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The power of words to defy the laws of nature

Adam Kirsch’s Neverending stories is a very interesting exploration of fairy tales, and why they’ve had such longevity in our culture. The essay struggles to find its way in the first half, but it picks up steam when Adam starts to speculate about why these ancient stories continue to be so popular. I especially like this theory:

Rather, what fairy tales obsessively conjure up is a world of mutability, in which things and people are not immured in their nature. The frog becomes a prince, the wolf becomes a grandmother, the little mermaid becomes a woman, the beast becomes a handsome man, the 12 brothers become a flock of ravens. So much of the appeal of these stories, in a preliterate, premodern culture, must have been simply in their demonstration of the power of words to defy the laws of nature. In this way, the storyteller enacts the magic powers he describes and possesses the wealth he fantasises about.

All good writing conjures up thoughts and images that go beyond the immediate realities of the story that is being told.

I recently finished reading Paul Soulellis’s essay in Issue #3 of The Manual called “Design Humility”. I’ll write about it more at some point, but for now, phrases like “walking slow, but looking hard” and “amplified vulnerability” are racing through my mind at such speed that I don’t know what to do with it all yet. I love writing like that. Writing that makes you dizzy with sudden understanding and new ideas. Writing that defies the laws of nature.

And when you get to the end: stop

I’m often amazed at how the people I follow online tend to talk about the same things, even if they are most likely not connected to each other. It happened again this week, with three articles about the value of starting (and finishing) something, even if you’re not sure how it’s going to work out.

First, there’s I cannot design or code a responsive website by Nick Jones:

I didn’t know how to do it right, so first I did it wrong. After I had done it wrong a few times, things started to work. It’s not perfect, but it works. I still don’t know the right way to do anything but I don’t worry about that anymore. Now I just hack and hack and trust that I’ll arrive at a solution. Sometimes it even makes sense.

By ignoring my doubts and trusting my instinct, I made myself vulnerable to attack. The attacks never came. They only ever existed inside my head. It turns out, the guys I was afraid would laugh at my new site, were the first to give respect. Most of my fears were a waste of energy. So are yours. What if you shut out all the noise and just got started?

Then Alex Maughan wrote a great piece called Making is Momentum:

I need to do more and self-criticise less. Critical analysis of oneself is of course important, but it needs to be done with a positive end in mind. I’ve just been beating the crap out of myself. There’s a big difference. It’s not only about replacing the stick with carrots, it’s also about constantly making sure I’m buying the right carrots from sources that prove themselves to be the most trustworthy and wholesome. […]

I need to start being nicer, both to myself and those around me. Making is momentum. Perfection is spurious and stifling.

And finally, here’s Brian Bailey in The Smallest Way Forward:

In the case of a creative project like a novel, the most important thing to do is to write another page. It will be that way every day until it is finished. To be successful, though, you have to allow for other ways to make progress. Pauses are healthy, but it’s important to pause a specific task like writing the next chapter or implementing payment processing, without pausing the project itself.

It’s not the most important thing each day; it’s anything that moves you forward, that brings this new thing a little closer to being a real thing.

That’s three essays in the space of one week, all about the same thing. About not letting the fear of failure or defeat or imperfection stand in the way of creating something. Perhaps we can sum up this whole topic using the King’s words in Alice’s Adventures in Wonderland:

Begin at the beginning and go on till you come to the end: then stop.

Writing from a place of doubt

Frank Chimero speaks the truth about writing:

Most writers are frauds. We are ignorant and learning out-loud. The written piece is the useful by-product of figuring things out, like how churning butter makes buttermilk. More writing comes from doubt than expertise.

I’ll add that this is a good thing — this doubt. I write when I’m uncertain about something, because it helps to clarify my thinking. Sometimes the words become an argument I believe in, and I hit Publish. But often the foundations start to crumble after a few paragraphs, and I hit Delete instead.

Both outcomes are fine. One gives me the confidence to expose my thinking to the fires of public scrutiny. The other ensures I don’t make a complete fool out of myself by starting a thought that I realize too late has absolutely nowhere to go.

Invisible industrial design

Jesse McKinley explores a fascinating trend in industrial design in the article The Cult of Disappearing Design:

Part interior illusionist and part aesthetic anorexic, Mr. McInerney is a practicing member of the cult of disappearing design, the now-you-see-it, now-you-don’t ethos that aims to secrete away anything that needs a button, a cord or a subwoofer to work.

Check out the slideshow as well. I think there is a point where invisible design becomes a bit too devoid of emotion for my taste.

Facebook’s activity problem

Kevin Kelleher in Facebook’s Growing Silent-Majority Problem:

This third group – the silent majority of Facebook users – hold the key to the company’s future. Facebook is never going to win over its harshest critics, and it’s unlikely to alienate the people who see it as part of the fabric of their everyday lives. If the company can persuade that silent majority to become more engaged in the site – interacting with bands, liking consumer brands, clicking on the ads targeted to their surfing habits – its future looks pretty bright.

I always find it useful to think about engagement metrics on the web in terms of the three A’s:

  • Acquisition. Getting new users to sign up for a site/service.
  • Activation. Getting those new users to make their first contribution/purchase.
  • Activity. Getting the first-time contributors/purchasers to repeat that activity over and over.

Facebook certainly doesn’t have an acquisition problem (yet), and their ramp-up process is very good, so I also don’t think they have an activation problem. But I can definitely see the argument that they might have a serious activity problem on their hands. Kevin shares some interesting engagement stats, as well as how he thinks Facebook can solve this problem.

(link via @mobivangelist)

We need to talk about civility

Yesterday I read an opinion piece on a local news site that was just one long, scathing attack on the writer of another opinion piece on the site. No substance at all. You don’t have to go far on the web to see that kind of behavior. There is something about the false sense of anonymity provided by web sites, blogs, and comment sections that just bring out the worst in us.

Don’t get me wrong — I love disagreements. I believe that an essential quality of a good designer is the ability to balance his or her confidence in their proposed solution with an openness that they might be wrong. But we don’t disagree online any more, we just attack. I’ve often thought that new users of the Internet should be forced to read Paul Graham’s How to Disagree before they’re allowed to go any further. When it comes to online discourse we are, for all intents and purposes, locked in an Eternal September.

It is with these types of thoughts on my mind that I wrote a talk about how I think we can do better. I also turned the talk into an article for Smashing Magazine, which was published today under the title Making A Better Internet. The summary:

In this essay, I’ll weave together a story about the current state of Internet discourse. At the end, I’ll tell you how I think we can make it better. And then, we’ll most likely all go back to what we were doing and forget about it. Despite the probable futility of this exercise, I’ll carry it out anyway, because I love the Web and I really don’t want us to destroy it.

I don’t know what the reaction to this piece is going to be. I’m quite nervous about it, but we’ll see how it goes. If you’d like to see the slides from the talk, which I gave at a recent Cape Town Content Strategy Meetup, they are embedded below:

Read article on Smashing Magazine | View slides on Speaker Deck | Discuss on Google+

Embrace your mediocrity

An Elite for Everyone is another thought-provoking piece from Callum J Hackett, whose excellent blog I just recently discovered. He makes the case that maybe we should let go of this idea that everyone can be creative if they just try hard enough:

While monetary elites are deceptive and damaging, a creative elite is arguably essential to artistic culture. For art, literature and music to have any significant purpose in our lives, they depend on the relationship between a handful of creators and a much larger, consuming audience. I think this should be an argument against the incessant drive to democratise creative talent, and the trope that everyone has a novel in them, because not only is it likely biologically impossible (again shifting the blame from lack of possibility to individual failure), it’s also undesirable. I think there comes a time when we have to embrace our own mediocrity, and instead recognise our important place as part of the audience. This might seem bleak and self-defeating, but it sits more comfortably with the real world, and wouldn’t feel like such a bum deal if we weren’t continually titillated with the distant, unlikely prize of publication and fame.

Why you shouldn’t be pre-disappointed with the next iPhone

The air of ‘meh’ surrounding Apple’s iPhone event this coming Wednesday is almost palpable. A wave of pre-disappointment is sweeping much of the tech blog world, with proclamations like this one from Andrew Couts:

As bored as I am by the new iPhone’s purported growth spurt, I’m not particularly interested in any of the other realistic features Apple might add to some “dream phone” either. NFC? Yawn. Quad-core processor? Psh. Wireless charging? Whatevs. All these features would be great, I suppose — but they have been done before, and will be done again and again and again by the time the iPhone 6 makes its way into the world around this time next year.

I’ve been wondering why so many people have gone all “Everything’s amazing and nobody’s happy” on Apple with this particular event. And I think the answer lies in an unlikely place: a product development theory called the Kano Model.

The Kano Model, developed in the 1980s by Professor Noriaki Kano for the Japanese automotive industry, is a helpful method to prioritise product features by plotting them on the following 2-dimensional scale:

  • How well a particular user need is being fulfilled by a feature
  • What level of satisfaction the feature will give users

The model is generally used to classify features into three groups:

  • Excitement generators. Delightful, unexpected features that make a product both useful and usable.
  • Performance payoffs. Features that continue to increase satisfaction as improvements are made.
  • Basic expectations. Features that users expect as a given — if these aren’t available in a product, you’re in trouble.

Here is a visual representation of the Kano model:

Kano model

Now, let’s look at the iPhone in this context. When it was first introduced it was all Excitement generators all the way. From the touch screen, to the scrolling, to the tiniest of UI details, the thing was just a joy to use from start to finish. And since no one had seen anything like it before, we thought it was a piece of magic that could do anything:

The iPhone can do anything

(Image source: Cyanide & Happiness)

Eventually the novelty wore off and the iPhone’s Excitement generators became Basic expectations since everyone started doing it (oh hi, Samsung!). But there were still plenty of Performance payoff features to work on. Continued UI refinements, 3rd party apps, enterprise support, push notifications… as those features were introduced and improved, we kept liking the device more.

This couldn’t go on forever, though. The natural evolution of most products is that the Excitement generators become harder to find, so you tend to spend more time on the Performance payoffs and Basic expectations1. For example, by the time cut-and-paste came to the iPhone, it was no longer an Excitement generator, but the most basic of expectations. All the features Andrew Couts talks about in the piece I quoted above are Basic expectations as well. John Gruber wrote about this back in May:

iOS is by no means feature-complete. But it’s getting harder to identify the low-hanging fruit — the things you just know Apple has to be working on, not just the stuff you hope they are.

There is nothing wrong with this. It’s a natural evolution of a product, and we should be happy with the incremental progress. But that’s just not good enough for us. We can’t move beyond the amazing 2007 keynote where we first saw the iPhone. That’s where Apple set the bar, and now it’s almost impossible to reach it again. So, even though every year the iPhone and iOS keep getting better and better, we become less and less impressed because we have an unrealistic expectation that everything Apple does has to fit into the Excitement generator category. It’s impossible. No one can do that ad infinitum.

We should stop hoping for an avalanche of Excitement generators in this week’s announcement of the new iPhone. Instead, we should realise that Apple is doing what any company should do with a mature product: focus on ways to increase customer satisfaction steadily with Performance payoff and Basic expectation features, without getting caught up in a wild goose chase to re-invent a product that already re-invented an industry.


  1. Also see the Local Maximum theory, which suggests that each design has a limit where it’s as effective as it’s ever going to be. 

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