Thursday, 12 February 2009

Are We Designing Interactions or Designing Software?

A really useful article from the blog - graphpaper

Are We Designing Interactions or Designing Software?

February 11th, 2009

spreadsheet_metaphor2_320.jpg

One of the problems faced by designers trying to integrate their work with most software development processes, even (or possibly especially) with Agile development, is that the literature makes no distinction between software development and software design, or at least no distinction that makes any sense to dedicated user experience designers.

The common complaint among interaction designers working with Agile is that, with some important exceptions, the design of the “user interface” is seen as a cosmetic final stage in the overall software development process. The fundamental designing of the software itself, however — the interactions, the mental models, the metaphors and behaviors — is built-in to the overall Agile process, woven in with with and indistinguishable from the software architecture and code development.

In Mitch Kapor’s Software Design Manifesto, originally delivered in 1990 and included in Terry Winograd’s Bringing Design to Software (1996), it’s clear that this ambiguity has deep roots:

Software design is not the same as user interface design.

The overall design of a program is to be clearly distinguished from the design of its user interface. If a user interface is designed after the fact, that is like designing an automobile’s dashboard after the engine, chassis, and all other components and functions are specified. The separation of the user interface from the overall design process fundamentally disenfranchises designers at the expense of programmers and relegates them to the status of second-class citizens.

The software designer is concerned primarily with the overall conception of the product. Dan Bricklin’s invention of the electronic spreadsheet is one of the crowning achievements of software design. It is the metaphor of the spreadsheet itself, its tableau of rows and columns with their precisely interrelated labels, numbers, and formulas—rather than the user interface of VisiCalc—for which he will be remembered. The look and feel of a product is but one part of its design.

On my first read, the whole terminology of this felt alien to me. Is the paper spreadsheet metaphor not the “user interface design”? It seems “look and feel” is being equated with “user interface” here, but I think he’s implying that what I consider the user interface is, in fact, the software itself. I suppose this is a more glorified definition of the word “software” than what I am accustomed to, one in which the software design included the mental model of the user’s approach to the software.

On my second read, though, it became clear that Kapor is in fact laying the early groundwork for what we now call interaction design. He still sees it as closely bound with programming, although he is clear that it’s not the same thing. He is also working in a climate where user experiences are far simpler than they are now — graphic capabilities were primitive, network interactions were almost non-existent, and interfraces had few modes, even few features. Today, with the high level of complexity of both computer code and user interfaces, it’s easier to consider the two challenges (user experience and code) separately — or even better giving primacy to the user interface — the part that people actually see and use.

Design and Technology

It’s obviously important that interaction designers are well-versed in what the technologies they are designing for can actually do. I wonder, however, what interaction designers today would think of the degree of technical expertise Kapor requires of designers:

Technology courses for the student designer should deal with the principles and methods of computer program construction. Topics would include computer systems architecture, microprocessor architectures, operating systems, network communications, data structures and algorithms, databases, distributed computing, programming environments, and object-oriented development methodologies.

Designers must have a solid working knowledge of at least one modern programming language (C or Pascal) in addition to exposure to a wide variety of languages and tools, including Forth and Lisp.

In preparing the syllabus for my upcoming course this fall at SVA, I am quite certain that I don’t share Kapor’s technical requirements for a software design education, neither specifically (Forth?) or generally. Instead, I think a firm grounding in a broad range of designed experiences far outweighs any need for hands-on experience in the deepest challenges of technology implementation.

Yes, some designers will delve deep into technology, being hands-on coders and fabricators of interactive artifacts. In fact, some great interaction designers already spend most of their days thinking of themselves primarily as technologists. Others, however, will focus on the design parts of interaction design. These people will most often work closely with other individuals and teams to implement their designs.

In short, great design will come from great designers, and great technologists will make those designs happen. Sometimes these skills will be found the same person, but increasingly not. An interaction design education should support both models, of course.

Interfaces and Software

Despite my difference with Kapor’s admonition, I still think that in a way we are coming full circle. The recently-articulated idea that the “interface is the spec“, or even “the interface is the product“, isn’t so different from Kapor’s thinking. The metaphors, mental models, and processes that users experience using the software are, in both cases, the most definitive and salient qualities of the “design” of the software (not, as many software development processes presume, the architecture of the code or the technical features that happen under the hood).
The important thing that Kapor left out, however, is that the “user interface” — the stuff that comes between human beings and cold hard technology – should be thought of as including graphic design as well as the underlying conceptual models of the interactive experience he rightly praises. In fact, the “user interface” concept should also include the software’s motion graphics, its sound and music, the copywriting, voice and personality, the community that builds around the product, and so many other qualities of software design that, frankly, had not really come to maturity yet in 1990.

We are only recently starting to appreciate the idea that interaction design is really about the intersection of the behaviors of systems and people (a favorite word of mine for obvious reasons). The explosion of new and innovative software experiences brought on since 1990 by the World Wide Web and console video games, I think, has fundamentally changed our understanding of what software can be.

Open source user experience - IxDA discussion

A useful thread from IxDA on Open source user experience useful to use for the further discussion of OSS with ID and the way in which this may continue to be developed further.

"Q - I've been thinking about the open source movement.

I know very little of the UX community's involvement, so firstly I'm posting to ask what has been happening so far. Mozilla, Open Office and some others must have had serious UX involvement. Secondly, if it doesn't already exist, I wonder if there's the potential for us to structure some kind of virtual agency that would allow us to engage effectively.

Few thoughts

- In my opinion, several OS projects are incredible achievements that are hampered by small usability problems or even just language issues. I really believe in the movement. I think some corners of it need our help.

- UX involvement, unlike coder involvement, might be more effective if the people weren't aligned to a single project, so maybe the movement doesn't naturally structure itself to include us.

- Be a good way to spread the UX word, and a good way for us to collaborate and learn from each other. Might be especially useful for people trainign in UX. Maybe meetings like the book club but instead the topic is an open source project that everyone's looked in advance.

Any thoughts? Knowledge of UX involvement so far?

Tom "


And some further comments from the thread

"I just ran into Paula Bach's work on UX and Open Source, in particular:

"Designers Wanted: Participation and the User Experience in Open Source Software"

http://cscl.ist.psu.edu/public /users /pbach /paper1367 -bach.pdf

A nice read ..."


"For more linkage, see http://delicious.com/andyed/opensource+usability The openusability.org site Adrian referenced is a sort of "virtual agency". The Mozilla efforts are I think the culmination of a rising trend here, capping work in Usability sprints, along with more dedicated projects in GIMP, Drupal, and Wordpress.

There's more to the Mozilla picture than described here so far — "Test Pilot" aims to get a representative 1% of the firefox user base for instrumentation aided remote usability exercises:
http://labs.mozilla.com/2009/01/test-pilot-vision/

Cheers,
Andy "


I haven't gone and read those links yet and maybe the answer is there, but I would be interested to hear about how interaction/user- experience design can be worked into the open-source model.

I can't help feeling I'm being naive here, but the checking in and out of code, branching and patching and the control of that process seems to suit code way more than it does, say, wireframes or design concepts.

The latter are, by their nature, rougher than finished code would be, yet would need to go through a typical open-source process of being added to the 'build' in some way and good ideas, or too rough ideas might get killed off in the process.

How have people gone about this workflow and process in existing open- source projects? The Yahoo! pattern library process seems like it could be a good model: http://tinyurl.com/by4bq

Best,

Andy Poline "


"While bring UX to open source is not impossible and there are great people putting up a great fight. These are more the exceptions than the rule.

We need to realize that until the culture of OSS evolves from one where code contribution is king, to one where idea contribution (in ALL its forms, including code) is king, it will remain difficult.

I think there needs to be a bit of a revolution and one I'm hoping to have something to do with (maybe even with Aza's help) . In the spirit of Carpe Diem, I really want to "just do it" and create an OSS project, even if only experimental that starts out with attempting to answer the question, "What would a designer led open source software project look like?"

The goal isn't to negate the developer, but create a space totally different from before. The outcome is not to learn how to lead developers, but to create a space for exploring design in its relation to development in a new way and see what succeeds and what fails. The ultimate goal would be to work towards modeling a new culture where business, development and design can co-mingle/lead OSS initiatives/projects.

-- dave "

A great and useful point made here with how to lead developers to a new space for the design and development of software - this is a perspective that the IEAT process for me is having to incorporate and provide a bridge for the development process into the design/design ethnography process and vice versa.

Again more about dealing with the multiple perspectives that technolgoy design is facing.

Tuesday, 10 February 2009

Usabilty of the post-it

A great piece on why computers have such a long way to catch up on the usability of the
post-it, can the argument of Activity Centred Design be a way in that the usability of technology can edge closer to such integration in understanding.

MIT researchers argue that computers need to become as easy to use as those yellow sticky notes.

Office workers are like electricity: When they want to get something done, they follow the path of least resistance.

Which is why, say researchers at MIT, the Post-it note continues to flourish on every surface of the contemporary office, despite all those expensive computers ready and willing to help.

David Karger helps lead a group at MIT exploring the way people work with computers. A recent paper from his team chronicled the attraction of “information scraps” like Post-Its, which, says Karger, are actually near-perfect data base tools. They’re accessible and easy to use, and they take advantage of the brain’s facility to remember an object’s location in the three-dimensional world."


A further great point from David Karger recent paper
"We started out asking what people do with Post-it notes, and it spiraled into something much bigger -- a study of how people intentionally misuse all of those systems that are supposed to help you," says Bernstein, who has worked closely with graduate student Max Van Kleek on the information scrap project.

In a similar manner I can think about how my own work own work evolved from the focus of paper use in the lab to the larger issues of how to design for such scientific software systems in the context of understanding the information workflow.

Follow up research to be presented at CHI 09 - to read

Tuesday, 3 February 2009

What do you think should be the 3 primary roles/objectives of an interaction designer?

An interesting discussion on the role of an interaction designer - interesting how the context
for the role would be very different from my own 3 primary roles/objectives within the context of the IEAT.

What do you think should be the 3 primary roles/objectives

of an interaction designer?

"I've been asked to update a job description for the purpose of performance reviews, etc. over the coming year. I'd be interested in hearing what you think the primary 3 roles of interaction designer should be. For a bit of context, the role sits in the IT projects team along with project managers, business analysts and the in-house developers. The organisation is small-medium but with multiple international presences and would be best classed as a membership body / service provider"


Monday, 2 February 2009

Thoughts on the Relation between concept design and visual design

A useful thought for me from the blog "transforming grounds" and stressing the importance of portraying the ideas in a simple fashion can just be as effective to begin and once known then it can then be made beautiful aka iPhone....

"In their patent application for the iPhone, it is interesting to see the sketch from Apple that shows the interface. It is very clear that it is the iPhone as we know it, even though it is a very simple sketch without any efforts made to make the appearance aestheticlly pleasing. For interaction designers there is a lesson to be learned here about the relationships between ideas and manifestations, between sketches and final designs. Almost anyone could have made this sketch of the iPhone with the purpose to portray the ideas. This is comforting for those of you who are afraid that you do not have enough visual skills. If you can do this, you can then get help from someone to make this into a full and beautiful deisgn."

Monday, 19 January 2009

Some interesting visualization charts from the information aesthetics blog, with some interesting linear, tree representations and social-spacial:

1 ) The Effects of Chart Size and Layering on the Perception of Time Series Visualizations

panopticom_experiment.jpg
Data visualization consultant Stephen Few has just posted an excellent article [perceptualedge.com] about a recent time-series visualization called the Horizon Graph. Originally developed by data visualization software firm Panopticon, Horizon Graphs can display about 50 sets of time-series values on a single screen. This particular visualization technique was the focus of a detailed evaluation study described by Jeffrey Heer, graduate researcher Nicholas Kong, and Maneesh Agrawala. The results are described in the scientific paper titled "Sizing the Horizon: The Effects of Chart Size and Layering on the Graphical Perception of Time Series Visualizations" (PDF) [berkeley.edu].

In the paper, 2 different experiments are described. The goal of the first experiment was to determine the impact of the band number and horizon graph variant ("mirrored", flipping the negative values around zero, versus "offset") on value comparisons between horizon graphs. The goal of the second experiment was to compare normal line charts to horizon graphs and investigate the effect of chart height on both.

Want to know the dry results? No significant difference was found in either estimation time or accuracy between the different chart types. However, both estimation time and error increased as more bands were displayed. In the 2nd experiment, the estimation error increased as chart size decreased; layering increased estimation time, and mirroring did not; and lastly, the estimation time decreases with chart height.

More interestingly, from the results, following 3 design guidelines were proposed:


  • Mirroring Does Not Hamper Graphical Perception. Mirroring a chart (that is flipping the negative values around zero) neither slowed estimation time nor hurt estimation accuracy, but cuts the size of the chart in half.

  • Layered Bands Are Beneficial As Chart Size Decreases. Dividing a chart into layered bands increased the estimation time and increased the estimation error at constant chart heights. Therefore, the use of 4 or more bands is discouraged, as this resulted in increased time and error, while subjects complained that interpreting 4-band charts was difficult and tiring

  • Optimal Chart Sizing. For both normal line charts and 1-band mirror charts, they found a chart height of 24 pixels to be optimal

2) TreeViz: Visualization of Large Tree Structures

treeviz.jpg
TreeViz [randelshofer.ch] is an amazingly small and elegant application (working on all OS platforms) that is able to visualize large data structures organized in a tree by 7(!) different interactive data visualization techniques: Hyperbolic Tree, Circular Treemap, Rectangular Treemap, Sunburst Tree, Icicle Tree, Sunray Tree and Iceray Tree. The project currently consists of a file browser demonstration, which visually represent your computer system's file structure.

3) If the World were a Village of 100 People

world_as_100_people.jpg
A gigantic isometric eBoy-like infographic, based on the concept of summarizing world statistics as a village of 100 people [binsworld.com]. As a result, all the objects and characteristics within it become a percentage: 6 cars, 24 televisions, 9 English speaking people, 10 homosexuals, and so on. The village is divided into 5 navigable zones: Economy, Life, Food, Danger and a World map.

However, somewhere the concept became a bit lost, as I suppose the 300 million bottles of wine and 2500 million cups of coffee are not destined to be consumed by a meager 100 people?

See also Miniature Earth.

4) Finally - Dopplr presents the Personal Annual Report 2008: freshly generated for you, and Barack Obama…
Dopplr generated the Personal Annual Report for its users. It’s a unique-to-you PDF of data, visualisations and factoids about where they travel in 2008,

An example shown was the Personal Annual Report President Barack Obama.

Dopplr 2008 Personal Annual Report for Barack Obama


"The main info-visualisation element of the report is the 2008 timeline, where we represent the trips you’ve taken throughout the year, pulling out the places you’ve stayed the longest and, where we can illustrating them with the Creative-Commons-licenced, Flickr-sourced photography we use on our new city pages. Then, in the main body of the report there are a number of other things from your 2008 we try and surface, such as the fellow travellers that you coincide with most on your trips. "

Dopplr 2008 Personal Annual Report for Barack Obama

Can a similar principal be used for the element of the timeline in the IEAT by showing fellow information of other scientists in the lab?

Sunday, 18 January 2009

On Abstraction and its thinking

Some thoughts on the reflection on abstraction:
“to me there are some things which cannot be expressed with traditional ’symbols’ within the bounds of that which is ‘representational’ and these are the things that I find in the abstract, expressions that are boundless ” -Zo

"There is only one road to follow, that of analysis of the basic elements in order to arrive ultimately at an adequate graphic expression." 
A quote from Wassily Kandinsky (1866–1944) 

"One of the weaknesses of much abstract painting is the attempt to substitute the inventions of the intellect for a pristine imaginative conception. The inner life of a human being is a vast and varied realm and does not concern itself alone with stimulating arrangements of color, form and design. The term 'life' as used in art is something not to be held in contempt, for it applies all of its existence, and the province of art is to react to it and not to shun it. Painting will have to deal more fully and less obliquely with life and nature's phenomena before it can again be great."

"I’m not an abstractionist. I’m not interested in the relationship of color or form or anything else. I’m interested only in expressing basic human emotions: tragedy, ecstasy, doom, and so on." Mark Rothko Quote - In a simlar principal my own interest is in the IEAT to be able to express the abstract of peple, practice, values and technology.