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!”

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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…

Totaled Recall: How technology is ruining our brains

August 21st, 2009

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Phases of History “brain map” from the unfailingly astonishing Bibliodyssey.

On the way to the office yesterday, an awesome idea popped into my head. I was in a mad rush, late for an internal team meeting. So I tried to think of effective ways to record the awesome idea besides stopping and writing it down on a piece of paper.

I considered emailing it to myself on my iPhone, but thought that that, too, would slow me down.

I thought about leaving myself a voicemail, but then I thought no, this idea is too awesome to bury in a voicemail I’ll never listen to — I wanted it handy and in my face later in the day.

Then I thought about all the different iPhone apps that could help me, especially voice recognition applications.

I thought about how a few years ago on this blog some ill-informed commenters theorized that speech-to-text was a hoax, that such systems were being powered by low-wage english-speaking human beings who literally transcribed recordings all day long.

After all that thinking, guess what? I forgot my awesome idea. I arrived at the office door and stood there sifting through my brain and finding nothing. But I knew the idea was there. And I knew it was awesome!

The Mister Spock Method

So I left the office and retraced my steps, basically blowing off my meeting (sorry Behavior colleagues!), determined to recall the awesome idea. My wife calls this the Mister Spock Method, although I’m not sure I recall the episode where Spock has an awesome idea but forgets it.

I walked three blocks back towards the subway station, digging through my brain every step of the way, and continually coming up with nothing but either (a) ruminations on how ideas come and go, or (b) more thoughts about speech recognition. Damn!

But then, at almost the same location where the awesome idea first struck, I saw something interesting and thought, “I’d like to take a photo of that right now.” Which was exactly what I thought ten minutes earlier. The awesome idea came back to me, all at once, in a flash.

The Memory Hole

Once upon a time, human beings had amazing memories. Because writing materials were so expensive, and literacy so rare, people who needed to move knowledge through space and time had only one option: their brains.

Today we can’t remember even a simple phone number, yet only a decade ago most of us could recall dozens or even hundreds. All because a technology (speed dial) has replaced that portion of our cognitive burden. Search engines guarantee that we don’t need to remember anything, since we can always just Google it. Some say that this makes us mentally more powerful than our predecessors because we are able to use our brains for new kinds of ideas instead of wasting so many brain cells on dumb information storage and retrieval.

But is this actually a burden? I don’t think so. My grandfather, who was in his second career an English teacher, could recite hundreds of poems and passages from literature from memory. I liked to think that the fact that this “content” existed in his mind (and was readily accessible thanks to his deliberate memorization) made his inner life richer. I also imagined that poetic words and phrases and stylizations would find their way into his own writing, and even into his dreams.

Looking back on my lost awesome idea yesterday, I can see my mistake: I had immediately ruled out writing the idea down. I disarmed myself of the most powerful mnemonic tool in my kit. I thought about bells and whistles instead of pen and paper.

Outside of language itself, writing and drawing are humanity’s most fundamental information technologies. These three technologies are the closest we have come (so far!) to perfecting “the human interface”. In fact, speaking, writing, and drawing are such efficient interfaces to direct cognitive experience that they can, as Andy Clarke has argued, be considered cybernetic extensions of our minds. There’s no doubt that saying something, or writing it down, helps you think more about it and allows the idea to become, like my grandfather’s memorized poetry, part of your on-board memory.

So it worries me deeply that I actually considered using other, less efficient (but more sexy and novel) tools at all. I suppose the reason why I champion sketching so much is because I am so frequently tempted by technological solutions.

I wonder how many people have made this kind of decision permanently, who have effectively decided to use technological tools for all their short- and long-term memorization needs. And I wonder how this kind of society-wide behavioral change has affected our ability to think and produce new ideas.

Idea: Multifocus Photography

August 21st, 2009

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Here’s an awesome idea for the camera industry. Like most of my seemingly awesome ideas, someone else has probably already thought of it (UPDATE: someone has already thought of it, sort of… skip to the bottom of this post). But just in case it’s at all novel, I offer it up for public review:

Yesterday I saw a little kid yawning, and I thought it would have made a really cute photo if only I had a camera in my hand, ready to shoot. Of course, I had a camera in my hand: my iPhone. The moment, however, went by just too fast: I noticed it, but could not photograph it.

Being able to take a photograph spontaneously, with as much ease as pointing your finger or blinking your eyes, would change the world of photography even more than the profound effect digital photography has already had. It would make available the ephemeral and fleeting moments of beauty and inspiration in a way that current photographic technology still cannot deliver.

Today’s cameras, however, still have too many obstacles to this goal. The camera has to be in your hand, with the lens cap removed, and if electronic it has to be powered up. And then you have to adjust the exposure and focus on your subject.

Most of these obstacles can be overcome: small, cheap, and fast cameras are already here. A camera mounted in a pair of glasses or on a fingertip is easy to imagine. And you can adjust exposure, to a limited extent, after the fact in Photoshop. It’s the focus part that seems the biggest barrier: Choosing the subject in the frame and then adjusting a mechanical lens array to focus on that object takes both time and human intelligence. Automating this would seem impossible.

But I think I’ve figured it out.

Multifocus: Fix it in post!

Instead of taking one photograph upon clicking the shutter, my camera would shoot 50 photos as fast as possible. Each photograph would have a slightly different focus setting, zooming on different points in space. Cameras are pretty damn fast these days, and getting faster, so it seems possible that taking 50 good photos in a fraction of a second is reasonable.

Some of the 50 photos will focus on nothing, and will be useless. But among the rest there would almost certainly be one image that is nicely focused on exactly what you wanted to shoot.

The idea is that we use brute force (that is, speed) to capture a variety of photos, then we pick the one we like best. Basically what photographers have been doing for years with motor drives, but ridiculously faster.

The key to this concept is the post-production software. You could just view 50 photos, but I picture it being more interesting than that. The interface for choosing the photo could feel like taking a photo, where you look upon a scene and move a slider to change your focus on the scene. I imagine an interface like the one Harrison Ford used in Blade Runner to investigate the space in a crime-scene photo, but instead of exploring a 3D space, it permits the viewer to explore the image-space by moving the point of focus.

Many years ago I made a Flash experiment showing how a focus effect might work. You can try it here. If you play with the demo, you can imagine the UI for my multifocus selector tool, choosing the best-focused image from the 50 images originally captured by the camera.

If the system was fast enough (say, fast enough to take 200 photos in a second) the lenses could also take each photo at several zoom levels or exposure settings, too. So you point, snap, and then do all of the zoom, focus, and exposure work later, almost as if you were freezing and capturing time itself.

This idea isn’t so far fetched. It’s influenced by a bunch of other ideas along similar lines:

  • Bullet-time camera: Popularized in The Matrix, the “bullet-time” effect is achieved by a brute-force technique of taking dozens of photos at the same time from many different angles. Cool example here.
  • Page scanner concept: The idea behind this concept is that instead of slowly photographing the pages of a book one page at a time from a fully-flat perspective, a machine could scan the book’s pages a hundred times faster by simply photographing them at an angle as they are quickly flipping by, adjusting the image later to appear flat.
  • iPhone’s “always on” camera: Lonelysandwich’s Adam Lisagor recently speculated and tested that the iPhone is able to take photos really quickly because it doesn’t wait for you to click the shutter to record the image in memory. It just takes photos constantly and then keeps the one it already took at the time you click the shutter.
  • Focus Stacking: In microscopic photography where the depth of field is miniscule and getting an image of an entire tiny object is difficult, a technique called focus stacking allows the photographer to take many photos of the same object at different focus lengths, then combining them all into a single composite image where everything is in focus. Check out this cool focus stacking animation.

Most of the conceptual and technological pieces are there. Another issue would seem to be the lenses themselves: how to move a physical lens array quickly, but given the size of cameras these days it seems that we’d only need to move the lens a few millimeters to get all 50 focal lengths.

Now, someone please tell me this already exists.

UPDATE: Okay, it already exists. The plenoptic camera, or light-field camera, which uses an array of tiny lenses to take multiple photos at different focus points. Different concept (mine relies on a single moving lens), same result. Either way, I hope someone figures out a way to build this kind of thing into cheap phone cameras.

The Power of Small Multiples

August 18th, 2009

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The graphic novel Persepolis, in addition to being a gripping emotional story and the only comic book to ever bring me to tears, is a masterpiece of comic art and a testimony to what you can accomplish through repetition of basic forms. What Persepolis writer/artist Marjane Satrapi can accomplish with a few simple pen strokes is simply astonishing. When the comic was made into an animated movie, Satrapi’s graphic virtuosity survived and indeed thrived in the translation.

Look at these nine faces of girls listening to a political speech from their schoolteacher in Iran, shortly after the 1979 revolution. All of these faces use exactly the same set of design elements: four curved lines (eyebrows, nose, mouth), a pair of football-shaped ovals and dots (eyes), and an amorphous black shape (hairline). And yet each of these girls doesn’t just look completely unique, each has a unique and distinctive personality — earnest, distracted, doubtful.

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I was reminded of a book currently on my desk, Bruno Munari’s Design as Art.

In the book’s second section, Munari argues that images can and should have a deliberate “character” in order to be meaningful and memorable to viewers, and that that character is encapsulated in the subtle and not-so-subtle details of a design’s implementation. The design’s style, if you will. What’s more, it doesn’t take much to achieve this character.

To illustrate this, he includes almost 150 simple pen drawings of faces, each one radically different from the last, and each one clearly drawn in only a matter of a few seconds. The illustrator (or illustrators — it doesn’t matter, really) draws on many cultural drawing styles, but even when those seem exhausted new ideas seem to emerge between the stylizations.

It’s a remarkable illustration of the power of small multiples to help push the boundaries of how one thinks about even the simplest design challenge.

It doesn’t take much to make something unique and different. As Munari’s collection of faces shows, simply focusing on variety at the expense of detail and perfection can give rise to some small but powerful and unexpected new ideas.

This is the point of sketching, of course: ingenuity is an emergent property that is more easily produced by turning your attention away from perfecting a single vision.

Satrapi’s faces, of course, are not sketches — their uniqueness is carefully and tenderly crafted through economy of form and the subtlest lines. But they compellingly illustrate that both character and diversity can be found among things whose basic ingredients are essentially identical, whether by accident and spontaneity or through deliberate craft.

As designers, we should be inspired by Munari’s demonstration of how the same question has a thousand solutions, and Satrapi’s revelation that almost the same solution can solve a thousand different problems.

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UX Origins: How childhood experiences shape design choices

August 13th, 2009

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Someone recently pointed me to an interesting book, Some Place Like Home: Using Design Psychology to Create Ideal Places, by Toby Israel. The book’s thesis is that a designers’ childhood environment profoundly affects their professional and adult design choices. The environments and objects children see and touch in their formative years will, according to Israel, have a deep and lasting effect on how they perceive and how they create the designed environments around them later in life.

I haven’t read the book, but the basic premise as far as I understand it strikes me as very likely. Childhood experiences drove me to become a designer in the first place, why should it not also shape my day-to-day decisions as a designer?

And wouldn’t childhood experiences with interactive things be especially emotionally powerful, whether positive or negative?

I was really curious if this idea rang true for other people in the UX design world, too. So I asked the twitterverse:

chrisfahey: UX people: Which interactive experiences from your childhood shape your decisions as a designer of interactive experiences today? #uxorigins

I got a few dozen delightful responses (most of them using my suggested hashtag #uxorigins). It’s interesting how many of them share common themes: video games, science fiction, dashboards, doors and light switches.

chrisfahey: I remember 2 light switches that controlled the same light. Each switch also reversed the on/off orientation of the other (bad!).

peterme: Simon, Merlin, Mattel Electronic Football, Intellivsion, the cable box where you pressed a button for each channel

strottrot: I remember my mom’s thrill at the development of school desks & scissors designed for people who are left-handed.

soldierant: great idea . I learned narrative, flow balance & symmetry from the modeling diorama books of François Verlinden.

martinpolley: Auto-reverse Walkman — Which side is it playing? Which button do I press for FF and which for RW?

jarango: Videogames, Legos, Disney World, Chris Crawford’s “Art of Computer Game Design”.

gielow: Mine was: Being 1stborn = lots of early individual open-play. Growing up w/Apple II & living near Smithsonian

Braindonut: Acknowledging great game UIs help me to focus on the challenges I actually CARE about and seeing bad UIs obstruct fun

odannyboy: Making robots and spaceships out of cardboard boxes and figuring out the controls. Playing detective.

octothorpe: When I was young, I made siege weaponry (trebuchet, catapults, etc) out of common household items (hangars, mousetraps, etc)

ladylynnet: Pull-doors that look like they should be pushed, can openers, lots of SciFi, and growing up as the Internet grew up

mjbroadbent: @octothorpe Good fun! I’m curious: were your foes real or imaginary? Or perhaps the creative joy was simply in the making.

ConeTrees: reading Enid Blytons & watching cartoons where all things/ interfaces just work and everything is simplified

davin: . Speak & Spell, Merlin, text adventures on Vic-20, 20-sided dice, Lego/Star Wars mash-ups

mikeym: Hammond organs, analog Buchla synthesizers, backlit toggle switches (love!), tube amps, aircraft flight controls.

daveixd: I think it was the Odessy game console. I LOVED that game controller more than anything! The circular disc w/ the 12key punch.

mjbroadbent: Baking, cooking, and serving food were formative for me. Planning everything to yield a fabulous end result was (is) great fun!

nikkirmz: Light switches located on walls behind doors. You must walk in, partially close the door to turn on the light.

jeanphony: Helping my dad design and build a custom family camper from a former delivery van

rayraydel: It’s always been about sketching for me. Both figuring stuff out and communicating it with pencil & paper. The best.

strottrot: Another : My dad cursing through toys with “some assembly required”

noahmittman: As a kid, pirating software without any manuals or help, using only the software’s end design to learn its features.

cchastain: Putting on a carnival in the back yard.

jspahr: Devouring Isaac Azimov’s SciFi stories; building/re-building lego houses/cities; hypercard.

mjbroadbent: Oh yeah! My brother and I created spooky fun houses in our basement. RT @cchastain: Putting on a carnival in the back yard.

jeffpiazza: - Drawing dashboards of real (space shuttle) and futuristic aircraft.

austingovella: Magic: tell a story, misdirect their attention to what they want to see, and delight them.

It’s interesting that about half of these are about experiencing frustration and wanting to fix the experience, and the other half are about being inspired with wonder and delight — precisely the dichotomy that UX designers seem to perpetually wrestle with today

Do you have any childhood experiences that you are convinced still influence you as a designer today?

Random Acts of Design Kindness

August 12th, 2009

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Have you ever thought of design as an opportunity to be kind to someone?

User experience designer Jeff Howard wonders if service design (a way of thinking about design in which the user experience has many “touchpoints” across many channels and contexts) isn’t ultimately a frustrating and Sisyphean task, where customers and users are always going to be disappointed simply because no system or experience can ever be perfect. He observes that no matter what the designer does right, users will always remember when and how a system let them down, even if it only fails them in a small way.

He offers an interesting alternative way of thinking about the design of service experiences:

Maybe the answer itself is counterintuitive. Rather than offering reliably excellent service, what about unpredictability? What if the answer lies in random acts of kindness? The bits of business that add value to a service, but that aren’t part of its core offering. Something we can’t anticipate, something that captures our attention — randomly exceeding our expectations. A foil to the capriciousness of human perception.

I totally agree, and not just about service design. In all forms of design, practicing random acts of design kindness is a great way to improve a user experience without radically overhauling your design process or revisiting the core strategy of your product.

A fun approach I like to use (sometimes unconsciously, sometimes deliberately) is to have an unofficial objective of having three delightful details in a design — a humorous error message, a helpful hint at a difficult juncture, a way to skip a step in a process, etc. The important thing here, as Jeff suggests, is to do it at an unexpected time, almost as a kind of surprise, just so it has an extra emotional impact on the user.

Of course we all want to make everything perfect, but it’s amazing how one delightful detail will stick out in a user’s mind.

Social Media Charm School

August 10th, 2009

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When it comes to social media, it is easy to be dazzled by big numbers and strong opinions. But often what is really needed isn’t a comprehensive strategy with metrics and targets, but a charming and intelligent human personality.

The majority of people who today call themselves social media experts, even the legitimate ones who actually know what they are doing, were complete social media newbies only a couple of years ago. Some very likely took the plunge only a few months ago.

I’ve seen people who didn’t have a Facebook page, people who’d skeptically asked “What the hell is this Twitter crap?”, jump in head first and, within a few months, become absolute masters of social media with tens of thousands of connections and followers and influence over some of the biggest names in their field. I’ve seen people in their teens and in their 60s become social media virtuosos, at least within the fields they really know and love, some of them virtually overnight.

I also know hundreds of people who have lots of friends on Twitter, who regularly blog and speak about social media, and who know all about the different companies, people, and technologies in the social media space, but who would be absolute freaking disasters if they had to put those skills to the service of a brand or company. I know this because they have volatile personalities, crummy writing skills and sloppy grammar, glaring personal issues, or are just ignorant of important subject matter. But with thousands of friends and immense popularity across lots of social media.

In other words, jerks, blowhards, and idiots are perfectly capable of mastering the logistics and technologies of social media, but do you really want them managing your social media?

There is undoubtedly a kind of social media skill that has nothing whatsoever to do with expertise with social media tools and technologies, but which all great social media success stories have in spades. Social media tools and technologies can be learned in a matter of days or weeks by the right people as long as they have other important skills: A passion for the product or the field they are working for, for example, is essential. A great personality. Great interpersonal communication skills. A sense of dignity and balance, and political sensitivity. Empathy.

In fact, this traditional stuff is WAY more important than having any experience whatsoever with social media. A so-called social media expert with thousands of hours of experience managing and building social networks and products could easily ruin your social media strategy simply by being a bad cultural fit with your audience and customers. And a total newbie — a kid from the mailroom, a user interface designer, or maybe the CEO herself — might become your company’s social media rainmaker simply because they completely understand your audience and believe in your product.

Charm can be bought, and it can be taught. But usually it’s simply a matter of finding it and letting shine.

There is no “Design with a capital D”.

July 31st, 2009

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There are two ways of writing nouns in the English language: you capitalize proper nouns and you don’t capitalize common nouns. There is an unfortunate tendency, however, for people to think that you can elevate the importance and even the definition of any old common noun simply by capitalizing it. To me, this is the typographical equivalent of using “unnecessary” quotation marks to indicate emphasis.

There are some words, of course, that legitimately have this quality, for example God with a capital G is different from god with a lowercase g. Brand names often co-opt common nouns, too, and create new proper nouns: There is a difference between “facebook” and “Facebook“, for example.

But we can’t just make new proper nouns up for no good reason. I am thinking specifically about the increasingly common use of the phrase “Design with a capital D”, or even the unqualified casual use of the capitalized “Design”, whenever a writer seeks to discuss the broader category of all design disciplines from the many smaller, more focused design fields which also use the one-word “design” to describe themselves (fashion design, interior design, graphic design).

Even at a purely grammatical level, this is wrong: you simply cannot capitalize the word “design” because it is not a proper noun. There is no grammatical rule that says that you can use capitalization to indicate the importance or scope of a word — I can’t capitalize “Sports”, for example, and say it means the philosophy and values of sportsmanship as opposed to the lowly playing of games. If you found a company or wrote a book or named your dog “Design” you might have a case for the capital D. But the concept of “design” is already in the dictionary as a common noun, with a lowercase d.

But, more importantly, I don’t think we need to be making this kind of in-your-face overt distinction in the first place. The concept that design has several layers of meaning and scope is quite valid and useful, but the word itself is perfectly capable of encompassing both meanings.

The English language, like many others, has some lovely ambiguities and idiosyncrasies in it. These gaps and imperfections may sometimes frustrate us, but they also make us think about words more, what they mean and where they come from. They force us to pay more attention to context, which we really ought to be doing anyway.

When it comes to the various disciplines of design, I want to be frequently reminded that making a flowchart for a user interface and making a fabric pattern for a dress are closely related disciplines. I want to know that my own design discipline can learn from all of the others.

I would rather have readers assume that the word “design” by default means all of the diverse design practices — unless the author or speaker indicates otherwise, implicitly or explicitly. I don’t think we’re quite there yet, though: most designers think of their own niche design discipline whenever they hear the word “design”. Still, capitalizing “design” is a crutch for both writers and readers, a short cut that excuses writers from explaining the interconnectedness of design, and excuses readers from embracing design more broadly.

Instead, let’s just write and read more carefully, and let’s keep talking about design as a family of practices. And let’s also begin assuming the broader definition by default, unless told otherwise. Writers and readers will have to do a little extra thinking sometimes to figure out the meaning in any given context. But eventually the concept of design as a general way of thinking with many specific ways of practicing will take hold.

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.

Philadelphathon

July 13th, 2009

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Where’s Chris been? Why, I’ve been working, swimming, biking, and running.

The latter three were all brought together two weeks ago in the Philadelphia Triathlon (my second triathlon ever — my first was the New York Triathlon which I finished last summer), for which I have been cramming in a lot of training in recent months (to the obvious expense of blogging). On July 28th, it all paid off. It’s like working for a year on a major web site and finally launching it, only better.

I grew up in Philadelphia, but I don’t think I remember it ever being as beautiful as it was during my race. It had been raining all week, but by the time Sunday rolled around the sky was clear and sunny.

The swim was in the Schuylkill River, which for my entire childhood was synonymous with pollution and filth. But to my great delight the river was clear and clean, an absolute joy to swim in. It was, in fact, my first open-water swim in fresh water since I began serious swim training. The 1-mile swim began at the St. Joseph’s Boathouse (my father’s alma mater) and passed under a bridge, finally finishing on the other side of the river.

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The bike and run were all though Fairmount Park, including two loops on the bike passing right in front of the Philadelphia Museum of Art (known in Philly as “The Art Museum”). It was hard not to have the Rocky Theme in my head every time I passed by those step. I’ll confess that I actually downloaded the song a few weeks before in a fit of Philadelphia nostalgia.

Most of the bike course was through shady woods or country roads or grassy hills. The run was along the bank of the river. You’d hardly know you were in a city park. Again, I don’t remember Fairmount Park being so tranquil and lovely in the 1970s.

The Philly Triathlon is about half the size of the New York version (2000 vs. 5000 people), which makes it sooo much more intimate and manageable. After doing both, I am reluctant to want to ever do New York again when I can always do Philly instead. I am, of course, now trying to find one even smaller to do, maybe even before this season is through.

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In the New York Triathlon last year I didn’t do as well as I’d hoped, but this time around I managed to reduce my overall time by almost 20%. My final, official time: Swim (1 mile): 30:02; Bike (25 mile): 1:17; Run (10k): 58:06. Total, with transitions: 2:53:26! I worked my way through the swim, kicked ass on the bike, but I petered out a little on the run, I guess, running what I think is my slowest 10k ever.

In the end I came in 844th of 1306 men. Next time I know I’ll crack the top 50%!

Maybe I’m not as verbose as I was last year, but there’s more to see in my Flickr photo set, and my Mom even put up a video on YouTube!