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February 2010

10 posts

UX == Good Design?

(warning: navel-gazing ahead)

A few weeks ago I had a great conversation with a group of people about how they see UX. What came out of that group is the idea that UX is a focus that people use when doing other things… it’s a perspective from which everybody should work.

I thought that was an interesting approach to a definitional question that has been coming up over and over again in the community.

I’ve been thinking about it since then and here’s where I’ve arrived:

UX, the way it exists now, started because Design wasn’t doing a good job. However, as design practice continues to mature, UX will get (and already is getting) absorbed back into Design.

Let me explain:

When working on a product teams use many different skills and disciplines to create the final object - there might be designers of different specialties (graphic, industrial, interaction), engineers, managers (product, project) and more. When all these people are good at what they do and work well together a good final object gets created. Obviously this is simplifying a lot of complex stuff, but I think we can all understand what I’m saying.

Somewhere along the way various groups in this team forgot about the people their object is for, and this seems to come to a peak with the web, and interactive agencies. Out of this void springs a new group of people who champion the “user” (a word I don’t really like). They begin to fill gaps the existing designers leave, and bring a whole new focus to the project.

Ideally, all these things that the new UX person does, and all the aspects of the design they are looking out for, would have already been part of the designer’s job. However, the existing designers weren’t doing a good job.

When we talk about UX are we really just talking about good, thorough, and rigorous design?

I’m starting to think that UX should, and will, be rolled back into Design. The new generation of designers coming out of school (actual design school) will probably be able to do what we currently call UX as part of their standard design methods.

Am I saying that Design “owns” UX? No.. if UX is a focus on making products/objects/services that are fun, easy, and enhance people’s lives, then it should be part of the whole company’s approach. But in the end, I still feel like we’re just talking about Making Good Things.

Feb 26, 2010
Design Reading

I’m about to go on a two week vacation and I want to bring one novel and one book of design related stuff.. probably in the theory or contemporary issues realm more than something practical/pragmatic.

I’ve selected a novel, but not a design book.  I would love to collect recommendations in the comments here.. so post your reading material!

What design related (could be loosely related) book should I read on my vacation?

Update:

My experiment with the “Question” post type in Tumblr is a failure.. there’s not way to make the answers public.  So, if you want to leave a response here, please leave it as a comment.

Here are the answers already posted:

Brad Einarsen answered: Ambient Findability

thechickentest answered: Fine snippy :-) You should read this. bit.ly/9KwtUN Business Analysis Body of Knowledge, then you can get some sleep :-)

Joe Sokohl answered: “Fallingwater Rising: Frank Lloyd Wright, E.J. Kaufmann, and America’s Most Extraordinary House” by Franklin Toker.

@Macartisan answered: Cory Doctorow’s ‘Makers’ & Dan Saffer’s ‘Designing Social Interfaces’ - Excellent combo, simul-reading both

strottrot answered: Kolko’s Thoughts on Interaction Design

Alexander Livingstone answered: A little off-the-wall, but “Mastering Regular Expressions” is (strangely) a great read & good for expanding tricks possible with text fields.

Feb 24, 20106 notes
Design and Craft (Part 2)

I’ve thought and talked a lot about yesterday’s post and have a few follow up thoughts.

I think I got bogged down in the TV/design analogy, which is a flawed analogy in many ways. For one, I don’t think you can really compare the “materials” of television with the “materials” of the web. You also can’t really compare the way directors/producers work with design… Making TV programs isn’t a design discipline the way web design is (or should be IMO).

So, leaving that behind, I’d like to cut to the meat of my hypothesis.

  1. Designers need to know how to work with their material (can be mediated through an interface as long as that interface respects the qualities of the material i.e. Axure, Fireworks)
  2. Design involves making

So, given those two assertions I’ll add a third that only applies to web design: The material of the web is html/css/js/flash/etc…

I believe that my first two assertions can be seen in all other design disciplines. Fashion designers have to make clothes, industrial designers have to make physical objects, graphic designers make prints …

I would posit that for the web working with the materials means making functional websites in some way. That could be html, flash, java, or any other web technology. I also think that a certain level of abstraction is okay… if the designer uses a tool to create the actual code I would still think that counts as working with the medium.

The other piece to this is that the web is inherently interactive. Making static design mockups in Photoshop or other tools isn’t enough to really understand how that design will work and look once it’s live. This would be the equivalent of a fashion designer drawing detailed pictures and stopping there. Like I said in my previous post, designers often get to a place in their career and practice where drawing pictures is enough and they become directors to a degree. In order to get there, though, they need to start as the maker.

All that being said, I think there are some meaty unanswered questions about how this relates to my discipline - interaction design. What is the material of interaction design? Can interaction design alone have form? Is it a meta-design discipline that adds to the form of others?

I don’t have the answers. More adept people than I are working on them, and I can’t wait to see, debate, and learn from what they come up with.

Hopefully this clarifies a little of what I was trying to say yesterday… I hope the discussion can continue for a long time!

Feb 24, 2010
Design, the web, and craft.

I’ve been watching Project Runway. There, I’ve said it - and yes, I enjoy it.

Mark Boulton recently posted his thoughts on web designers needing to know HTML. With his post swirling around in my head the other night while watching the afore mentioned reality TV show I had an interesting thought. I’ll break it down into a couple main points before elaborating:

  • Crafting something is different than “production”
  • What is the craft of web design?
  • How do web designers “make”

So.. let’s get into each one of those a little bit.

One thing that really struck me about the designers on Project Runway is that they are judged on their concept, creativity, and execution. They have to make something, they are required to know how to work with the materials of their medium. Are they required to mass produce or make clothes that are ready to wear and sell? No.

As a web designer the equivalent would be knowing enough HTML, CSS, JS, (etc) to create a version of your idea, something good enough to convey your creative vision and be constructed fairly well. Does it have to be ready to launch for a million people? Absolutely not. There are experts in construction on the web, just as there are in fashion or manufacturing.

The same could be said for other types of design. Industrial designers need to know enough about working with their physical materials to bring their designs to life. Once it’s ready for commercial production it goes to somebody else, maybe a manufacturing company or an engineer.

Mark makes a comparison to people who do graphic and motion design for TV. He claims that they don’t have to worry about the fundamentals of television production. I would say they absolutely do! They won’t be the ones putting the final piece together for broadcast, usually that takes a whole team. However, the designer needs to understand how that production works, what the final product will look like on the viewers TV, and how it all comes together. I would also argue that television is by and large not a medium of designers. There are designers who work as part of production teams to work on costumes, sets, graphics, captions, and the list goes on, but the final broadcast product is a product of directors and producers bringing all these aspects together. Radio, his other example, works in a similar way.

A more fair comparison would be other design disciplines. Industrial design, fashion, graphic/print design… in all these the designer needs to work with the final medium to fully realize their design. Why should the web be any different?

That being said, most designers reach a point in their career where they no longer produce much. They become directors, guides, idea generators, strategic thinkers… I firmly believe getting to that point in any design discipline requires years spent in the trenches, making and thinking tactically. How can a fashion designer dictate what material to use if they have never worked with that material themselves? Only after years of making clothes and working with many materials and techniques would a designer be ready to stop working directly with the fabric, and instead design for it and get others to actually do the making. At that point they have a deep and ingrained understanding of how their materials work. I’d say that we’re getting to that point with the web now, where some of the very experienced designers are moving beyond the need to “make”… but we’re just getting there.

This is also something we’ve been struggling with in the interaction design community. How do we give form to our designs? I’m not sure there’s a good answer yet, but we can learn a lot from our neighbouring design disciplines.

So.. to bring this all back together. As a designer there is a continuum you travel over the course of your career. It starts with making - crafting objects in your selected medium - and progresses through a point where you internalize your craft and can design without making. Even at that point, most designers continue to make things. It helps solidify design choices, and keeps you in touch with changes in the medium. Career wise, at this point you might be an art director, creative director, or design director… Before that point it is imperative that designers engage with their medium and craft - wether it be websites, clothes, telephones, chairs, or responsive environments.

What do you think?

Quick Update:

After getting some comments on twitter, I’d like to clarify a few things about my current point of view.

Right now, I think this applies mostly to people who specialize in designing for the web. If you’re a designer working on software or other complex products/systems your ability to work in the final medium may be limited. That’s ok. That’s where things like robust prototyping tools come into play. As long as the prototype is in a similar enough medium to the final product, it will serve the same purpose. If it respects the limitations and possibilities of the final materials then the designer can use it to understand how the final product will look, feel, behave, etc.

I’m interested in talking about how these more traditional design practices and learning paths apply to our new-ish world of web, software, and complex devices/services/interactions/etc..

Also, these are ideas in progress and largely written stream of consciousness. I’d love to talk about this with people who agree, disagree, like bananas, etc. Please post thoughts and questions in the comments!

Feb 23, 2010
xkcd: Honor Societies → xkcd.com
Feb 18, 2010
Play
Feb 16, 20101 note
Play
Feb 12, 2010
Mentoring and Me

<rambling>

Finding a mentor is hard.

I’ve had numerous people to look up to, both professionally and personally, over the years, but never a “formal” mentor. There have been a people I know who’s ideas and careers I admire, but they’re usually far too busy or have other reasons that a real relationship never evolved.

As a mid-career designer (with other titles and skills in the past), how can I find somebody sufficiently more advanced that I am to work with? When I was first starting out it was easier to find informal mentors because what I needed was different, more tangible, than it is now.

At this point in my career there are a number of things I would like from a mentor:

  • To help me increase my theoretical foundation in design and related areas. (Suggest readings, even possibly deadlines for these readings. Discussions.. etc)
  • Occasional career advice (although I have a decent idea of what I want in this area)
  • Somebody to bounce ideas off of, to critique my work, and generally help me grow in the right direction

I would hope that I could offer something back.. a fresh perspective.. interesting conversation.. maybe even some advice and critique of my own.

For those of you who have mentors, how did you meet them? What is your relationship like?

Could we get some benefit form a peer-mentoring group? Maybe a book club with a more theoretical focus (as opposed to the UX Book Club)?

What do you guys think?

</rambling>

Feb 12, 20101 note
Some thoughts on Interaction'10 / nForm / Blog → nform.ca

I write a post for the nForm blog on some key themes and thoughts from Interaction’10. It was an amazing event, and I’m still trying to piece it all together in my head. Please read the post and leave some comments if you have anything to add!

Feb 10, 2010
Feb 3, 20101,487 notes
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