map “design” includes the engineering of the trains and tunnels of the NYC transit system
  • William Golden’s CBS logo’s “design” includes the groundbreaking journalism of Edward R. Murrow.

Joshua is casting too broad a net by claiming that web design is everything when clearly Armin is focusing deliberately and precisely on the profession of graphic design.

Armin is not talking about functionality, and that’s okay! He is talking about the color, typography, shape, layout and all the other formal elements that make up a site’s graphic design. Hell, Armin would probably be quite happy to see just one truly great logo for a web-based product, a logo whose design has the same timeless gravity as the logos from the history of graphic design. Instead we get endless swooshes and reflections.

Is it wrong of Armin to ask for this?

Well, only if it is wrong to want excellence in graphic design. On the web.

Back to the 90s

Why is it that when we talk about web design, “graphic design” is often treated as the red headed stepchild? In other media, and in older times, we can talk about the genius of a particular product’s graphic design independently of the larger system that that design represents or serves. We can talk about the graphic design of the Westinghouse logo without talking about the engineering of a Westinghouse refrigerator. Why should we not be able to do this about graphic design on the web?

My theory is that many web professionals, even graphic designers who work exclusively on the web, look down their noses on the crafts and traditions of “graphic design”. They have been doing this since the early days of the web, back in the 1990s, when it was common for smug young designers to feel superior to print-based graphic designers who didn’t yet know what they were doing on the web. How many of you slick web design professionals remember a time back in the 1990’s when we laughed at the poor old graphic design geezers trying to make HTML pages using Quark Xpress?

Well, those days are over. The joke is old. And you know what? All these years of people believing that graphic design was a lesser discipline, of contending that graphic design is barely an important factor in the bigger picture of web design, have led to precisely the predicament that Armin is complaining about: Web sites, in general, still don’t look as compelling as the historical graphic and visual icons we’ve come to know and love in other media. His point is entirely valid, and Joshua’s attitude only manages to prove Armin’s point. Graphic design on the web kinda sucks.

And as long as we continue to insist that graphic design is a non-entity, we will never have good graphic design on the web.

(I’ve written about this before when I argued last year that the AIGA fell into the same trap when they decided the G no longer means “graphic”. It’s sad that it’s still happening.)

Design Rules to Live By

November 13th, 2007

ten_commandments_book.jpg

On the IxDA list this week, Lisa deBettencourt asks:

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

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

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

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

What about you?

Georges Seurat Dot Com

October 31st, 2007

It’s hard to understate the pride I felt on behalf of my colleagues at Behavior when I read these words in Friday’s New York Times:

seurat_moma_kiosk.jpg

The Museum of Modern Art’s elegantly plain exhibition of Georges Seurat’s drawings begins with an unexpectedly extraordinary moment of computerized art viewing. Seurat’s four surviving notebooks have been converted to electronic versions that — with a touch of a finger — visitors can flip through, page by digital page, from cover to dog-eared cover. (The real notebooks can also be seen under glass nearby.)

Facsimiles they may be, but they instantly communicate the show’s intent, which is to clarify the way the silent, classical remove of Seurat’s impeccable, stylized paintings was distilled from an active, socially aware engagement with the world that registered most fully in his drawings.

If you haven’t guessed already, the touch-screen interfaces in question were designed and built by my studio mates at Behavior, both as kiosk installations in the MoMA exhibition gallery and viewable on the web as a gorgeous online exhibition.

Roberta Smith of the Times is one of the the most important art critics around. So when the opening sentence of Smith’s review of Georges Seurat: The Drawings focuses so enthusiastically on the interactive kiosk that my colleagues put together these past few months, it’s more than just praise for Georges Seurat and for the great curation and leadership by the team at MoMA. It’s also praise for Behavior.

Touch Screens in the Age of the iPhone

Most of the Behavior folks attended the exhibition’s lavish opening festivities last week, and we all got a chance to watch dozens of very fancy people interacting with the twin touch-screen kiosks. It was such a joy to watch the gallery-goers flip through the pages with looks of, I swear, genuine delight on their faces. No lie: I definitely heard “ooohs” and “aaahs”.

seurat_660.jpg

As with any usability test situation, of course, there were also the occasional moments where a user would try to do something we didn’t think of. Of particular interest was the fairly common attempt by users to treat the traditional touch screens as if they were iPhone-style multi-touch screens. People expected to be able to smoothly zoom in by spreading two fingers apart as they can on the iPhone. As with so much of what Apple does, the bar has apparently been raised in unexpected new places in the interactive landscape.

What About the Art?

seurat_railway_tracks_320.jpg

Oh, and the show is absolutely luminous. I hope you check out the web site, of course, but if you enjoy art at all you must see the show in person. The sketchbooks are just a tiny piece of the exhibit. The rest of the show, and the online exhibition, includes drawings and paintings, historical conservation information, and of course the sketchbooks.

The exhibition is getting rave reviews from many other sources as well, and deservedly so. We’ve all seen Seurat’s famous pointillist paintings, especially the revolutionary A Sunday Afternoon on the Island of La Grande Jatte. But Seurat’s drawings reveal the intense thinking and talent that went into his painterly work.

The drawings excel in two areas simultaneously: Form and light. In a vivid metaphorical image conjured up by my wife Peggy (seen above), some drawings suggest that 19th century Paris would be transparent or even invisible if not for the industrial-era soot filling the air and collecting on any and all solid objects and forms. The charcoal on the page reflects the density of the matter in the space.

And yet other drawings emphasize light itself, with the space articulated only by where the light exists and where it does not — where traditional drawing marks like contour lines are banished. The relationship between this thinking and the daguerrotype photography of the time is hard to dispute.

The best works attack form and light at the same time, and it’s easy to see how Seurat’s eschewing of contour and lines — and embrace of volume and light — leads directly to La Grande Jatte, even without the extraordinary discoveries in color he is most famous for.

La Grande Jatte was painted when Seurat was just 26. He would die five years later, at 31. It’s staggering to imagine what he would have gone on to accomplish had he lived into the age of Matisse (born the same year as Seurat), Kandinsky, and Picasso.

Lying with (Advertising) Statistics

October 30th, 2007

eyechart_blur.jpg

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

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

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

Making Up Numbers

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

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

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

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

Advertising that “Works”

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

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

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

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

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

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

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

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

eyechart.jpg

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

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

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

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

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

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

Probably not. My favorite paragraph is the last one:

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

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

Ambient Intimacy, Collective Musing, Intellectual Doodling

October 10th, 2007

collectivemusing.jpg

Leisa Reichelt coined the term “ambient intimacy” to describe the genre of social computing apps led by Twitter, Jaiku, and Pownce. She was interested in the constant sense of closeness users feel with their circle of friends, no matter how far-flung, through technologies that informally reveal us to each other.

Jyri Engeström, co-founder of Jaiku (and newly minted Googleplexian), called this phenomenon “peripheral vision”, your ability to informally or even unconsciously know what’s going on in your social circle.

Recently, however, I’ve noticed that my Twitter stream contains a lot more than just what people are doing. They’re starting to use Twitter to express their emerging ideas and to begin tentative conversations about things they are thinking about.

In fact, even as I enjoy the ambient intimacy of having the incidental knowledge about what my friends are doing, I’m finding that the sharing of ideas is the most valuable part of Twitter. My Twitter friends send links to interesting sites, they announce their latest blog posts, and they talk about the new ideas they are reading about and hearing about, usually at the moment they first experience the idea. Or they’ll ask a provocative question (”Does anyone use friendster anymore?”) and see what it generates.

But most exciting of all is when someone shouts out their own half-baked idea (in 140 characters or less), and the rest of the group piles on to shape the idea further. Spontaneous “collective musing” occurs. This whole process is over in only a few minutes, and then the whole dialogue fades away into the ether. The ideas, however, live on in our heads, and eventually some even take more concrete form.

The Twitter medium allows these informal and impromptu communications to occur in a way that, for example, posting to a mailing list, publishing a blog post, or posting a question to a Q&A social site can never quite do. It’s something just a little bit less than a conversation.

In the same vein, Bruce Nussbaum today quotes Roger Martin from the Rotman School of management, who says “Blogging is intellectual prototyping.” If that’s the case, then Twitter is intellectual doodling.

“Not Unpleasant” is Not Enough

September 28th, 2007

happiness_gap_crop.gif

An article in the New York Times the other day discusses a study that suggests that there are differences between men and women in how pleasant or unpleasant they find certain normal everyday activities. Apparently, for example, men find spending time with their parents far more pleasant then women do, while men disproportionally dislike home repair work (so much for the handyman husband!).

What caught my eye was this: Nestled between “Read books” and “Cooking” was “Computer use”. It says that 13% of both men and women find using computers unpleasant.

This is interesting for two reasons. First, it quantifies the technophobe demographic at about one out of every seven people.

But in the context of the other activities asked about, it’s interesting to note that “Computer use” actually ranks pretty low on the overall unpleasantness scale. Watching TV is more unpleasant than using computers! This suggests that most people (the other six out of seven) seem to think pretty positively about using computers.

This interpretation fits nicely with my belief that people aren’t quite as fed up with digital user experiences as the usability finger-waggers might suggest. People muddle through the difficult parts and aren’t generally aware of where or how they might not be as efficient as they could be.

But this doesn’t mean that user experience designers can rest on our laurels at all. It means we must be more conscientiously competitive, that we must try to aim a lot higher than simply being “not unpleasant”. It’s like what Todd Wilkens wrote at the Adaptive Path blog: that merely aiming to “be usable” is a low target indeed, kind of like having your cooking objective to “be edible”.

A good product must not only be easy to use, but must also be pleasant to use in order to stand out in a universe of computer products that, all told, apparently aren’t even as unpleasant as, say, cooking dinner or visiting your friends.

Naturally, since the methodology of the Times study is unclear, and since I am interpreting only a small fragment of the study’s intended data set, all of this is speculation and not solidly supported by this specific research. Still, I suspect that this interpretation is pretty close and that people in general like using computers.

The Social Web’s Coffeehouses, Nightclubs, Country Clubs, and Taverns

September 27th, 2007

clubs1.jpg

In the 17th century, a peculiar phenomenon emerged in England: men with no family or institutional ties to one another would gather informally to socialize, debate, and network with like-minded peers and colleagues, to discuss everything from politics to literature to economics, building social connections between them that hadn’t existed before. They met in taverns and coffeehouses, and they called these gatherings “clubbes”. Most famous of all was the Mermaid Tavern’s “Friday Street Club”, whose members included Sir Walter Raleigh, John Donne, Ben Jonson, and, if legend is to be believed, even William Shakespeare.

Today, of course, we take the concept of the “club” for granted, but the idea hasn’t been around forever. Four hundred years ago it was genuinely novel to see people regularly meeting for reasons other than governance, religion, defense, family, or business purposes. The club was wholly new idea in the evolution of human social relations, enabling people to connect in ways they’d never connected before.

Today we face a similar step in this evolution. We are witnessing the emergence of a new way for people to relate to each other and to meet new people using the so-called social web. What’s more, this new model has a lot in common with the clubs of the 17th century, and indeed with all the face-to-face clubs that exist today.

I’ve argued in the past that social networks are brands, where people choose to associate with the networks they identify with emotionally in the same way we choose products based on brand affinities. But today’s online communities are also clubs: they are loosely-formed private organizations akin to nightclubs, country clubs, and social clubs. Every social network will, over time, attract people with similar cultural interests and affinities, and just like in the physical world these shared interests are far more important than the amenities of the club’s meeting place. MORE…

There is No Strategy!

September 19th, 2007

stratego.jpg

Designers of interactive products and services are having more and more influence on how businesses work, providing guidance that goes go far beyond layouts, flows, grids, colors, and movement — ideas that are fundamentally more that just look and feel. We are helping businesses understand and solve broader challenges, helping them define their core feature offerings, choosing their technology platforms, collecting performance metrics, devising advertising models, and much more.

And I completely agree that designers have a lot to offer with respect to many business strategies that go beyond core visual and interactive design questions. But too often we lump these broader business concerns under the single sexy umbrella term “strategy” without really thinking about what that word really means for a business.

Strategic Defense

Too often, “strategy” is just a sloppy shorthand for the general idea that designers need to understand the business demands and challenges their clients and bosses face. Which is a great and noble objective: I completely agree that designers need to take more responsibility for the big picture around the products we build, not just focusing on pixels and HTML.

But we have to be realistic about the limits of that extended scope of responsibility. Let’s not get too full of ourselves here. A great many absolutely critical aspects of a company’s business strategy have little to do with design at all:

  • Operational Strategy: Physical infrastructure (furniture, utilities, amenities) for the corporate offices, maintenance and cleaning of the facility, rents and insurance, even the corporate office’s location…
  • Financial Strategy: Accounting and cash flow management, tax preparation, collections, investment management…
  • Human Resources Strategy: What kinds of people are needed, how much to pay employees, benefits packages, recruitment efforts, training and conferences, building staff versus leveraging consultants…
  • Legal Strategy: Trademarks, patents, copyrights, insurance…
  • Marketing/Sales Strategy: What should the product or service cost? How and where should the company advertise? Should the company offer loss-leader services? Will the product be supported by fees or through advertising? If advertising, who should the target advertisers be?
  • Corporate Strategy: Mergers and acquisitions, strategic partnerships, positioning for selling/flipping the business, IPO strategies, investor relations, raising capital.

A company can literally succeed or fail based on the wisdom of a single decision in any one of these fundamental strategic business areas. How many small businesses have failed because they signed an expensive long-term lease? How many great products have disappeared because they didn’t cover their ass with a simple patent search? No matter how great a product’s design might be, all too often it’s the basic, boring operational and accounting strategies that become the real make-or-break business success factors.

But how many of these business questions should a user experience designer address when consulting a client or helping their employer with their “business strategy”?

Very few, I think. A business strategy is what people who actually run businesses worry about every day — so unless you are part of company management, a top-level management consultant, or a venture capitalist with direct control over company management, your purview will almost certainly be limited to some subset of a business’s overall strategy. This is not to say that all of these factors are irrelevant or off limits to designers. But most of them are.

Many will argue that all of the above topics can and should simply be seen as aspects of a holistic capital-D “Design”. Conceptually I want to agree… but realistically I simply cannot agree: Few designers have the experience or training to offer the kind of specialized consulting required to be credible or helpful in almost all of these fields. In short, “business strategy” is more than design.

Why this is Important

I was once in a group discussion at a design conference where the topic was “business strategy”. After about 15 minutes of listening quietly, it struck me that everyone in the room had a different idea of what the topic really was. Some thought it was about how to start or run a business, others thought it was about how to provide ROI metrics for design services, and still others thought it was about how designers can and should learn more about how their clients’ businesses actually work. When I asked the group what we were talking about, I got a lot of blank stares and some people admitted that maybe we weren’t sure but hey, the discussion was interesting anyway.

So can I ask a favor? Can we designers all please stop using the word “strategy” without preceding it with a specific adjective? As in “design strategy”, “marketing strategy”, “customer acquisition strategy”, etc. Let’s be very clear about what we’re talking about when we extend our responsibilities beyond what they taught us in design school. We do have a great deal to say in many aspects of business strategy, but not even by a long shot can we claim a right to play a role in all of them.

TimesSelect is Dead. Times Op-Ed Columnists Become Relevant Again.

September 18th, 2007

timesselect.jpg

The New York Times is ending their TimesSelect “service” as of tomorrow, September 19th. Despite my deep resentment of the whole TimesSelect idea in the first place, I applaud the Times’ decision to end it and to finally align themselves with the way the web’s culture of thought actually works.

During the 2004 election cycle, Times columnists like Paul Krugman, David Brooks, Tom Friedman, Maureen Dowd, Bob Herbert, and the rest of the Op-Ed talking heads would regularly be part of my daily readings, and they were an important part of the national political dialogue. Countless blogs would link to them, quote them, and respond to their influential voices. But then when the Times instituted the TimesSelect paywall, all of these thought-provoking voices were silenced, almost overnight. They became invisible to me and literally millions of other regular and loyal readers.

Sure many of the Times’ paper subscribers (who get TimesSelect memberships as part of their subscription price) continued to read these columnists. But the rest of us, those who read the Times online only, pretty much lost contact with them completely. Bloggers ceased linking to them, and eventually they ceased even talking about them. They lost relevance, influence, and credibility. And, as a result, the Times did, too.

As I’ve said before, I have no idea if TimesSelect was a good business decision in 2005 or not. My gut tells me that, ultimately, it was not. It probably didn’t drive many additional subscriptions (people who want a paper delivered to their homes will subscribe anyway, regardless of online add-ons), and it’s hard to imagine that there are more than a few thousand people in the world who are willing to pay the annual fee for just web access to the TimesSelect content.

I’d guess that the total number of people who actually paid the annual fee was tiny in comparison to the number of people who simply stopped reading the Times as much as they used to. The lost revenue from advertising impressions and page views may have been comparable to the revenue gained from the small number of subscriptions and online memberships they gained.

But more importantly, the Times lost some of their their momentum in being an influential force in the blogosphere, and thus in the emerging zeitgeist of the political and cultural dialogues that occur increasingly online. They stopped investing in their own reputation and positioning in today’s networked conversations. And unfortunately, damage like this is hard to repair — it’s like spending two years without contributing to your 401k plan, missing out on two years of accrued credit and growth.

They’ve got a lot of catching up to do, but I for one will glady jump right back in. Welcome back to the interweb, Op-Ed columnists!

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

August 27th, 2007

happymac_150.gif

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

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

How I Became a Windows Addict

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

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

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

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

And then Windows entered my life.

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

Why I Waited So Long to Switch

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

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

doom.jpg

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

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

pcparts.jpg

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

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

applestore_320.jpg

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

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

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

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

project_and_visio.jpg

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

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

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

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

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

Why I am Switching

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