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Following the herd into bad corporate culture

Sobering words from the one OMGPOP employee who didn’t go to Zynga when they were bought out. From Turning down Zynga:

It’s not easy to pass up a lucrative salary and solid benefits, of course. But I realized that ultimately I was letting myself be guided by simple inertia. I was part of a herd, and that herd was all going in one direction (and doing so with great urgency). I would really only be doing it for the sake of going with the flow, and responding to pressure to either conform to corporate expectations, or be left behind.

These are not good reasons to join a company whose values are the opposite of your own, or to compromise your ideals, or to give up control of something you rightfully own.

See also: Want to build great software? Get your culture right first.

The real reason websites have to get better

Jon Mitchell in Websites Have to Get Better:

Read-later apps are competition for noisy, ad-ridden websites. They represent a simple fact: Users hate our sites.

Websites should think of Instapaper as competition. People are spending their reader-experience (RX?) dollars elsewhere, period. They don’t want to pay publisher sites with impressions on ads they don’t value, so they pay Marco Arment for a better reading experience. If publishers want to get those RX dollars, they have to deliver a great experience Instapaper can’t provide. It’s pure and simple competition.

I agree with the conclusion that web sites have to provide better reading experiences. But I don’t agree with the causal relationship being drawn with Read Later apps.

First, the main purpose of Read Later apps is revealed right there in the name: they’re for reading things”¦ later. So even though some people probably use the Instapaper web view to read articles immediately without ads, my guess is that most people use it to save articles for later reading.

What the DVR does for TV shows, Instapaper does for articles. And just like with a DVR, you get to skip the ads – but that’s just a wonderful, added bonus. The real benefit is having a place to store and watch/read all the things you want to get to without being bound to the time and place where you first discovered it. This means that if major ad-supported sites start to provide better reading experiences, I won’t suddenly stop using Instapaper. The need to save articles for later reading would remain. This brings me to my second point.

The reason web sites have to provide a better reading experience is not because Read Later apps are their competition, but because it’s the right thing to do. It’s how you show that you value and respect your readers.

Apple’s share of the Flashback trojan blame

Ok, so this has to change:

The vulnerability in Java that Flashback exploits was patched in February by Oracle. But Apple waited nearly two months to update OS X with that patched version.

This is the single biggest security issue for Macs. OS X includes a number of software components from third-party vendors and the Open Source software community, and Apple has a terrible track record in updating those components. When a vulnerability becomes publicly known because it’s been patched on another platform, but it isn’t patched on another, the bad guys have a straight-line roadmap to compromising that unpatched system.

It’s a fair, well-written article about the virus. Worth reading.

Online influence: relevance trumps number of followers

Jared Keller summarizes the results of a new study on online influence in What Fuels the Most Influential Tweets?:

According to co-author Vespignani, having millions of followers does not denote an important message. Rather, the messages with the most immediate relevance tend to have a higher probability of resonating within a certain network than others. Think of it as “survival of the fittest” for information: those tweets that capture the most attention, whether related to a major geopolitical or news event or a particular interest, are likely to persist longer.

This isn’t exactly earth-shattering news, but it’s an interesting study nonetheless (you can find the original research paper here). It shows that online influence is not so much about the number of followers you have, but the relevance the message has to existing current events. So it’s not really about guiding conversations, but about being good at joining whatever conversations are already taking place.

Eyeballs vs. Readers

From Game of Thrones: How HBO and Showtime make money despite low ratings:

On the networks and basic cable, shows are a delivery vehicle for advertising””and if a program doesn’t attract a big enough audience for those ads, the consequences are clear: It’s pulled from the schedule, and a new show is dropped into the time slot. On those channels, viewer is just another word for person who sees a commercial.

This is contrasted with the subscription model that premium channels like HBO and Showtime use:

The premium networks are in the business of selling subscriptions. A Showtime spokeswoman told me that the channel’s goal is to satisfy subscribers and to entice non-subscribers to sign up. They keep their customers happy by allowing them to watch original TV series, exclusive movies, and sports programming whenever they want to.

I’m pretty sure you know where I’m going with this, but the situation is analogous to what we see in online publishing today. Ad-supported sites aim to rack up all the “eyeballs” in the world so that they can be resold to advertisers. Subscription-based sites aim to satisfy their readers by providing great content that will, in turn, entice more non-subscribers to sign up.

The value of Design Research

Jan Chipchase is writing a series on Design research in big corporations. In Part 2: A Backgrounder for Corporate Design Research he succinctly captures the benefits that Design research methodologies have over traditional Market Research methods:

The basic premise of design research is that spending time in the contexts where people do the things that they do can inform and inspire the design process with a nuanced understanding of what drives people’s behavior “” which can then be used as a foundation for understanding and exploring the opportunities for new products and services.

I don’t think you can overstate the value that in-person, observational research brings to product design.

No shortcuts to perfection

From Made Better in Japan:

“My boss won’t let me make espressos,” says the barista. “I need a year more, maybe two, before he’s ready to let customers drink my shots undiluted by milk. And I’ll need another whole year of practice after that if I want to be able to froth milk for cappuccinos.”

I’d say most of us look for shortcuts to becoming really good at what we do, when in fact all we need is lots of time and practice.

Don’t believe the rumors: User Experience Design is alive and well

I’ve never seen an industry as intent on un-defining itself as the field of User Experience Design. There’s a long list of articles proclaiming the death of this term that most us identify with at the moment. Just in the last few weeks we saw articles like User Experience Design is Dead; Long Live User Experience and Can We Drop the Term UX Design Already?.

I understand and appreciate the arguments these designers and writers are trying to make, but as someone who teaches introductory courses on User Experience Design, this plead to call ourselves something else (or nothing at all) is problematic. To people new to the industry, the term User Experience Design makes sense once the basic elements are explained to them. Even with all the arguments against it, many of us don’t have the luxury to wait around until we come up with a better way to describe what we do. So I’m going to go the other way and do something decidedly uncool: I’m going to spend time defining User Experience Design.

This short post is my simplified definition of User Experience Design, meant as an introduction to those who come to it from other areas of expertise. It’s not exhaustive by any means, but I find it useful in getting people into the flow of what we do, and interested to learn more. That said, I’d love to hear from you if you think I’m missing something, so please send me a tweet or an email if you have something to add – or, of course, write a response on your own site so we can all share in the discussion.

So, here we go.

User Experience Design, defined

User Experience Designers solve problems by uncovering user needs and helping to create products that meet those needs. If you break it down to its most basic level, Design is a set of decisions about a product.

The diagram below shows the primary elements that make up the process of User Experience Design.

The elements of User Experience Design

Strategic foundation

To provide a solid strategic foundation, User Research is a set of methodologies focused on users’ interaction with a product. Through mainly observational, task-based techniques, user needs and usability issues with a product or idea are uncovered.

Product Discovery uses the learnings from User Research, among other things, to ensure the right product is being built for the right users. By framing the problem, exploring multiple solutions, and then prioritizing and planning for the implementation of the best solutions, Product Discovery lays down the guiding principles for the product that is being built.

Structural interior

The inner workings of a product usually has three main components.

Information Architecture maps out the paths between the different pieces of information on a site. We usually associate Information Architecture with site navigation, but below the surface there are activities such as information organization, information relationship building, and customer journey mapping that form the backbone of a usable product.

Content Strategy plans for the creation, delivery, and governance of content. This doesn’t mean that we should always have content ready before we design, but we should at least know how the content will be structured. If done right, this usually includes a non-dickish SEO strategy.

Interaction Design defines the structure and behaviors of interactive products and services, and user interactions with those products and services. The outputs of Interaction Design are artifacts like flow diagrams, wireframes, and prototypes. Interaction Design is mostly concerned with layout, structure, and flow; not typography, colors, and aesthetics.

Sensory Exterior

Once the structure and flow of the product has been defined (and even while that’s still happening), we get to work on the part that most people associate with the word “Design”.

Visual Design is the art and profession of selecting and arranging visual elements — such as typography, images, symbols, and colors — to convey a message to an audience. The goals of visual design are to set the visual hierarchy of a page or flow, and elicit appropriate emotional responses about the product.

The Complexity at the Other Side

Once we understand the basic concepts of User Experience Design, the journey can start. True User Experience is more than the sum of these parts. It’s a “seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design” (from the NN Group definition) to provide efficient and enjoyable experiences to users. This takes time, continuous practice, and an understanding that we’ll never know everything there is to know about Design. But keeping these basic elements in mind ensures that we never think of Design as just eye-candy, or something we tack on to the end of a development process. Without these building blocks, the house collapses.

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