Review: Catching the Big Fish

I seldom read books on creativity. Which is kind of stupid, I suppose, since my livelihood depends upon my being creative. But for some reason, perhaps because he is one person in film who really follows his own vision, I was interested to hear what David Lynch (of Eraserhead, Blue Velvet, and Twin Peaks fame) had to say about it in his book Catching the Big Fish: Meditation, Consciousness, and Creativity.

Not surprisingly, Lynch has his own path to creativity: expanding his consciousness through Transcendental Meditation (TM). TM has been the way that Lynch expands his consciousness and thus he feels he is better able to catch “the big fish.” From the introduction:

Ideas are like fish.

If you want to catch little fish, you can stay in the shallow water. But if you want to catch the big fish, you’ve got to go deeper.

Down deep, the fish are more powerful and more pure. They are huge and abstract. And they’re very beautiful.

Lynch details how he got into TM and what it has done for his work and life and if you like Lynch’s films he offers some interesting insights, especially about the role of the accidental during filming. (Note: I really think there are more parallels between the world of film and the world of interaction design that haven’t been explored at all. Some of the creative process is remarkably similar.)

Towards the end of this small book, Lynch offers this good advice: “Stay true to yourself. Let your voice ring out, and don’t let anybody fiddle with it. Never turn down a good idea, but never take a bad idea.”

May it be so.

Design Solutions to Puzzles and Mysteries

Malcolm Gladwell wrote an article in The New Yorker a few weeks ago sort of defending Enron. It’s an interesting article and I highly recommend it. One of theme of it that I think is relevant to designers is the difference between a puzzle and a mystery.

Gladwell writes,

Osama bin Laden’s whereabouts are a puzzle. We can’t find him because we don’t have enough information. The key to the puzzle will probably come from someone close to bin Laden, and until we can find that source bin Laden will remain at large.

The problem of what would happen in Iraq after the toppling of Saddam Hussein was, by contrast, a mystery. It wasn’t a question that had a simple, factual answer. Mysteries require judgments and the assessment of uncertainty, and the hard part is not that we have too little information but that we have too much.

Usability experts tend to see everything as a puzzle. The reason users don’t click the button is because it is in the wrong place! Puzzle solved. Designers see everything as a mystery. Users aren’t clicking the button is either because the whole product isn’t serving their needs! We need to start over and make it more elegant. Now, obviously, I’m stereotyping for effect here, but I like how this puzzle-mystery model works. One of the things experienced designers are pretty good at is determining on any given project what the puzzles are and what the mysteries are. Does the button need to simply be bigger, or is the whole application a mess? This is where, like in so many other places during a project, professional judgment comes into play.

When can you determine if a problem is a puzzle or mystery? Stakeholder interviews and user research are certainly places to start. Is there a piece of information you need to make a correct decision, or is the problem (as is often the case in our line of work) too much information without enough analysis? Gladwell again:

If things go wrong with a puzzle, identifying the culprit is easy: it’s the person who withheld information. Mysteries, though, are a lot murkier: sometimes the information we’ve been given is inadequate, and sometimes we aren’t very smart about making sense of what we’ve been given, and sometimes the question itself cannot be answered. Puzzles come to satisfying conclusions. Mysteries often don’t.

This is why, in nearly every case, every solution to design problems is an incomplete one. There is always something that could be improved upon, or we simply can’t address the whole problem because it’s too big or too complex. We only have to see it through.

Spring Speaking Engagements

Somehow, I have a lot of speaking engagements coming up in the next couple of months. Hope that I’ll see some of you at them!

  • March 10: SXSW: Learning Interaction Design from Las Vega$ (Austin, TX)
  • March 22: IA Summit Workshop: Learning from Las Vegas: Insights from the Ordinary and the Extraordinary with Steve Portigal and Bill DeRouchey. How often do several hundred user experience practitioners gather in Las Vegas, a global capital of experience design? The opportunity is priceless. Let’s get out of the hotel and go see it. Let’s go Learn from Las Vegas. (Las Vegas, NV)
  • April 18: The Future of Web Design. Topic still TBD–probably something like A Toolbox for User-Centered Design. (London) My colleague Ryan Freitas will be speaking instead.
  • April 25: Intermediate Advanced Interaction Design. An Adaptive Path workshop. Still top secret (shhh). (Chicago)
  • (What, nothing in May?!?)
  • June 15: From Business to Buttons conference, speaking on Playful Interaction Design. This presentation will examine what interaction designers can learn from games and other forms of play.

More stuff is happening later in the summer, including UX Week and maybe another trip to Sydney. Stay tuned…

iPhone Mania

Never have I seen one topic, let alone one product announcement, light up my RSS feeds so much. You’d think the Holy Grail had been discovered or Steve Jobs had invented a car that runs on water. This afternoon I was simply astounded at the sheer number:

And that’s just my meager RSS feed list, about 20% of which has thus far commented on the iPhone. And that doesn’t even include the discussion on the interaction design mailing list. I can only imagine how the blogosphere is lighting up.

The Return of Command Line Interfaces

I just finished reading Neal Stephenson’s ode to Linux called In the beginning…was the command line. It’s an interesting, if dated (written circa 1999) and idiosyncratic read; I doubt few people would be willing to give up their UI to return to a purely command line interface, no matter how much control and power it gave them.

And yet, command lines still have their place. When I worked for Datek, we had an alternative to filling out an online form to trade stocks for active/day traders. It was just a small pop-up box with a text field–not even a submit button–that you could type an order string into (e.g. b100AMZN15.51), hit enter and have the oder execute. Yes, users had to learn the grammar of the command string, but that small portion of traders who did so and used it, loved it.

Likewise, recently command lines seem to be making a comeback thanks to a growing number of power users on the web platform. Sugardcodes and YubNub (WTF is it with these names? gah!) both offer command line interfaces to YouTube, ESPN, Wikipedia, Amazon, etc. I’ve been playing around with YubNub’s plugin for Firefox and it’s nifty and not hard to learn at all. (There’s a crazy number of ways to access YubNub.)AIM bots like moviefone and SmarterChild are command line interfaces with hints of personality and the bonus of being available in a window many people always have open anyway: the IM buddy window.

Where I think we’ll see a lot of use from command lines is in mobile devices, where screen real estate and entering full URLs is a real issue. (Why type in http://www.google.com when you can just type g?) YubNub is already doing this. Once can also imagine them being used for things like kiosks and internet appliances, where typing URLs without a keyboard would be tedious.

With all the cool new interaction paradigms out there, we shouldn’t forget the humble command line.

New Interaction Design Techniques to Try in 2007

I’m always trying to increase the toolbox. Here’s some stuff I want to try on projects next year.

  • Objects and Actions Analysis. From Blink. “A method of documenting what data (objects) need to be manipulated and what functions (actions) can be performed on the objects.”
  • Task Analysis Grid. From Todd Warfel. “This single document allows anyone looking at it to see the entire scope of a project, figure out what’s in this release (1) as well as what we’re planning for future releases (2, 3, and 4). It’s an extremely effective artifact for getting everyone on the same page.”
  • Movies for Motion in Product Design. By Ben Hopson. A “method for sketching motion concepts.”
  • Bucket Testing. via Gino Zahnd. “A great tool for designing emergent systems.”
  • Digital Diaries. From Celine Pering at frog. A “novel hybrid technique [in which] participants used voicemail, email, and digital photographs to “record” their daily behaviors.”

Any more I should try?

Crossing Over to the Dark Side: Thinking the Unthinkable about Design Research

I’ve spent a good part of the last five years learning, teaching, and practicing design research. I’ve slipped it into every project I can. I’ve preached its virtues, sometimes publicly. I wrote a whole chapter about it in my book. So why, after all this, do I find myself lately wondering whether or not design research has any value, and if so, how much? I find myself asking, How useful is design research really?

Many of my colleagues won’t do a project unless it includes some research, but more and more I’m finding myself tilting away from research, or at least to a less dogmatic view of it. On projects, I’ve found myself not doing design research or very little of it, and the projects seem to have turned out fine. Luck? I dunno. But I know I’m not alone; Apple doesn’t do any research that I know of.

I also keep thinking back to Jesse James Garrett’s seminal essay ia/recon (which is probably long overdue for a re-reading) and Jesse’s admitting that, in the end, he has hunches: “[G]uesswork is an inescapable part of our work. More importantly, the quality of guesswork is what differentiates a good architect from a bad one.” Michael Bierut reveals the same in a recent essay as well: “Somewhere along the way an idea for the design pops into my head from out of the blue. I can’t really explain that part; it’s like magic.”

One of the reasons designers are hired is for their expertise–those good guesses–part of which is knowing what works and what doesn’t in most situations (more on this in a minute). One could argue that that expertise (intuition, experience, understanding, taste) is more important than an understanding of users. I’m not sure I want to go that far, but I have decided a more reasonable approach to design research is required than the dogma that it has to be included on every project. I’m convinced that for many projects, the 80/20 rule applies: without research, I can get 80% of the way there, and sometimes that 80% is enough. Research can be an effective tool, but it can also be a time waster and ineffective. You can follow users (and time and money) down some serious rabbit holes, never to return. Here’s some guidelines I’m putting around research for myself.

Use design research when

  • You don’t know the subject area well. I am no expert in investment banking. Designing a product for investment bankers might require learning about what they do and why they do it.
  • The project is in a different culture than your own. China is a very different culture than the US. So is India. So is Western Europe. Cultural differences can be cause differences in behavior and expectations for a product.
  • The product is one you’d never use yourself. Luckily, as an affluent white male in my 30s, I have a lot of products directed at me. But I’m not a doctor or nurse, and I’m not likely to use medical devices, so I’d have to use research to find out how they would use them.
  • The product contains features and functionality that are for specific types of users doing a specific type of work you wouldn’t do yourself. MS Office contains a bunch of features I would never use, but if they were removed, some power users would scream bloody murder. Sometimes you have to understand the nuances of a specific feature or, often, a specific group of power users that use a product.
  • The designer needs inspiration. Sometimes you get stuck and an afternoon away from your computer screen can spark ideas.
  • The designer needs empathy. Some types of people and groups are harder to identify with than others. Illinois Neo-Nazis for example. Not that I’d ever do a project for them.

Of course, it could be argued that I just outlined every design project. Which is true, to a degree. (Who doesn’t need inspiration?) But I want to think about research differently, namely that research should be a tool, not a methodology. As Jesse pointed out, “Research can help us improve our hunches. But research should inform our professional judgment, not substitute for it.” Like other tools in the designer’s toolbox, it should be used when and as necessary, not applied to every project unthinkingly.

Best Interaction Design Blogs 2006

Another year, another new (or at least new to me) crop of great blogs about or related to interaction design. Here again, in no particular order, the best interaction design blogs of the year:

  • Pulse Laser has come on strong at the end of the end of the year with a set of really excellent essays.
  • For the second year in a row, Functioning Form consistently delivers great discussions, conference notes, and stuff to chew on.
  • History of The Button looks at what’s behind the interaction designer’s best friend, the button. Always an engaging and a surprisingly deep read at something we now take for granted.
  • Small Surfaces gets the nod as my favorite mobile device blog of the year (Little Springs Design is a close second). Sure, it’s mostly just a collection of links about devices, but they are good links.
  • Jensen Harris’ Office UI Blog for the past year should be required reading for all interaction designers. It’s really about how to make good design decisions.
  • Design Observer continues to awe.
  • Wisdump tells it like it is, deflating the web-hype machine.
  • Josh Porter’s Bokardo has really come into its own this year, with provocative topics and good discussions.
  • The frogblog has come out swinging with its debut recently. I have high hopes for it to sustain.
  • I really don’t want to like Creating Passionate Users, but I do.
  • And for sheer readability and laugh-out-loud comedy, Valleywag has to finish off this list. With Nick Douglas gone, it’s probably not going to be as mean or snarky anymore, which was, really, it’s sole appeal. It was fun(ny) while it lasted though.

So there you have it, folks. Happy reading!

Last year’s picks

Review: What Things Do (Part 7)

This is the final part, part seven, of a review of the book What Things Do: Philosophical Reflections on Technology, Agency, and Design. Read part 1 for the overview.

Most of What Things Do is prologue for Chapter 7, “Artifacts in Design,” in which Peter-Paul Verbeek outlines his philosophy for the relationship between humans and things. It can be summarized thusly: “Technology mediates our behavior and our perception, and thereby actively shapes subjectivity and objectivity: the ways in which we are present in our world and the world is present to us.”

Verbeek turns his attention specifically to design in this chapter, albeit limited to industrial design, but I think much of what he claims is also applicable to interaction designers as well. He writes,

Industrial design generally treats products from one or two perspectives: their functionality and their sign-value. A product must first of all be functional; it must do what it was designed and manufactured to do. Besides this, it has meaning or sign-value: human beings are drawn to particular product styles and not to others, and to use a product to express a lifestyle to which they (want to) belong.

Products have two of these sign-value or semiotic functions: denotative functions (which designers know of as affordances) that tell how the product can be used, and connotative functions that represent “the lifestyle with which its users identify, or want to identify,” such as “sturdy,” “traditional,” “cutting-edge,” etc. (It’s not by accident all those Web 2.0 sites look somewhat alike.) Products, therefore, are bearers of meaning. A car, for instance, isn’t only for transportation, but also for showing one’s status and taste.

Verbeek, however, is less interested in this semiotic reading of products than he is in the role of artifacts as mediators between human beings and the world. This mediation, he writes, “is not a product’s function but rather a byproduct of its functionality.”

What things “do” encompasses more than merely “referring” or “functioning.” Things mediate the relation between human beings and their world not in a linguistic but in a material way. They fulfill their functions as material objects, and by this functioning they shape human actions and experiences. Such “material mediation” does not take place on an interpretive level, but on a sensorial level.

One aspect of this materiality is how an object looks. Design has “grown increasingly concerned with the visual appearance of things,” Verbeek claims. But the aesthetics of things goes beyond the visual, and, I would argue, into interaction design.

The sensory relations that are possible in the case of useful objects reach beyond the visual, for such things are meant to be used rather than looked at. The aesthetics of products concerns the practical dealings with them and involves their bodily presence, rather than just what they look like or signify, or how they are interpreted or read.

And here is the crux of the argument, where Verbeek’s thoughts touch fully upon interaction design:

Mediation occurs on the basis of practical dealings with things. When things are used, people take up a relation to the world that these things, thanks to their “hanidness,” coshape. In this coshaping, not only does the human interaction with products have a sensory character, so does the human-world relation that is mediated by the products. Human experience and existence can only acquire a specific shape on the basis of sensory perception and sensory dealings with with world…By extending the domain of aesthetics to include the sensorial in the broadest sense, therefore, it becomes possible to give the notion of mediation an explicit place in the industrial design process…The meaning of aesthetics in design then comes to include not just style and beauty, but also the relations between people and products, and the ways in which products coshape the relation between humans and the world.

This is what interaction design, in the broadest and deepest sense, already (at least partially) does. This “relation between people and products” and between people and the world is at the heart of interaction design. The “aesthetics” of interaction design are more far-reaching than only the visual (although of course the visual is still intensely important).

Naturally, one cannot define design this way without touching upon ethics, and this is what Verbeek addresses next.

Designers engage in “ethics by other means”; that is, their products codetermine the outcome of moral considerations, which in turn determine human action and their definition of “the good life.”

Things help shape the answer of how to act in any given situation. With a gun in my hand, I may react differently when angered. Gerard De Vries says, “Our existence is furnished with many different kinds of devices and technological systems. These are what instruct people in contemporary societies ‘how to live’.” Thus, for Verbeek,

Design ethics requires that artifacts be treated as members of the moral community, conceived as the community in which morality assumes a shape. Things carry morality because they shape the way people experience their world and organize their existence, regardless of whether this is done consciously and intentionally or not. The very fact that they do this shaping charges designers with the responsibility to make sure that things do this in a desirable way.

Verbeek offers some advice as to the type and character of the types of products designers should be designing. The first is for designers not to try to aim for products that people are “devoted” to, but rather to those people are attached to. “Products to which people develop an attachment are not generally as emotionally charged and irreplaceably present as heirlooms, but neither are they as anonymous as a throw-away item…what distinguishes these goods from our most loved possessions is that they are used rather than cherished.” Transparency helps to form those attachments. Products’ functionality should be “understandable and accessible.” This allows people to fix them (instead of discard them) when they break, but also it “makes it possible for people to become involved with products as material entities. For when a product is transparent, it is not only functionally present but it exhibits how it is functioning.” Users have to be connected to both the commodity and machinery, in Borgmann’s terms.

To this end, Verbeek implores designers to create “engaging products”–products that involve people in their functioning. A cello, for instance, only produces music when a human plays it. Products should become more dependent on human operation, not less. Products should also integrate into everyday practices in a more engaging manner. Computers as they are designed now are for human-to-computer, isolated engagement, for example, but they need not be so. Humans need, in Verbeek’s words, “to deal with the products themselves, and not only with what they do or signify. When only the functionality of products takes center stage, we are merely involved with what products do and not with how they do it.”

In conclusion to this long review, let me note that I certainly haven’t encapsulated all the ideas in this thought-provoking book, which provides a great walkthrough of major points in the philosophy of technology. How this theory can be put into practice is a challenge for us all.

Read parts 1, 2, 3, 4, 5, and 6