Showing posts with label user experince. Show all posts
Showing posts with label user experince. Show all posts

Thursday, 14 May 2009

Thoughts on Data, design…and soul

Some key thoughts from the blog post ghostinthepixel.com,
it is useful to think of where a model would position itself in relation to this discussion -
Does the model have to be data driven? I would hope not... As pointed out “It is more from engaging with users, watching what they do, understanding their pain points, that you get big leaps in design.” This again is pointing to how a model may lead to such discussions - with the value of data and value of data taken from the context ?
The full discussion is below:


Data, design…and soul

Following up on the initial posting on Google’s “data-driven” ethos by web designer extraordinaire Doug Bowman, and the subsequent heated debate on data vs. design (on ixda, etc.), another web design guru, Luke Wroblewski has published a beautifully compact articulation pointing out the falsity of the debate (which the NYTimes even used in their article title over the weekend–hmm!). Indeed it’s not a conflict, but a parallel dialogue of approaches and viewpoints, working together.

As Luke says:

1. Data informs design
2. A handle on design builds credibility
3. Data is not the only way to make decisions

Nice!

On the same topic, Luke Stevens published this lengthy read teasing apart the issues of “data vs. design”, largely defending data-driven design with thoughtful explanation, but avoiding the typical holy war of righteous indignation.

Ok, that’s fine. However, my issue isn’t really that data drives design or not, but the following:

1. What is meant by data? Seriously. This may sound like a naive question but certainly in light of ethnography, affective studies, personal storytelling, etc (and more from Jane Fulton Suri, Liz Sanders, Brenda Laurel, among others). I’d say the parameters of what constitutes “data” are broadening. I fear there is such rigid attachment by researchers, marketers, engineers to just numerical studies that there is a blind spot to other kinds of data…

In addition to the conventions of web analytics and statistically quantifiable numeric studies/surveys/measurements, there must be room for the data of past professional experience, evolved and applied patterns/principles/guidelines, and yes personal intuition via judgement and thoughtful insight (developed over time with exposure to projects, clients, etc.)

I suspect that a rigid adherence to only numerical data is actually just a snub of contemptuous disrespect for trusting a learned and experienced designer’s judgement, which is multidimensional and dynamic…and evolving.

2. What about the soul of a design? How does extensive numerical data studies enable the aesthetic character, the humanizing quality, the elusive wonderment that makes a design resonate with one’s dreams and desires? “To light a fire in the mind and breathe life into the heart”, as former Sony head of design once described some compelling design concepts, is not something numbers can do. It takes a genuinely inspired and talented human being to elicit forth such qualities in pixels and matter, through a complex messy amalgam of culture, expression, arts, language, style, and so forth. There is an ineffable quality that transcends mere numbers, suggesting a poetic graceful elegance…a kind of equipoise if you will. Hundreds of numerical studies will not provide this no matter how rigorous or detailed. Some of it may be of value, but as Doug Bowman says, “But we take all that with a grain of salt.” And remember… as Jared Spool said once, “any piece of data can be whipped to confess to anything.” It takes the judgement, inspiration, experience, and temperament of the designer(s) to resolve a cohesive blend of the rational and the imaginative into something that people will emotionally connect with and effectively use.

Marissa Mayer may unapologetically say “We let the math and the data govern how things look and feel,” but doing so only confesses the lack of humanity and soul in Google’s products, only a raw Terminator-esque ruthless efficiency embraced by triumphant engineering-centric glee. (Google Analytics–ironically–may be an exception, as is Google Chrome. IMHO per the recent bayCHI talk)

And finally, since when did a numerical quant study alone lead to some of the grand paradigm-shifting, breakthrough products of our time: the iPod, the Dyson, Tivo, Prius, twitter, youTube, blogs and of course the iPhone. Those dramatic jumps of insight more often involve multiple kinds of “data” mentioned above, and the recently recognized skills of abductive thinking (as Frog’s Jon Kolko described at Interaction’09)…with some curiosity and inventiveness and a good measure of perspiration, to hint at Thomas Edison’s old saying. Indeed, from the NYTimes article: “It is more from engaging with users, watching what they do, understanding their pain points, that you get big leaps in design.”

Monday, 1 September 2008

Thoughts on tools to accomplish tasks...

We use tools to accomplish tasks, and we abandon tools when the effort required to make the tool deliver exceeds our threshold of indignation. ... (... the threshold of indignation (is) the maximal behavioral compromise that we are willing to make to get a task done.)
-- Paul Saffo, in Bringing Design to Software, edited by Terry Winograd, 1996

Why blog this?
The information ecology discusses how to move away from the tool centric approach, the interpretation and thoughts that the information ecology puts on the above statement is how
a tool is abandoned when it "exceeds our threshold of indignation" I would cite this as being down to the context/environment that the tool is being used in. So that the tool has not been fully thought of in the context of its information ecology - can question if this can begin to explain the behavioral compromise that people are willing to make to get a task done.

A key here for me is recognizing what the information ecology is and what it can mean for a new tool with what it is part of, in order to be able to start to explain and question the "behavioral compromise".

Tuesday, 22 April 2008

Quote to capture work upgrade & other pieces

"[The] dynamics of computational artefacts extend beyond the interface narrowly defined, to relations of people with each other and to the place of computing in their ongoing activities. System design, it follows, must include not only the design of innovative technologies, but their artful integration with the rest of the social and material world. The value of artefacts on this view lies less in their intrinsic features, than in their contribution to particular social-material landscapes." " -- Lucy Suchman


  • Some useful discussion from the IxDA site:

Some thoughts on Interaction Design and the Agile Environment from IxDA may have some useful points and diagrams for continuing work

Interaction Design in an Agile Environment -This may also be useful also for future evaluation of research use

Metaphors- A discussion with some of the books in the area and some current PhD work, may be useful in providing insight in when and when not too use metaphors and the cognitive process behind it.

Measuring User Experience - With a discussion on best practice to Measure User Experience,based on 4 key pillars: 1) Branding; 2) Usability ; 3) Content and 4) functionality. Can ignore branding, remaining 3 may prove useful for evaluation later on.

  • Stumbled across a very good blog, entitled “The Restless Mind through putting people first feed useful posts from blog.
The design of everyday relationships

MIT Professor Donald Schön [observed] that design is a “conversation with materials.” In many ways users have become “materials” as much as participants. We not only engage them explicitly through interaction design to create discrete features, but also in aggregate as social systems and platforms amplify their implicit actions to create value.

The siren call of the system
Well-designed systems are not, in fact, designed. They are the product of evolution. […] Systems, like narratives, take time to reveal themselves to their authors. Changes in technology, consumer preferences, and markets take years to play out. It’s not clear from day one where the system will go or how it will adapt. […] Systems are so rarely produced because they take time and time is one resource companies don’t have. Most die long before the system is revealed.

Apple and the enigma of innovation
What makes Apple special isn’t design. Or process. Or talent. It’s fear. Fear of the man who is a riddle, wrapped in a mystery, inside an enigma. (And sheathed in titanium. An engineer slaving away on the iPhone SDK isn’t concerned about the industry, his peers, or his boss. His relentless pursuit of “system elegance” is simply an animal’s instinct to avoid pain, manifested largely during the senior management review.


And insight into a designers mind....?

designerbrain3.jpg