Friday, April 10, 2009

Designing Interactions: The Mouse and the Desktop

Chapter Takeaways
  • The importance of easy-to-use systems was emerging in the 1960s.
  • Key individuals were all driven and education n computer science.
  • Prototype.
  • Know how to represent and sell your vision.
  • Participatory Design over Market Research.
  • Today's obvious designs were far from obvious when created (e.g. desktop metaphor, the cursor, single-button mouse).
  • A company must continue to support its key team member's vision in order to keep them.
Why a mouse?

The mouse was the easiest to use amongst its potential rivals (pens, cursor keys joysticks, trackballs etc.)

Why a desktop?

Talked to users and found it was easy to learn and easy to use.

NLS, Alto, and Star

Star came out as a futuristic pricey machine after consumers said that would pay such a product. However, the IBM PC won out as an inferior cheaper machine. (Lesson: Listen to your customer, but do as their actions imply).

Doug Engelbart
  • Best known as the inventor of the mouse.
  • Wants to augment the human intellect.
  • Modest.
Inventing the Mouse
  • Designers built many prototype of mouse variations.
  • Tested prototypes with users without familiarity of Human Factors at the time.
The Demo that Changed the World
  • Coming out of WWII draft working in a training program for electronic technicians, was convinced that it would be possible to interact with computers and see things on a screen.
  • Wrote paper in 1962: "Augmenting the Human Intellect: A conceptual Framework" where he defined 4 areas in which human capabilities could be augmented: Artifacts, Language, Methodology and Training.
  • Fall Joint Computer Conference in 1968: changed the world by convincing the computer science community of the idea of direct manipulation of a graphical interface.
  • Doug Engelbart strove to design for people as proficient as himself, rather than those who require an easy-to-use system. His pitfall.
Stu Card
  • Probably 1st degree in HCI.
  • Joined Xerox PARC in 1974.
A Supporting Science
  • Scientist with the belief that design is where all the action is (vs pure genius or pure research).
  • Used theory to create designs.
Tim Mott
  • Created concept of "guided fantasies".
  • Studied computer science (note: all people mention so far emphasize college degrees)
Guided Fantasy
  • In 1974, asked people to sit in from off a display with nothing running and describe how they would use the hardware to edit.
The Desktop (Office) Metaphor
  • Tim drew the first 2Ddesktop metaphor on a bar napkin.
  • Others had had similar ideas but were very complex and true-to-life.
Larry Tesler
  • Passion for simple and easy-to-use.
Participatory Design
  • In 1963, talked with and observed users - became interested in usability.
The Future System Will Use Icons
  • In 1973 joined Xerox PARC and worked on the 1st modeless editor.
  • Diagrammed a perspective desk... later turned into 2d icons by Dave Smith, for his thesis.
The Five Minute Learning Curve
  • Set out to prove you could learn something in a day through a little text-editing program.
Double-click, Cut, Paste and Cursors
  • Worked with Tim Mott to think up the double-click in order to work with just a single-button mouse.
  • Larry invented the cursor to be placed between characters with the help of a hallway conversation with a developer.
Smalltalk Browser
  • Designed a browser originally meant for developers.
  • Three panes - browse before you pick. Similar to today's panes.
The Brain Drain from PARC
  • Xerox was struggling to maintain dominance in the copier market.
  • Put "office of the future" on hold.
  • Key people left toward opportunity in Silicon Valley.

The Art of Innovation: Summary Review

In his book, The Art of Innovation, Tom Kelley outlines the innovation process as he has seen it through his experience at IDEO as of 2001. Many of the innovative methods used by IDEO at that time have since become accepted practice in today's design agencies, including a few where I have personally worked. Others are still finding their way into the market. Yet others still, have been left behind as better strategies have taken their place.

Luck

The founder of IDEO, David Kelley, had many ideas on which to build the company, yet his success, at least in part, is routed in fortuitous networking and a dose of luck. In particular, his collaboration on the original Apple Lisa computer was initiated through a neighbor's acquaintance with Steve Jobs. As a Roman philosopher once said, “Luck is what happens when preparation meets opportunity.” David had recruited several talented employees and was ready to take on Steve Job's work when it presented itself. I think we can all take a lesson from that.

User Research

As a student of psychology, it was interesting for me to read about the emphasis of understanding users prior to undertaking design innovation. This, in essence, is what defines user-centered design, a practice on which I base my personal understanding of the design world. Observing the users, looking for home-made solutions, understanding the existing methods etc. - is this not what everyone is doing today? Well, no.

Just last February, I was fortunately to attend the IxDA conference in Vancouver. The usual debate on what Interaction Designers should call themselves ensued. However, one aspect of our jobs that many speakers emphasized was the focus on understanding behavior. They spoke of the need for design to accommodate existing behaviors rather than require users to alter their behaviors in order to accommodate the design.

In my recent job search and exploration of today's design agencies, I have found that design agencies are now actively making the transition to incorporate user research into their process. Something that IDEO was doing 10 years ago is finally penetrating the main stream. The most vivid example of such a move has been the evolution of discreet positions for User Experience Researcher and Designer (aka Interaction Designer).

Brainstorming

One of the most concrete methods for design that Tom Kelley provides is an outline of the perfect brainstorming session. His description emphasizes playfulness yet balances it with the need for a prepared facilitator (and no boss, of course). Rarely have I witnessed a brainstorming session that has balanced these three criteria and many can benefit from Kelley's dissection of the brainstorming process.

People & Environment

Tom Kelley recognizes that it takes great people, working in a great environment to create great products. According to him, the key to such greatness lies in finding a diverse group of talented individuals and providing them with a shared challenge on a tight deadline. It is interesting to consider that by the sheer existence of clients (with their challenges and deadlines) they are supporting creativity.

Kelly proceeds to describe a need for a "playful" environment, one in which team members can have fun and develop trust for each other and the company. I have witnessed several companies incorporate playfulness into the work office - setting up wii games, pool tables or rock band. However, none of these things have been brought in as a seamless compotent of the project work as described in the IDEO environment. However, I have to question the need for seamless playfulness in design agencies as a whole. Do interactive agencies focusing on financial software need to play as part of the design process? Or is it adequate to play during break time?

Flexibility

Flexibility is a reccuring theme in The Art of Innovation. Kelley supports flexibility in every aspect of a company process, starting with the workspace itself - to allow employees to be creative with their space, is to support the creative process itself. A flexible team can anticipate and manage potential barriers - Patent already filed? Just create a new design! Flexibility allows for a quick reaction to the unexpected. If your customers found an alternative use for your product, then you can re-package it to accommodate the new use.

I find Tom Kelley's points of view on flexibility to be beautiful, but overly idealistic. While interviewing my colleagues, I witnessed two schools of thought regarding the level of flexibility within the same company. Some people were thrilled with the level of flexibility allotted. Others claimed that this same flexibility was just a "euphanism for chaos." While yet another were frustrated with the formulaic process by which we formed individual project plans. I believe that "flexibility" is always walking a fine line amongst structure, empowerment and chaos.

User Experience

Even though Tom Kelley does not mention "usability" or "user experience design" he consistently makes references to its attributes. He emphasizes simplicity and making use of product affordances in order to create welcoming experiences. He also advises the design of experiences over products, referencing retailers as examples since that has been their bread and butter for much longer that in the product industry.

I am happy to say that entire User Experience groups have since become common for web and product design agencies and corporations alike. Despite our internal battles for proper titles - are we Interaction Designers? Information Architects? User Experience Designers? - we have all come to the agreement that products are no longer just nouns.

Failure

One of my personal favorite takeaways from the reading was the emphasis on failing fast on your way to innovation success. Risk-taking as a company is sometimes discouraged, particuparly in larger corporations. However, being open to failure can be the route to success. This failure can take place in the market or through prototype development. Whatever the case, you must be ready to fail in order to succeed.

Innovation Takes Training

We often learn that we need training in design, programming, writing etc. However, we rarely hear that we need training in thinking up new ideas. However, Tom Kelley makes a clever analogy comparing your "brainstorming muscle" to any other muscle in your body. He encourages practice brainstorming in groups and even through observation excersises on your own. Like any other skill, innovation takes practice.

Concluding Thoughts

Tom Kelley provides an insightful description of the IDEO innovation process. I recommend considering how his ideas can fit into your own unique work environment. We can all be reminded to study our customers and to allow flexibility within our work. However, take care to remember what your team needs because perhaps it's just a little more coffee.

Wednesday, March 25, 2009

Art of Innovation
15. Getting In the Swing

Chapter Takeaways
  • The End.
Decision Time
Let your most feared deadline be your motivation.

Give and Take
Give your ideas early for feedback.

Hitting the Practice Range
  • Watch your (potential) customers.
  • Play with your workplace to send positive "body language" to employees and visitors.
  • Think verbs, not nouns.
  • Break rules and "fail forward".
  • Stay human by scaling your organization.
  • Build bridges within the company, out to the customers and ultimately to the future.

Art of Innovation
14. Live the Future

Chapter Takeaways
  • The future is uncertain.
  • Take the time to imagine what it could be like in order to help innovate today.
The future has already arrived, it's just not widely distributed.
- William Gibson

Toy With the Future
Visit toy stores and explore other industries for ideas.

Empowerment Products
Advances that give people feelings of empowerment without taking away the experience will be huge, particularly as the population ages.
Visit the relevant industry hot spots, where the buzz is.

Make Concept Cars
Building concept products frees the designer from common constraints. Sometimes concept projects can lead directly to an innovation, but that shouldn't be your primary goal.

Make Movie Trailers
Companies that can forecast little futures in shorts or trailers will have a great edge. This forces them to find their unique selling proposition.

Read All About It
Read science fiction for a fun way to get a sense of the distance future.

Project 2010
A look into the future at Business Week: http://www.businessweek.com/2000/00_10/designtoc.htm

Art of Innovation
13. In Search of the "Wet Nap" Interface

Chapter Takeaways
  • Simplicity rules.
  • Anticipate version 2.0, the first version is just to get it out there.
Fighting Feature Creep
The Wet Nap interface refers to products that can be used as simply as a moist towelette - tear open and use.

Give Simple Directions
Provide fewer options and people will be more likely to choose the right one.

Simple as a Frisbee
You're got to get to market and gain market share, then work on Version 2.0 to make it better.

Hands On
Envision yourself with the product. Use a prototype of just a block. What would it be like using it in a particular context?

Letting Go
Sometimes a new product will challenge your partners as well as your customers.

How to Create Great Products and Services
  1. Make a great entrance: users should feel welcome.
  2. Make metaphors: focus on the customers' true needs rather than engineering requirements.
  3. Think briefcase: make your customers want to bring your product with them.
  4. Color inspires: colors works best when it's early in design. Let it be part of your product persona.
  5. Backstage pass: waiting is easier when your customer knows what's behind the scenes.
  6. One click is better than two: make your product work faster and easier. User default modes.
  7. Goof-proof: allow error recovery.
  8. First, do no harm: avoid causing discomfort.
  9. Checklist: make a checklist of the essentials and make sure to cover them.
  10. Great extras: people respond to the right small touches.

Tuesday, March 24, 2009

Art of Innovation
12. Coloring Outside the Lines

Chapter Takeaways:
  • Failure is a necessary step to success.
  • Strive to innovate in small and large companies alike, although the latter is harder.
  • Find a balance between being different and being reasonable.

Fail Your Way to Success

"Fail often to succeed sooner"

Grown Men Afraid of Little Mouse
Bigger companies often have bigger penalties for risk taking.

Making New Rides
Look for long-term potential in new trends.

Spirited Skies
Even the most established industries can find room to innovate and differentiate themselves.

Being Big and Acting Small
P&G, Gillette and others have demonstrated their capability to successfully innovate despite their size.

Breaking Work
Changing the way you work can in itself be the innovation.

Linux Breaking the Rules
Linus Torvalds went against the convention that software was intellectual property and started the open software movement.

Give and Receive
Web has tons of smaller versions of the open source method - email, auction, greetings cards etc.

Coloring Outside the Lines
Create unconventional products with unconventional tools, the trick is to never fall in love with the tool.

Not Too Far Out
Influence the organization and allow yourself to be influenced by it.
"Go ahead and color outside the lines, but try your best to stay on the same page."

Art of Innovation
11. Zero to Sixty

Speed counts. Example - product making it to market before the holiday season.

Engage your team in fun competition.

Always test your ideas.