The Feed Reader as the Link Between Social Networks

I was looking over my RSS reader today and realized that quite a number of my feeds are how I monitor my (too) many online social networks. Comments from blogs I write on, my Flickr streams, Dopplr itineraries, MySpace, Twitter, Plazes…all of these are now flowing into my RSS reader. With many people trying to figure out how to stitch our social networks (and thus our online identities) together, it occurs to me that we already have such a thing, although no feed reader that I know of is really up to the task yet. One could easily imagine it sewing together photos, comments, etc. by person, creating a sort of meta-network for you, built out of RSS feeds from all the other networks.

If anyone makes one of these, I want one.

Summer Speaking Engagements

Lots of time to hang out with yours truly this summer at various engagements, both in the US and in Europe.

First in June: Talking about Playful Interaction Design at Business to Buttons in Malmö, Sweden on the 15th. Although I’m talking about games, is not the same talk we’ve all heard in the past about how to make your application more like a computer game. Ugh. Instead, I’m looking at the deeper structure of games and figuring out how those structures can inform our own work. I’m in the middle of researching and writing this presentation now and I think it will be very interesting.

Then on the 20th at UXI Amsterdam (use my code of FODS and get 15% off!) I will be teaching the Interaction Design Day, which was a big hit in Chicago last month and is being slightly revised for this outing.

August brings out Adaptive Path’s annual UX Week, which I am really looking forward to this year. (Again, use my code of FODS and get 15% off.) My colleague Sarah Nelson has put together a slam-bang four-day program, including my own keynote New Sources of Inspiration for Interaction Design. But there are also a ton of other awesome speakers I’m looking forward to like Bill DeRouchey, Leisa Reichelt, Deborah Adler, and Katrina Alcorn. (Hey, that’s a lot of women speakers! Yes! Half the speakers are (gasp!) women!)

In September, come watch me do my gadfly schtick at Design Research Conference (formerly About, With, For) on the topic “How to Lie with Design Research.”

Hope to see you at one or more of these!

Meaningful Objects

My family got a very hard lesson recently in how human beings give meaning to objects. Coming back from a plane trip, my six-year-old’s favorite stuffed animal was left on the plane. Despite multiple trips to the airport lost and found, poor Moussie was gone. All of us cried. Once my wife even remarked, “We’ve cried less for human family members who have died.” And it was true. This stuffed dog had an incredible amount of meaning for us.

In considering the characteristics of good interaction design for my book, meaningful was one trait I have frequently thought I overlooked. But I’m not sure designers can really make anything meaningful to anyone. Objects only become meaningful through use and context.

Ruth Mugge, a PhD Student at Delft University of Technology, did her dissertation on product attachment–why people get attached to the things they do. Here’s a brief article on her work:

Mugge’s underlying idea was that if people feel strongly attached to a product, they will be less likely to discard it (which her research confirmed). The lifespan of the product therefore increases, which has positive environmental effects. Mugge distinguishes four factors influencing product bonding: self-expression (can I distinguish myself with a product?), group affinity (does ownership of a product connect me to a group?), memories (related to the product) and pleasure (provided by the product).

Now, I have not read Making Meaning: How Successful Companies Deliver Meaningful Experiences yet, but I am dubious that designers alone can make a product meaningful. Pleasurable, yes. Useful, yes. But meaningful? Significance is a personal thing; what might be important to one person is garbage to another. I’m not sure you can make meaning anymore than you make an experience; both are created in the minds of users. As a designer, you can only design for the possibility of meaning (and for an experience).

I think I am much more of the school of thought outlined by Peter-Paul Verbeek in his book What Things Do (My review). Products, Verbeek writes, coshape the relation between humans and the world. Objects allow us to form a relationship with the world based on how they are used. The meaning we derive from objects comes from that use. Had my daughter’s stuffed animal sat on a shelf untouched, it would not have the same meaning as it had because it was used. Thus, designers should design for use, not meaning. Meaning comes through use. Verbeek says, “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.”

Moussie was both used and cherished. He was meaningful. Goodbye, old friend. Thanks for everything.

Review: Portfolio Magazine

Conde Nast has launched a new magazine called Portfolio. I’ve been waiting for this magazine for a while, to see if they could, in a monthly magazine, do what BusinessWeek does with their Inside Innovation quarterly, just in a fuller way with longer, more fleshed-out articles. All I can say is, after reading the first issue, my respect for Inside Innovation has grown considerably. Conde Nast has missed the mark entirely with this one.

The world of Portfolio stretches from Wall Street to the Upper East Side, skipping over the East Village. It’s like a bad Woody Allen movie in print. It was awfully hard to take seriously, so out of touch it seemed. It’s as though the last 20 years of business had never existed. They even wheeled Tom Wolfe out to talk about the new Masters of The Universe.

And Design? Forget it. No mention of it. Fashion, yes. Design, no.

Me: Portfolio: no.

TED Talks for Interaction Designers

My friend Phi-Hong‘s design for the new TED site just launched. I’ve been enjoying some of the talks and have picked through a bunch that might be of interest to other interaction designers:

  • Malcolm Gladwell’s Spaghetti Talk explains better than I’ve ever heard why you should never design for everyone.
  • Thom Mayne’s talk on architecture contains some really interesting ideas about using outside influences to inform and inspire your designs.
  • NYT’s David Pogue riffs on simplicity and mixes in a few Broadway show tune parodies.
  • Stefan Sagmeister shows how design can make you happy
  • Tony Robbins tells us (and especially Al Gore!) Why We Do What We Do. If your project fails, it isn’t about missing resources.

If there are others, let me know in the comments. More talks are added occasionally.

Shocker: Applications Are Mostly Usable

Remember a few years ago when people used to squawk about not being able to find anything on the web? Until finally people started looking around and saying, uh, wait, I can find the stuff I’m looking for? And that wasn’t all Google either: most websites began to get a level of professionalism and findability that made browsing them much easier.

The same thing is happening now with applications and operating systems. Enough knowledge about good design (and enough good designers) have started to make a real difference in the baseline of application design, to the point where I will say that generally, at least where desktop and web applications are concerned, they are generally usable. (I think devices are still catching up.) They may not necessarily be useful (hello, umpteen web 2.0 apps) or desirable (yes, I’m looking at you, most large software companies), but they do work reasonably well. And that is something I don’t think you could say 10 years ago, when all sorts of atrocities were forced on users.

This is a really good thing.

Is this to say all the problems with applications are solved? Of course not. Every product made by humans can be improved–some drastically, some incrementally. And there are always the innovative products that leap far ahead of what we expect a product could do or be. Those still remain to be created and refined. And even though a few dogs certainly slip out there (especially on the enterprise side), the state of application design is getting better. This is worth noting and celebrating, because it means we user experience folk are having an impact on the world, slowly but surely.

Touring the Continent

I’m pleased to be headed to Europe in June for two speaking engagements: Talking about Playful Interaction Design at Business to Buttons in Malmö, Sweden, and then on to Amsterdam for the Advanced Interaction Design Workshop as part of UXI Amsterdam.

Playful Interaction Designs, although I am talking about games, is not the same talk we’ve all heard in the past about how to make your application more like a computer game. Ugh. Instead, I’m looking at the deeper structure of games and figuring out how those structures can inform our own work. I think it will be very interesting.

At UXI Amsterdam (use my code of FODS and get 15% off!) I will be teaching the Interaction Design Day, which I am really excited about. It’s a, well, intense day that goes way beyond things like wireframes and delves into everything from turning research into design concepts through getting those concepts built.

Hope to see you there!

Review: Managing the Design Factory

Donald G. Reinertsen’s Managing the Design Factory: A Product Developer’s Toolkit isn’t the type of book I typically read or review. But that’s fine; sometimes you need to look at the same thing through a different lens, and Reinertsen provides that: taking a cold, hard look at the design process and its outcomes. Despite the subtitle, I would say this more a book for product managers than for designers, but it contains plenty for designers to chew on and at least try to swallow.

Reinertsen’s first point: there are no best practices.

[T]he idea of best practices is a seductive but dangerous trap. Best practices are only “best” in certain contexts and to achieve certain objectives. A change in either the context or the objective can quickly transform a “best practice” into a stupid approach.

Instead of best practices, Reinertsen suggests we utilize “tools, not rules” and sets out to show and demonstrate some of them.

But first, he tackles some of the big questions, like what is the objective of the design process (what he calls “The Design Factory”)? Simple: to make a profit. Sales are the measure of how much users appreciate the value of our product, and we should be efficient in “converting time and resources into things people value.” (I told you it was a cold, hard look!)

[T]he only measure of the value of a design is its economic value. Our designs are not important because they are beautiful or because they are innovative; they are important because they make money. Our designs will only make money if we create recipes to turn material, labor, and overhead into valuable functionality better than our competitors do.

For Reinertsen, the purpose of the design process is to generate information (the “recipes” mentioned in the quote above). These recipes lose value over time (a recipe for a great 8-Track tape player wouldn’t be as valuable now as it would have been in 1974, say), so they must be managed and delivered in a timely manner. These recipes are also usually one-time processes. “There is no value,” Reinertsen writes, in creating the same recipe twice…we can only add value when we do something differently. If we change nothing, then we add no value.”

To make good recipes also requires good information, and the sooner the better. As most designers know well, making changes late in a product is far more costly than making them earlier on, so we need good information as soon as possible in the process to make the correct decisions throughout.

Information is a key theme throughout. One nugget of wisdom I found instructive was Reinertsen noting that “events that are less probable contain more information” and thus we should balance our risk/success rate to obtain more information. “When success is likely, the message of success contains little information, whereas if success is unlikely, the message of success contains a lot of information. Likewise, a message of failure contains more information if the failure is highly improbable.” We maximize the amount of information we can get by “approaching a 50 percent failure rate.” We need failure and risk. “When a design fails because we try something new that does not work, we generate useful information,” Reinertsen says. In fact, expert knowledge only comes from “being exposed to and remembering low-probability events.” What a great way to think about failure.

Risk isn’t to be avoided, but embraced. Reinertsen says we can make risk more attractive by

  • decreasing the magnitude of the downside
  • reducing the probability of the downside
  • increasing the magnitude of the upside.

Easier said than done of course. He goes on to note that “most product failures are caused by market risk” which is “a much tougher problem than technical risk.” Market risk is “determiend by how well the product specification meets customer requirements…Two factors that increase this risk are that customers often do not know what they want and that their requirements may change during the development process.” He then goes on to offer suggestions for managing this risk, including using a substitute product, simulating the risky attribute, and making the design flexible enough to accommodate changes.

Another thing that rings true is about deadlines in the design process:

[W]e rarely stop when we achieve a satisfactory solution, because this will simply result in a satisfactory product. Instead, we stop when we run out of time…activities are completed on-time or late. They are never completed early.

Interfaces are another key point throughout, but not interfaces how interaction designers typically think of them (as UI, say). Instead, these interfaces are the connections between different modules of a design–where one component of a system connects and communicates with another. An organization, too, is one such system, and Reinertsen looks at the various types of organizational structures and the communications between the different parts of a company. “The key driver of good communication is the amount of usable information communicated compared to what is needed to make good decisions.” In other words, you don’t necessarily have to increase the information flow to solve communication problems.

When designing products, Reinertsen says, it’s not enough to just find out what the customer wants. You need to find out “why they want it, and how they know they have gotten it.” This should be spelled out in what he calls a Product Mission, which outlines the product’s value proposition.

Why should a customer buy this product instead of a competitor’s? If this question cannot be answered in a compelling way in twenty-five words, then there is a fundamental problem with the design of the product…Most successful products have a clear and simple value proposition. Buyers typically make their choice between competing products on the basis of three or four factors.”

These factors should drive the design above all else. The Product Mission becomes “a compass for the design team, always pointing them towards true north.” One trick to do that, Reinertsen says, is to “write the advertisement for the product as one of the first team activities.” Another is to ask “what the mission statement excludes.” If it doesn’t exclude anything (the product is targeted to everyone, everywhere, at all times), it is useless.

Once you start having documentation (“specifications”), it is best, Reinertsen says, yto treat it as a flawed, living document, not something that is a fixed target. It’s a moving target and should be treated as such.

If you are a product manager or into the business side of design, I recommend this book for its clear-eyed view of the design process. Its economic perspective on our often-fuzzy art (“make the design resonate with more emotion!”) is a much needed tonic to design’s gin.

SXSW 2007: The Death of the Desktop

Aza Raskin (Humanized)

Not using his computer with the desktop running. So then how do I actually get to applications?

There are certain fundamental truths about how people work: it’s called cognetics. And they apply to interfaces. If you design against human frailties, your interface won’t work very well.

Cognetics: the ergonomics of the brain. Magical number 7 rule. Can’t actively think about more than one thing at a time. Etc.

If you don’t do this, you are asking users to push two buttons ten feet apart.

Forgotten Tools:

GOMs modeling: how long it takes the average user to use an interface.

Information efficiency: how much information you put in vs. what is minimally needed.

The death of the desktop is near. Why? Is this a good thing?

What is an interface? The way that you accomplish tasks with a product–what you do and how it responds. The interface is the product (to the user). A beautiful back-end isn’t useful for people without the interface. Don’t focus on the technology, not the user.

Keep simple things simple. A litmus test: how long the manual is. If it is difficult to explain how to use your interface, there is something wrong. When you set out to make an interface, write the manual first.

The problem is that applications are like isolated cities. Computing models could be different. There is a lot of overlap (waste) between applications. We get a lot of system bloat this way. You have to keep learning basic applications again and again. This is a fundamental problem with applications–they want to hoard functionality.

What does an interface do?

Create content (typing)

Navigate content

Select content

Transform content

(Share content?)

When designing, always return to these fundamental building blocks.

Raskin’s Rules of Interfaces:

1. An interface shall not harm your content or through inaction allow your content to come to harm.

2. An interface shall not waste your time or require you to do more work than is strictly necessary.

3. An interface shall not allow itself to get into a state where it cannot manipulate content.

Content is Everything. You always acting upon some content.

What dooms the desktop? It’s not about content. The desktop is a flawed metaphor to start with.

What does a desktop do?

Let’s you get your computer into state where you can enter content. Let’s you categorize your content. Let’s you navigate your content.

There are better, faster, more humane ways. The web is treasure trove of examples.

Language has an untapped power. This is the future. It lets you describe things very quickly and very succinctly. If you can just type what you want, it works better.

Command line interfaces: great way to enter commands. URL bar can be a form of a command line.

The death of forced hierarchy. Tags don’t force a hierarchy on users. Desktop needs to learn this lesson. We don’t need to think the way our hard drive does. Going up and down trees isn’t good. You also just need a really good search.

Navigation: Let content be content. Let search be search. Let 2D content be 2D content. Let the user’s structure be.

The web as a maze: you go through a door and you can’t see where you came from.

People don’t work well in 3D, so don’t force them too.

The desktop of the future is a zooming interface where you could put content wherever you want (not forced). Things are related geographically. It’s visceral. Easy to navigate.

The desktop is doomed. Why the stagnation? The toolkit straightjacket. Programmers are writing for users, but don’t want to interact with users. The people who write toolkits are one step removed from that. The system makes making mediocre interfaces easy. This is why the web matters. But it is dangerous to make the web like the desktop. We’re free to make something better. And you cannot be better without being different. We have a unique opportunity to step away from the desktop. We can invent new paradigms.

How can we overcome applications? Services and Universal Access Interface. How do we get all these Ajax apps to work together?

Design the big picture: think above the apps.