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Posts tagged “design”

Coffee, design, and the nature of craft

I’ve lost count of the number of people who sent me Julian Baggini’s excellent essay The art of coffee last week (I guess my Instagram feed makes my feelings about coffee pretty clear). It’s a truly great article, going far beyond coffee to the essence of craftsmanship, and the things we value. Here’s Julian on the “perfection” of Nespresso capsules that is hard to match consistently by human baristas:

Surely we appreciate the handmade in part because it is handmade. An object or a meal has different meaning and significance if we know it to be the product of a human being working skilfully with tools rather than a machine stamping out another clone. Even if in some ways a mass-produced object is superior in its physical properties, we have good reasons for preferring a less perfect, handcrafted one.

And further on:

There is plenty that we should happily allow to be mechanised, for the obvious benefits that brings. But there is plenty else we will continue to prefer to be handmade, because what matters is not just the result, but the process by which you get there. Humans are imperfect, and so a world of perfection that denies the human element can never be truly perfect after all.

The article got me thinking once more about the concept op craft as it relates to design and related fields. In 2008 Alan Cooper brought the discussion about craft in design to the forefront with his IxDA keynote An Insurgance of Quality1. He argues as follows for the value of craft in Interaction Design:

Best to market, particularly in high tech, comes about only through craftsmanship. And craftsmanship is all about quality. The goal of craftsmanship is to get it right, not to get it fast. The ultimate measurement of craft is not speed. It’s quality. How good is it. It’s a pure measurement. And a delightful measurement. Craftspeople do it over and over, until they get it correct. And in their training, in their apprenticeship, they build things over and over, learning how to do things correctly, so they can bring enormous expertise to create successful products, and thus the training of craftsman is a long and drawn out personal process.

In Craft in Interaction and Service Design Peter Merholz uses Instapaper as an example of an app that practices this kind of dedication to quality:

Instapaper shows the power of approaching experience design as a craft, as opposed to some kind of massive organizational process. As Marco hones his craft, he is able to evolve the experience over time. Too often companies launch something and then move on to whatever’s next. Instapaper shows what happens when you go deeper and deeper and deeper into something. Unlike Microsoft or Adobe, who simply tack on features with every new release, Marco, instead, refines the design, honing it, polishing it, like his app is some jewel. I’d love to see companies approach service design the way Marco has. It would require a fundamental shift in how they work, but the results could be quite beautiful.

Unfortunately, we live in an environment where most software isn’t designed in this way. In The Thread Dmitry Fadeyev discusses what usually happens in design projects:

The designer’s creative instinct often tries to express itself outside of this frame [of focusing only on conversions] and just as often gets shot down by project managers and marketers who disregard all aesthetic value apart from that which drives higher conversions. Three things are killed in the process. […] The second is the pleasure that people receive from coming into contact with beautifully crafted goods, especially works that infect the viewer with an emotion that the maker wanted to communicate.

It becomes clear from these articles that one of the essential elements for developing one’s craft is time. Time to do things over and over, to make mistakes, to learn, to fail, to try again, to get frustrated, and to become exceptional through small victories. But as I wrote in Who has time for that?, that’s just not how business works these days. Most companies work more the way DHH advises against in Your life’s work:

Working people to death to ship any one feature or product is a poor strategy, as it reduces the capacity to ship the next feature or product (burn out, build-up of bad rush practices). It’s far more important to have a system for shipping that improves over the long term than one that heroically manages one monster push.

So how can we change this, and convince both our fellow designers as well as clients (internal and external) of the value of craft in design? We’ll have to start with design schools, of course. In Craftsmanship Jon Kolko notices a dangerous trend he sees in most schools:

Based on my experience reviewing portfolios from recent business school graduates, I would argue that one of the most fundamental failings of “design thinking” education is the lack of craftsmanship. Students don’t appear to learn a honed, tacit, and careful “innate” sensibility for making, and simultaneously, they don’t appear to have developed an intimate understanding of the medium they are responsible for shaping. Instead, they are equipped with a toolkit of methods.

But we also have to be convinced ourselves that craft is important — that it has real business value because of the way it connects with people. We have to be convinced that it matters when a designer’s personality and care shine through in their work. We have to believe that people buy things not just because of the way they work, but also because of the way they were created. To drive this point home, I love Frank Chimero’s call for us to care more in his essay The Particle:

We should care more about our craft because we’re granted an opportunity to contribute to the world. We should care more about our audiences because they are the ones who give our work value. We might think that design work is about you or about me or anyone else who makes it, or maybe about the things that we make and the artifacts we produce, but don’t let this way of thinking fool you. The things we make are all just excuses to speak with one another and to help one another. We are all linked, and the things that we make for each other strengthen the invisible threads that tie us all together.

There is a part of me that will always design for the joy of making it, but I now understand that the point of it all is not for me to enjoy myself, but for the ones using whatever I make to have some sort of wonder when doing so. We are in service to those that use what we make, to the ones that listen to what we say.

This is a difficult task. We live in an age of data-driven design. Our challenge is to listen to the data and automate improvements as much as possible, but without losing the human element that we all crave so much. Let’s train ourselves to be design baristas, not just machine button-pushers who produce the same perfect, boring comps on every single project.

I’ve created a Readlist of all the articles mentioned in this post. You can send the articles to your Kindle or your mobile phone, or download an eBook. If there’s interest in this kind of thing I’ll start doing it more often, so please let me know with a quick tweet if you like this idea.


  1. It looks like the video for the keynote isn’t available any more, but here is a pretty good summary by Beau Smith

Movie UIs through the years

Preston de Guise wrote a very interesting post on how Sci-Fi interfaces have changed over the years. He concludes as follows in The changing face of computers on screen:

The shift was profound yet entirely subtle, something that a lot of people wouldn’t have really noticed at all – we shifted from portraying computer hardware to portraying computer software. […]

At some point, fiction and the future aligned, and the way in which computers were presented changed to being all about the interface – the software. This was of course just holding up a mirror to society in general: since computers have been around, their usage model has been undergoing a significantly powerful evolution from being a specific tool to being a general purpose piece of equipment; the logical continuance from a “piece of equipment” is an appliance, and that’s the era we’re starting to straddle into now, thanks in no small part to interfaces such as iOS.

Preston includes some great movie screenshots to make his case, so it’s definitely worth reading the whole article. For more, check out the collection of movie UIs in Ridiculous User Interfaces In Film, and the Man Who Designs Them. And here’s a highlight reel of Mark Coleran’s UI work in various movies:

Coleran Reel 2008.06 HD from Mark Coleran on Vimeo.

For bonus points (and if you don’t mind random pagination and small white text on a grey background), check out the Top 10 Worst Portrayals of Technology in Film.

Another benefit of sketching in UI design

There’s a benefit of sketching and paper prototyping that I haven’t thought of before. Joshua Porter recently wrote an article called What Jerry Seinfeld can teach us about interaction design, and this is one of his points:

Works in low fidelity. Jerry writes his jokes on a yellow pad with a blue pen, and authored every episode of Seinfeld in long-hand in this way. This is like the sketching stage of UI design.

Why write/sketch instead of type/wireframe? Well, there might be a clue in the way Jason Snell talks about writing on the iPad:

Using the iPad slowed me down and got me to think about what I was writing in a way that using my trusty MacBook Air never would.

He likens it to the difference between writing with a pen vs. writing with a keyboard:

Writing with pen and paper felt appreciably different from typing. My mind would try to race ahead, but my pen could only go so fast. I ended up considering every sentence, every word choice, with greater care simply because I couldn’t dash it out and move ahead.

So maybe that’s why there’s so much value in sketching with pen and paper as well. Lines are imperfect. You can only go so fast. Making a mistake can be costly if it means you have to do it all over again, so you take your time to consider design options.

I’ve slowly started moving away from wireframes, and instead now prefer a workflow that includes several rounds of sketching, followed by prototyping in Axure. I think I get better results that way, and maybe the reason is that sketching slows down the mind just enough to do better work.

Who has time for that?

Andy Budd’s most recent contribution to The Pastry Box Project got quite a bit of traction yesterday. This part, in particular, seems to have struck a chord in our corner of the Internet:

Good design takes time—more time than most of us are allowed. […] Sadly we see too many potentially amazing designers stuck by the glass ceiling of time. So they settle on the first solution that looks viable and are never allowed to sweat the details. They are forced to rely on 1% of inspiration without the benefit of perspiration.

So this is the dirty little secret in our industry. The best designers and developers rarely have more talent. They simply have more time.

This rings true, but I’d like to expand on that and say that it’s not just a problem in our industry. Things have become very, very fast all around us, and our impatience has reached remarkable levels. We pirate movies because we can’t wait 1 minute for the anti-piracy warnings on DVDs to play through (oh, the irony). We microwave pop tarts for 3 seconds because we can’t wait for them to finish toasting. Brian Regan has a pretty funny standup bit about this (the microwave thing starts at 2:35):

Frank Partnoy sums up the consequences of our addiction to speed very well in Wait: The Art and Science of Delay:

The essence of my case is this: given the fast pace of modern life, most of us tend to react too quickly. We don’t, or can’t, take enough time to think about the increasingly complex timing challenges we face. Technology surrounds us, speeding us up. We feel its crush every day, both at work and at home.

Yet the best time managers are comfortable pausing for as long as necessary before they act, even in the face of the most pressing decisions. Some seem to slow down time. For good decision-makers, time is more flexible than a metronome or atomic clock. As we will see over and over, in most situations we should take more time than we do.

We should take more time than we do, yes. But we don’t. Because business doesn’t work that way. Technology doesn’t work that way. And, most of all, release schedules don’t work that way.

We all know the saying Fast, good, and cheap — pick two. We live in an environment where everything has to be “fast”, so we’re inevitably left with choosing between “good” or “cheap”. And guess which one we end up having to choose most of the time…

Optimizing a UI for the number of clicks is not a good strategy

Even though it’s used quite extensively, I’ve never liked “the fewer clicks, the better” as a metric for good usability. Chasing that metric can easily result in an interface where every feature is within a click or two’s reach, but the thing is so crowded that users have trouble figuring out where to go. In Satisficing Lukas Mathis draws from psychology to explain why this metric doesn’t make much sense:

A great user interface is not one where each goal can be reached with the smallest number of clicks possible, or where the user has to pick from only a small number of choices at each step, but one where each individual click is as obvious as possible. If your users have a clear goal in mind, each level of the hierarchy should have one option that clearly satisfies their goal—or at least gets them closer to that goal. As long as users feel that they are getting closer to their goal with each step, they don’t mind drilling down into a deep hierarchy.

It’s also worth skimming the Wikipedia article on Satisficing for some further background on the theory.

When flat design goes too far

Sacha Greif talks about the dangers of the new flat design aesthetic in The Flat Sink:

Just like the flat sink, this new flat aesthetic looks great and feels refreshing after the unnecessary flourishes of recent years. But it can also be taken too far.

Remove all affordances, and you make it harder for the user to know where to click.

Put everything on the same plane, and you make it harder to focus on a specific section of the page.

It’s a good reminder that a particular aesthetic should always be used because it fits the purpose of the site/application, not because it’s the latest cool thing to do. Besides — even skeuomorphism is ok when it’s used in good taste1.


  1. I wanted to link to Ben Bleikamp’s original post, but it seems to have disappeared from the Internet, so my pull quote will have to do. 

Distinguishing between impactful and immersive design

Jon Tan’s Science! rounds off another great season on the always interesting 24 Ways. Jon discusses some of the science behind good design, starting from this premise:

I tend to distinguish between these two broad objectives as designing for impact on the one hand, and designing for immersion on the other. What defines them is interruption. Impact needs an attention-grabbing interruption. Immersion requires us to remove interruption from the interface. Careful design deliberately interrupts but doesn’t accidentally disrupt. If that seems to make sense to you, then you’ll find the following snippets of science as useful as I did.

I look forward to next year’s 24 articles already.

Designers should be in a constant state of observation

I really enjoyed Sarah Doody’s article in UX Magazine called The Flâneur Approach to User Experience Design. Flâneur is a French word that means “to stroll.” Sarah explains:

The flâneur’s mind is always in a state of observation. He or she connects the dots through each experience and encounter that comes his or her way. The flâneur is in constant awe of his surroundings. In the article “In Search Of Serendipity” for The Economist’s Intelligent Life Magazine, Ian Leslie writes that a flâneur is someone who “wanders the streets with purpose, but without a map.”

In the world of product design and start ups, there’s growing pressure to focus prematurely on the solution, to connect the dots backward instead of forward, to design the system before you’ve addressed the story. But, as user experience designers, we know that our greatest purpose is to develop the most intimate understanding of the people we design for and the problems they’re facing. To do this, we must be flâneurs.

It’s really worth reading the whole article to see more of Sarah’s conclusions and advice.

Design as path-dependent process

Speaking of Ryan Singer, I recently re-read his answer on the Quora startup thread Should I focus on a good user experience, or push something out quickly? He makes a really good argument for investing in design very early in the product development process:

Design is a path-dependent process. That means the early moves constrain the later moves. On the very first iteration the design possibilities are wide open. The designer defines some screens and workflows and then the programmer builds those. On the next iteration, it’s not wide open anymore. The new design has to fit into the existing design, and the new code needs to fit into the existing code. Old code can be changed, but you don’t want to scrap everything. There is a pressure to keep moving with what is already there.

Our early design decisions are like bets whose outcome we will have to live with iteration after iteration. Since that’s the case, there is a strong incentive to be sure about our early bets. In other words, we want to reduce uncertainty on the first iterations.

This is why variation, not just iteration, is so important during the early phases of a product.

Looper, UI design, and capability vs style

I know I’m late to the party, but I finally saw Looper last night. It is, of course, as brilliant as everyone says it is. After watching the movie I went back to all my Instapaper’d articles about it, and my favorite so far is an interview with the director called Noir to near-future: ‘Looper’ director Rian Johnson talks sci-fi, Twitter, and the fate of film. This answer, in particular, jumped out at me (my emphasis added):

The minute you say “science fiction,” the question of world creation comes up. Was that something you were thinking about when you were writing?

No, that was the production designer. When I was writing I was really just disciplining myself to focus on getting the narrative as tight as possible. To tighten the screws on everything, and to make sure that it ticked and that it ran from start to finish and that it had a solid spine.

And so I was focused on that and I wasn’t even thinking about the world-building elements at all. Which I think was good because it meant the designers and I just worked together. Every design decision, it wasn’t preconceived, it came out of the needs of the story. And so making the world seem like such a desperate place was a way of accentuating that feeling of “you better hold on to your slice of the pie, or else it’s destitution,” you know?

I love that approach, and I think we need more of it in web design as well. Start with the story — the core functionality of the product. Then look at that functionality, and only add the “production value” (styling) that will help tell that story. Nothing more.

It reminds me of a point Ryan Singer makes in his article UI and Capability. In the excerpt below, think of story as “capability”, and production design as “style”:

Affording a capability and styling it are both important. But it’s essential to know which one you are doing at a given time. Style is a matter of taste. Capability and clarity are not. They are more objective. That person standing at the edge of the chasm cares more about accomplishing their task than the details of the decor.

It’s worth reminding ourselves that, just as we’ll forgive a movie’s shoddy special effects if the story is great, users will forgive a style they don’t love if a product helps them to accomplish a goal effectively.