Five Ways to Prevent Bad Microcopy, Bill Beard
â€œWe can fix that with copy.â€ Iâ€™ve heard this too many times when the UX falls short, and I hate it. If thereâ€™s a problem with the design, then fix the design. The best experiences have minimal copy because theyâ€™re intuitive. When designing the UX and you find yourself writing a sentence or two to help the user take an action, step back.
The First 15 Seconds: How Great Products Thrive, Scott Belsky
It is fair to say that meaningful engagementâ€”with other people and with products and services (especially the internet kind) that could potentially change our livesâ€”occurs only when we’re pulled past the initial bout of laziness, vanity, and selfishness that accompanies any new experience.
What Data Can’t Do, David Brooks
Data struggles with context. Human decisions are not discrete events. They are embedded in sequences and contexts. The human brain has evolved to account for this reality. People are really good at telling stories that weave together multiple causes and multiple contexts. Data analysis is pretty bad at narrative and emergent thinking, and it cannot match the explanatory suppleness of even a mediocre novel.
Deep Inside Taco Bell’s Doritos Locos Taco, Austin Carr
Like any serious renovation, Taco Bell’s started with a trip to Home Depot. It was April 2009. To show executives how the companies could fuse the flavor of Doritos with taco shells, the dev teams “basically went out to Home Depot to buy a paint-spray gun, and then sprayed [Doritos] flavoring onto our existing yellow corn tacos,” recalls Creed, with a chuckle. “It was pretty funny watching people from behind glass spraying our tacos with a paint gun. But it was enough for us to know conceptually that we had a big idea.”
You Lookin’ At Me? Reflections on Google Glass, Jan Chipchase
Glass is Googleâ€™s unintentional public service announcement on the future of privacy. Our traditional bogeyman for privacy was Big Brother and its physical manifestation â€” closed-circuit TV â€” but the reality today is closer to what I call Little Sister, and she is socially active, curious, sufficiently tech-savvy, growing up in the land of â€œfree,â€ getting on with life and creating a digital exhaust that is there for the taking. The sustained conversation around Glass will be sufficient to lead to a societal shift in how we think about the ownership of data, and to extrapolate a bit, the kind of cities we want to live in. For me, the argument that Glass is somehow inherently nefarious misses a more interesting point: It is a physical and obvious manifestation of things that already exist and are widely deployed today, whose lack of physical, obvious presence has limited a mainstream critical discourse.
Three Ways to Make Wearable Tech Actually Wearable, Jennifer Darmour
Todayâ€™s wearable technology products are mainly in the fitness space, but this is just the tip of the iceberg. Wearable tech will start permeating many other domains, including medical, entertainment, security, financial, and more. The more pervasive it becomes, the more important it is to advocate for products that are beautiful, peripheral, and meaningful. Only then will wearable technology achieve its full potential to enhance our lives, rather than disrupt, disconnect, and distract us.
The Future Mundane, Nick Foster
We often assume that the world of today would stun a visitor from fifty years ago. In truth, for every miraculous iPad there are countless partly broken realities: WiFi passwords, connectivity, battery life, privacy and compatibility amongst others. The real skill of creating a compelling and engaging view of the future lies not in designing the gloss, but in seeing beyond the gloss to the truths behind it.
Since the feature would be actively showing results before someone had finished a query, there was a huge risk of Google putting forth something that offended people â€” even if itÂ was the most likely result algorithmically. That meant many hard and strange decisions, Gibbs recalled, about terms like â€œhooters,â€ which could mean owls or the restaurant or boobs; and â€œlesbian sex,â€ which on its own is descriptive, but when followed by words like â€œvideoâ€ is perhaps not appropriate for all eyes. (In the second case, he didnâ€™t remove the root search, but blocked some derivations.)Â For many letters of the alphabet, the most commonly searched word was something related to porn.
All Technology is Assistive Technology, Sara Hendren
Instead of labeling some technologies and not others as assistive, letâ€™s start like this: Weâ€™re all getting all kinds of help from the things we make. All kinds of help, all the time, for our many material and social and educational and political needs. Private needs and public ones. No one is exempt. Then the questions get really interesting: What can a body do? What needs are you interested in? Who might use which thing for what? Where might the surprises be? How might a familiar thing morph into something else altogether?
How Robots Can Trick You Into Loving Them, Maggie Koerth-Baker
Weâ€™re hard-wired, in other words, to attribute states of mind to fellow beings â€” even dumb robots, provided they at least appear autonomous. But little things â€” how fast an agent is moving, whether it changes its movements in response to our own â€” can alter how we interpret what itâ€™s thinking.
What happens to Appleâ€™s design advantage in an age of objects performing simple discreet tasks or â€œintuitingâ€ and brokering our next command among themselves without the need for our touch or gaze? Indeed, what happens to UI design, in general, in an ocean of â€œinterface-lessâ€ objects inter-networked ubiquitously?
Why good storytelling helps you design great products, Braden Kowitz
Iâ€™ve observed that teams often like to walk through UI designs as they would a blueprint â€“ showing where each element belongs on the plan. Each screen shows how the product might look in a different situation, but the screens are not connected in any way. The problem is that when designs are presented this way, youâ€™re only building an understanding of how the product looks. Youâ€™re not focusing on how the product works, and youâ€™re not simulating how customers interact with it.Â So when teams critique designs as blueprints, it severely limits their ability to reason through the interactivity of the product.
Generative programs are force multipliers. Small initial decisions can have massive consequences. The greater your reach, the greater your responsibility to manage your output. When Facebook makes an error that affects 0.1% of users, it means 1 million people got fucked up.
User Expertise Stagnates at Low Levels, Jakob Nielsen
People don’t read manuals. People don’t go exploring all over the user interface in search of neat features. People don’t investigate whether there’s a better way of doing something once theyâ€™ve learned an approach that works…Learning is hard work, and users don’t want to do it. That’s why they learn as little as possible about your design and then stay at a low level of expertise for years. The learning curve flattens quickly and barely moves thereafter.
Great Design Always Means Great Style, Don Norman
There are many dimensions to great design, but great style is certainly among the most important. Style in appearance, style in behavior, style in the manner of interaction – style in every aspect of the product or service. Great style requires careful deliberate specification and then attention to all the details that result, for everything must be coherent, everything must be consistent with the chosen style. Call it personality, call it the voice of the product, call it the persona of the product, call it what you will: great design always means great style.
42 Rules to Lead by the Man who Defined Google’s Product Strategy, Jonathan Rosenberg
â€œBack up your position with data. You donâ€™t win arguments by saying â€˜I think.â€™ You win by saying â€˜Let me show you.â€™â€
The simple reason products fail: Consumers don’t understand what they do, Jasper SÃ¸rensen
Innovations that are totally new to the market are often extremely difficult to describe. Things that are difficult to describe are hard to understand. And things that are hard for consumers and investors to understand typically face two outcomes: They are either ignored or devalued.
We listened to the people, not the problem, Joelle Steiniger
We want so badly to nail it for everyone. But there are always edge cases, special considerations, etc. And youâ€™ll hear about them a lot because they tend to be a very vocal minority. But we have to remember that itâ€™s not our job to please everyone.
Product Strategy Means Saying No, Des Traynor
Making features optional hides the complexity from the default screens in the interface, but it still surfaces everywhere else. The visible cost of this is a messy interface with lots of conditional design and heaps of configuration. The hidden cost is that every optional feature weakens your product definition. You become â€œA Time Tracker that can also send invoices and, sorta, do payment reconciliation, but not reporting, yet, I think, I donâ€™t know.â€