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Posts tagged “design”

[Sponsor] Lootback: bring down your stock image costs

My thanks to Lootback for sponsoring Elezea’s RSS feed this week!

According to recent research, the average small business owner can expect to pay somewhere between $100 and $200 for stock images for their website. Of course, for the owner going through a professional designer, this is just part of a larger number. If you’re a designer, you should always be looking for ways to bring down the final cost of a website. Outbidding the competition isn’t the only factor when it comes to success, but cutting costs where possible certainly won’t hurt.

If you’ve been looking for a way to bring down your stock image costs and increase your bottom line, a new website may be able to help. It’s called Lootback.com, and it functions as a stock image search engine. The site partners with some of the biggest names in the stock photo industry, including iStock, ShutterStock, Graphicriver, Themeforest, and more. The premise is simple: they get a commission on every photo you buy through their site and then split that commission with you.

Lootback provides users with a compilation image search engine. You type in whichever keywords fit your needs and it will come back with results from their industry partners. Helpfully, once you’ve created an account, Lootback will tell you right away how much you will save on a particular image once you’ve clicked on it. Rebates are paid into your account within 12 hours. That said, Lootback only pays out 4 times a year, so don’t expect cash back right away. Still, if you’re a designer who buys hundreds of images a year, the savings could prove substantial.

There are a lot of websites out there that promise to save the average shopper some money, but very few are dedicated to helping out web designers. Lootback aims to save designers time and money and they do a pretty good job of it. If you’ve been in search of a way to bring down your costs, Lootback is a good place to start.

Lootback

Sponsorship by The Syndicate.

The positive side of skeuomorphism

From Jared Sinclair’s excellent “Form Follows Function” Is More Complicated Than iOS 7 Thinks, in which he explains why some of the skeuomorphic elements of iOS 1-6 were actually useful:

On iOS, putting function before form is not as simple as paring down icons to a strict grid and color palette. There are functions beyond literal communication that iOS designers must balance. Making icons warm and inviting serves many deeper purposes. It builds your confidence in the device. It makes you feel in control. It sets your mind and thumbs at ease. It communicates through feeling and memory, and when done well, resonates with human experience in a way that PCs never could.

There have been a few other defences of appropriate skeuomorphic elements recently. From Kevin Suttle’s Frame of Reference:

There has been quite a bit of confusion over what skeuomorphism is. Many define it as “creating digital products or interfaces that resemble their physical counterparts”. The goal of skeuomorphic style was to leverage our pre-existing affordances and lend a healthy amount of familiarity and confidence to digital interfaces.

And from Dan Wineman’s must-read Look, and Feel:

Affordances are the baby to skeuomorphism’s bathwater. When they engage our instincts just right, they create an emotional bond, and the unfamiliar becomes inviting. Without them, it’s just pictures under glass. It makes no difference how flat, how deep, how minimal, or how ornate the look-and-feel is if it can’t show us, when we look, how to feel.

So, as it turns out, good design is (still) all about affordance.

Twitter and the design constraints of the advertising revenue model

Dan Frommer weighs in with a positive view of Twitter’s more visual timeline in The Best Part Of Twitter’s New Design Is That It’s Experimenting In Public:

Love or hate Twitter’s new design features — I like the in-line photo and video previews, but the reply/fav/retweet icons under every tweet feel a little too noisy — they say one great thing about Twitter: That it’s not afraid to experiment boldly in public. […]

Remember: Twitter’s goal is to maintain its independence, and soon become a large, profitable, public media company. If Twitter can try new things — in public — that make its service easier to understand, easier to use, easier to monetize, and easier to grow, that’s a big victory for the company and its users.

The key point in Frommer’s analysis is what Twitter has become: a media company that makes money through advertising. This means that there needs to be a way to show ads more prominently, so that they can charge more for those ads. That places very specific constraints on how the product can be designed. If ads need more clicks, ads need more prominence. One way to give ads more prominence is to make them take over a larger part of the screen. So Twitter is testing one way of accomplishing that with their “more visual timeline”.

Of course, brands figured out pretty quickly that they can take up more of the screen if they add a photo to their links:

Twitter ads

Contrast that with Tweetbot’s view of the same Co.Design tweet (and others):

Twitter ads

I think what we’re forgetting is that Twitter has chosen their path. Sorry for repeating myself, but they’ve become a media company that makes money through advertising. For the foreseeable future, all product decisions will reflect that. This is where I disagree with Frommer. I don’t think this change makes the service easier to understand and easier to use. It does, however, make it easier to monetize, and easier to grow.

The bottom line is this. Don’t think for a minute that Twitter doesn’t realize that inline images hurt the user experience by reducing the scanability of tweets. Of course they know. But they don’t have a choice. They are now operating within the design constraints of the company they have chosen to become. If you don’t like it, buy Tweetbot before they hit their API limit.

Comment on Google+

Twitter as an Argument Machine

Derek Powazek makes the case that Twitter is an Argument Machine:

I’m not saying that Twitter was designed to create arguments. I’m just saying that, if you set out to create an Argument Machine, it’d come out looking a lot like Twitter.

He also makes some interesting suggestions for how Twitter could be designed differently to prevent arguments from getting out of control. This does remind me of something I observed a while ago after getting mauled by the Argument Machine…

I’m pretty sure no one emerges at the other side of a Twitter debate going, “Man, I’m really glad I did that.”

— Rian van der Merwe (@RianVDM) February 7, 2013

The forgotten role of teachers in mobile education

The importance of research and participatory design appears to be kind of a theme on the site this week. I just keep running into articles like Sven Torfinn’s How teachers in Africa are failed by mobile learning. He discusses how leaving teachers out of the design process is a big risk:

My concern is that some people use the problems with education systems to justify excluding teachers from the design and development of mobile learning interventions. Teachers’ voices are marginalised. And mobile operators association GSMA (to take just one example) characterises the teaching profession in a way that divorces it from progress and innovation.

The difficulties teachers face are used as a starting point for criticism, rather than as a motivation to address systemic issues. […] It is a mistake to run down teachers’ professionalism to justify technology use in education.

The London International Development Centre puts it this way in Why mobile learning on its own won’t solve the access problem:

We need to move away from the notion that simply because mobile phones are the most available technology to those in the majority world that somehow they will in and of themselves lead to developmental learning. A more sustainable approach is to work within the formal education system, in particular to build the capacity of teachers and practitioners to design and develop mobile learning interventions in country. Only then will they be useful to those whose capability development they aim to support.

If One Laptop per Child taught us anything, it’s the dangers of designing technology without a proper understanding of the context of use. The same goes for the push into mobile education (and mobile anything, for that matter).

Turn criticism into critique for better designs

Getting feedback is an essential component of good design. No matter how smart we are, we are going to get too invested in our solutions, and we need the help of knowledgeable outsiders to nudge us in the right direction. The problem is that feedback sessions can get out of hand quickly, because we’re just not very good at providing (or receiving) feedback. We are prone to seeing the negative parts of someone’s ideas first, so we often jump straight into the teardown. This puts the person who is presenting their designs in defensive mode right away, which usually starts a negative spiral into unhelpful arguments and distrust.

There is, however, a better way. In an interview on criticism and judgment, French philosopher Michel Foucault once laid out the purpose of any good critique. In his view, criticism should be focused not on what doesn’t work, but on how one can build on the ideas of others to make it better:

I can’t help but dream about a kind of criticism that would try not to judge but to bring an oeuvre, a book, a sentence, an idea to life; it would fight fires, watch grass grow, listen to the wind, and catch the sea foam in the breeze and scatter it. It would multiply not judgements but signs of existence; it would summon them, drag them from their sleep. Perhaps it would invent them sometimes — all the better. Criticism that hands down sentences sends me to sleep; I’d like a criticism of scintillating leaps of the imagination. It would not be sovereign or dressed in red. It would bear the lightning of possible storms.

Keeping this purpose in mind, I particularly like the process used by Jared Spool and his team at UIE. The team uses this specifically for design critiques, but it can be applied generically to any kind of feedback session. Here’s how the process works:

  • The person presenting their idea/work describes the problem they are trying to solve. If everyone agrees on the problem, the team moves on. However, if there isn’t agreement on the problem that is being solved, some discussion is needed to clarify. Hopefully this step isn’t needed, though.
  • Next, the presenter communicates their idea or shows their work to the team. The goal is not only to show the finished product, but to explain the thought process behind the idea or deliverable. The presenter should remain focused on how the idea will solve the problem that everyone agreed on.
  • The first step in the feedback is for the people in the room to point out what they like about the idea. This isn’t a gimmick to set up the “crap sandwich” method (you know — start and end with something positive, eviscerate in the middle). Instead, this step helps to highlight what direction is desirable as a solution to the problem.
  • Critique follows as the next step, not as direct attacks or phrases such as “I don’t like…”, but as questions about the idea. Team members ask if a different solution was considered, what the reason was for a particular choice, etc. This gives the presenter a chance to respond if they’ve thought through the issue already, or else, make a note to address the issue for the next iteration.
  • At the end of the meeting, the team reviews the notes — especially what everyone liked, and what questions they had. The presenter then goes away to work on the next iteration of the idea.

Let’s not forget that as designers we are responsible for making sure feedback sessions happen, and that they happen in a respectful and useful way. Scott Berkun has a great set of ground rules about critiques that are worth remembering:

  • Take control of the feedback process. Feedback is something that you should make happen, because that’s how it happens on your terms and in a way that improves the product. If you just wait for feedback to happen to you, it’s going to happen in meetings where you’re not prepared, you’ll be on the defensive, and the focus will shift off product to politics.
  • Pick your partners. Some people are better at giving feedback than others. Find feedback partners who have the relevant experience you need to make the product better.
  • Strive to hear it all, informally and early. Don’t wait until the product is nearly finished before you get feedback. Discuss ideas, concepts, and sketches way before you discuss comps and working code.

If we change our approach to provide critique, not criticism, we’ll be able to build on the best ideas of others, and iterate faster to better products. So remember: design like you’re right; listen like you’re wrong.

Not all UX deliverables are bad

Amen to everything in Mona Patel’s article The Lean Agency:

While being lean is awesome, being innovative means that spending time and money on smart research and devoting ample time to thinking through the problem space can sometimes mean the difference between a good design and a great design. Our focus is not just on making something usable, but on creating value for a business and really impacting people’s lives.

And a double Amen to this:

Yes, agencies typically end engagements with deliverables. But, we don’t charge our clients just for the deliverables. We charge them for the value that we provide and the objective insights, fresh perspectives, and innovative solutions that we offer. We provide an innovative vision for an exceptional user experience in the form of an artifact, or deliverable. The presentation of our insights and recommendations in a solid deliverable can often be the tipping point for organizations seeking to change their product or experience for the better.

This is how we work at Flow as well. And especially since we started using Expanded User Journey Maps, good deliverables have become the difference between a successful and unsuccessful project.

Slow down and refine

Slow coffee

I recently added a Hario Coffee Kettle to my favorite way to brew coffee at home (Chemex). And I realized that every tool I add to my coffee making routine makes it take a little longer, and taste a little better. I’ve been thinking about this for the past few days, wondering if there is a deeper lesson in there somewhere. And then Craig Mod published Pull back, which made it all fall into place:

I want them all to slow down. I want to whisper in their ears: pull back for a second. Just for a moment. Stop and refine. Refine and refine. […]

In refinement and iteration you finally get to know the thing you made. Really know it. Understand how bad it is. How great it could be. How much potential is still left unrealized. And within each iteration you move the thing forward; sometimes better, sometimes worse.

This is how it is with coffee, life, and yes — design. We can choose to make something and move on as soon as it’s done (Remember, The Biggest Lie in Corporate America Is Phase 2). Or we can choose to slow down, refine, and take the time to make things better. I think we should try to do more of the latter.

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Squarespace

Sponsorship by The Syndicate.

The 'gates of rejection' in corporate design

I don’t know when it happened, but it seems we’ve reached a tipping point where most tech articles now take their titles out of the BuzzFeed playbook. That said, Christopher Mims’ Everything you know about Steve Jobs and design is wrong, according to one man who should know is quite interesting. His review of Hartmut Esslinger’s book Keep It Simple quotes these astute observations about design and corporate culture:

I explained that to make design a core element of Apple’s corporate strategy, it would have to be seen as a leadership issue; world-class design can’t work its way up from the bottom, watered down by the motivations and egos of every layer of management it passes through. […]

Bottom-up design never succeeds, because even good efforts by departments within such systems remain insulated within the layers of the company’s organizational structure and everything really new, courageous and potentially game-changing is destroyed by its passage through ‘the gates of rejection.’