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Posts tagged “design”

Lean vs. Design?

This is sure to be a bit controversial, but Jon Kolko makes some great points about design-led vs. lean development in Lean Doesn’t Always Create the Best Products:

And with this, we arrive at perhaps the most important distinction between an empathetic design-led approach and Lean. Lean is fast. Design is slow. Design is more contemplative, reflective, and because it demands systems thinking and marinating in the ambiguity of cultural data, it simply takes longer. The benefit is in producing emotionally sound products: products that people love, not just products people use. Increasingly, people expect more from the products and services they engage with. They expect quality, and use it both as a selection criteria for purchase and as a constraint for sustained use.

I don’t think Lean principles are necessarily in conflict with design principles (there is, after all, a thriving Lean UX movement). But the part that resonates here is the speed pressure that the Lean movement has placed on design activities. All research, prototyping, and graphic design is expected to happen much faster now. Speed is good, but not if it comes at the cost of not truly understanding the problems and user needs you’re designing for. And that’s where Jon’s points are worth taking to heart.

The politics of sunlight

Emily Badger wrote a very interesting article on the politics of sunlight and shade in urban design. From In the shadows of booming cities, a tension between sunlight and prosperity:

For cities, shadows present both a technical challenge — one that can be modeled in 3-D and measured in “theoretical annual sunlight hours” lost — and an ethereal one. They change the feel of space and the value of property in ways that are hard to define. They’re a stark reminder that the new growth needed in healthy cities can come at the expense of people already living there. And in some ways, shadows even turn light into another medium of inequality — a resource that can be bought by the wealthy, eclipsed from the poor.

The ethics of slot machine design

Andrew Thompson in Engineers of Addiction, a fascinating profile on the psychology of slot machines:

Game [slot machine] designers are charged with somehow summoning the ineffable allure of electronic spectacle — developing a system that is both simple and endlessly engaging, a machine to pull and trap players into a finely tuned cycle of risk and reward that keeps them glued to the seat for hours, their pockets slowly but inevitably emptying.

In other words, their job description is to make people win just enough so that they come back long enough to lose big. I just can’t wrap my head around that.

Guidelines for touchscreen design

Steven Hoober has some great guidelines for touchscreen design in Fingers, thumbs, and people:

Most of all, within what you can control: Always design for hands, fingers, and thumbs.

And remember: You don’t design for iPhone or Android, for cars or kiosks, for Web or apps, but for people. Have empathy for users and respect their choices, their ways of working. Account for the limits of their lives, their environments and their abilities.

Even when your implementation is constrained by technology, avoid designing for pixels or code; always consider what effects your work will have in the real world, when people look at, hold, and touch the screen.

The business of design

Christina Wodtke writes about the intersection of design and business in Why Design Needs Entrepreneurship (and Entrepreneurship Needs Design). This is a particularly nice summary of the three major startup handbooks in high circulation these days:

Steve Blank said you should talk to your customers as you develop your offering. He said there were no answers in the building, you must go out into the world if you want to make something people want.

Eric Reis said you should build small things, test them, learn, then build the next thing until you find successes.

Alex Osterwalder said you should look at all aspects of the business and design them collectively to assure a successful ecosystem. While all three hold a distinctly user-centered design approach, Osterwalder is the first to state it unambiguously, using design tools and innovation games throughout his book and calling them that. It is a designed book, in every sense of the world, and it was written in collaboration with a group of beta readers.

All three, at their hearts, are user-centered designers. They just happen to design business.

This is a great call for designers to care more about the business of design.

How to get more into Lean UX

Ben Melbourne’s UX Designers: Why are we Wasting Time? is a great post on lean methodologies and Lean UX in particular. Of course, I especially like this point:

No amount of text or slides will ever replace the richness of observing your target audience first-hand. Take your client/team out in the field with you, or you’re greatly reducing the value of your research. Seeing a user point out the flaws in your product is the quickest way to convince a CEO to drop his pet feature.

UI design and the abundance of choice

Aaron Shapiro makes some interesting observations in The Next Big Thing In Design? Less Choice:

Technology has revolutionized the way we live our lives and do business, but it has done a terrible job reducing the stress of so many decisions. Industry by industry, great digital design has eliminated middlemen from the economy and put users in control, making it fast and easy for us to determine what we want and purchase it directly, whether on a computer or over a phone. Now, with unlimited opportunities for decision-making, we have essentially made ourselves the middlemen in our own lives.

The enjoyment, and even fetishization, of the beautifully designed experiences we rely on to make these decisions has distracted us from our original goal of simplifying our lives. We’ve forgotten that the ultimate purpose of an interface is to make things simpler.

That last sentence is interesting. “We’ve forgotten that the ultimate purpose of an interface is to make things simpler.” I understand and agree with the sentiment, but the statement got me thinking about how I would define the purpose of a user interface.

In the context of modern UI design I would probably want to adjust that statement a little bit to say that, “The ultimate purpose of an interface is to enable users to accomplish their goals within a system easily, in a way that also fulfills pre-defined business goals.” I’m sure there’s lots to argue about and disagree with in that statement as well, but it’s an interesting thought process to go through.

The rest of the article goes a little too deep into #NoUI territory for me. I’m more with Cennydd on that one:

This is the world desired by some #NoUI adherents. It’s not a world I recommend.

— Cennydd Bowles (@Cennydd) April 21, 2015

But there are still some interesting examples. Well worth going through.

Placebo UI buttons

Chris Baraniuk looks at the futility of things like traffic signal buttons in Press me! The buttons that lie to you:

Some would call this a “placebo button”—a button which, objectively speaking, provides no control over a system, but which to the user at least is psychologically fulfilling to push. It turns out that there are plentiful examples of buttons which do nothing and indeed other technologies which are purposefully designed to deceive us. But here’s the really surprising thing. Many increasingly argue that we actually benefit from the illusion that we are in control of something—even when, from the observer’s point of view, we’re not.

Games for all genders: an interview with Toca Boca

My daughters love the Toca Boca apps—especially Robot Lab. Ingrid Simone’s article on their approach to gender is great. From Gender in Play: How Toca Boca Creates Apps for All Kids:

Toys have a large impact on how kids play together and relate to other kids. But kids of today are fostered into watching different shows and playing with different toys according to their gender.

We know that when a toy reaches a child a choice has already been made for them, someone has picked a blue or pink toy, an action figure or a doll. We believe this is limiting to kids, not to be able to decide on your own what your interests are, and that gender-targeted toys create an unnecessary barrier between girls and boys. And we believe that girls and boys, brothers and sisters want to play together!

And on the redesign of Robot Lab specifically:

Since the robot theme has historically been so targeted towards boys, we felt like we, as many before us, had somehow fallen in the trap of using conventional “boyish” colors, shapes and attributes. And we really wanted to see if we could make the app more appealing to both boys and girls.

Realignment > Redesign

Alina Senderzon defends realignment strategies in Resist the Redesign:

Yet, designers are quick to jump on redesign opportunities—after all, it’s exciting to start anew. In reality, however, a redesign isn’t always the right solution to the problem. The roadblock for users may lie in the pricing of your product, which could be discovered through customer development. Or your messaging isn’t compelling and could be saved by some clever copywriting. Or maybe customers feel compelled to convert, but the checkout process is too long and needs to be streamlined. Any number of changes could generate dramatic value for the business, and though they likely involve some design decisions, they rarely require a clean slate.

This is similar to the approach I wrote about a couple years ago in The Data-Pixel Approach To Improving User Experience.