Notes on Successful Design

What is design? What is successful design? Can design be formalized? Is it possible to find an organized structured way of going by a design task, which works in all practices? Or must we always design our design approach and start from scratch?

What is design?

In the 60ies and 70ies there was a movement toward making design an academic tradition. Later on design was defined as ‘creating’ – as having a current state and changing it to the wanted state.

 

While the definition is useful it has its implications. The definition has the consequences that design can’t be reduced to graphic design, interior design, product design etc. Design is also designing processes, texts and thoughts. The definition therefore blurs out whilst it’s being defined, as it is relevant in more and more academic fields. Does this mean that everybody’s a designer? Are hairdressers designers? Are journalists designers? Are scientists ‘designing’ their research approaches? If design is every instance of organizing and moving from a current state to a wanted state, (too) many disciplines fall under the umbrella of ‘design’.

 

But the design approach has come useful in many disciplines, and should be reserved for the few who traditionally claimed the title ‘designers’.

 

Therefore I believe it makes sense to divide the term in two: Design as a discipline and Design as a profession. This way we’re able to sustain the traditional design professions while broadening the use of design approaches to more fields, where the processes of design are useful in creating awesome products for the users.

 

What is successful design?

In modern design history in the academic field, there has been a tendency to reduce design to be a natural science-oriented discipline. Here it is possible to “compute” the best design solution. In my opinion this is leaning on a cybernetic epistemological way of thinking, where humans and their actions are formalizable and predictable. This means that successful design is when the designer has followed all rules and prescriptions on how to solve this type of design task.

 

In a social constructivist approach though, the success of the design will be dependent on the user’s interpretation, which means after the implementation of the design. And needless to say, the interpretation will be unique and individual in every user’s perception.

 

Both of the success criteria make sense, but on their own are too radical.

 

It makes little sense not to formalize design at all. We can gain a lot from using design principles, gestalt laws and generally passing on information and experience. We must see them as guidelines and best practices and as a supplement to our own creative thinking and adaption and reshaping of each design task.

 

Most will probably agree on this, and it may seem obvious. But in a historical perspective on design in the academic field, this way of thinking isn’t self-evident.

Early Stages in Design – Being Open Minded

In a design process it’s common to start out with a broad range of ideas. This usually evolves around brainstorming in your design team and coming up with many solutions to the design issue. Often though, when a plausible and seemingly good solution is found, you tend to stick to it. You nurture it and you’re all of a sudden less open to new ideas, even though they might be just as good. Sadly the design process can then degenerate into a case of personal pride where nobody wants to lose. Obviously this isn’t optimal when the goal is to reach the best design solution possible.

 

According to Lowgren & Stolterman you should instead move towards a so-called divergent approach. Here you’re able to transcend the feeling that you have rightful ownership of an idea and avoid getting trapped in defending it at all costs. These are some of the stances you should take that, according to the authors, help improve thoughtful design processes:

 

  • Think of the early stages of a design process as a forum for developing several ideas instead of focusing on just one. Expand your thinking to cover broader issues, find more alternatives, and explore more opportunities.
  • Think of ideas as existing in their own right and not related to one person. The idea isn’t “yours”, but one of many plausible. This way you will be more open to new ideas.
  •  Even though you feel like you’ve found the best idea ever, keep brainstorming and keep an open mind. There are possibly better ideas waiting to be explored.

 

Following these stances will most likely lead to more rewarding brain storming sessions and in the end better results.

 

References

Jonas Lowgren and Erik Stolterman (2004) Thoughtful Interaction Design – A Design Perspective on Information Technology

Will Social TV finally make it?

Social TV – Getglue.com

400.000-plus social media activities aimed at one tv-show. And live. Facebook? Reddit? Guess again: The number is pinned on the social media Getglue.com. The subject of social tv gets media and blog coverage from time to time, but it’s obvious that there are no services that truly offer a great social tv experience. A recent addition to the flock is http://www.Getglue.com. With its well-designed facade and gamification elements it might be able to stand out and provide a deeper meaning to social tv. At least recent numbers imply so.

 

200k Check-ins

At Getglue.com you check in at movies, tv-shows, tv-series etc. similar to the way you do at once popular Foursquare.com. Once checked in you are able to post updates, like and comment on the show you’re watching either live or in retrospective. According to Wikipedia a wholly 200.000 people did so during Superbowl 2013 and 210.000 at The Oscars. Getglue.com is obviously not a gimmick.

 

Boring and indifferent content

But how sincere is the experience really – after having tried the service myself for a week, I found little pleasure in checking in at various shows and movies. Like any other social media Getglue.com thrives on its users to deliver the content as they deliver a framework. And Getglue.com does deliver. It has a well-designed framework with a nice introduction to the site, instant gratification in winning small stickers for your “achievements” in checking in at specific places, connection with Facebook and other social media and a constant update of new shows and movies.

 

But I found that the member base is too small, at least for a European like myself, with only 3 friends to connect with. Without your friends you need to settle with indifferent and boring updates from people you don’t know or care about. In my impression most updates are in the category of something similar to this update on the tv serie Game of Thrones: “I got it wrong, I HAD watched all of Ep 4, so moved on to 5 and now starting 6! getting exciting again!”. This type of content is simply not worth staying around for.

 

Social TV has a future!

With examples of heavy traffic during the Oscars and Superbowl though, Getglue.com must offer something worthwhile. A recent study found that 50% of Danes use their phone as they watch tv. This doesn’t necessarily mean that they use social tv services (Social TV vs. Second Screen), but it reveals the huge potential in combining apps and traditional tv media. The question is whether or not people are interested in being social whilst watching tv. And is Getglue.com up for fulfilling this need?

 

 

References

http://www.getglue.com

Aesthetics wins it all!

AestheticsWinsItAll-01-01-01

Some may say – ”Why spend time designing a pretty website, when you can make a fully functional, usable and fluent one?”. The answer is that working with the aesthetics can greatly improve your user’s overall satisfaction with your website. And even improve the perceived usability among other things.

There are seemingly no limits to what good aesthetics can do to satisfy your users and improve their experience on your site. In the 80’ies and 90’ies the usability school vouched for functional usability as the main goal when designing a site with the beauty and aesthetics reduced to silly cream on top or even distractions.

The new school though recognizes aesthetics as a fundamental factor. But surprisingly enough it has documented effect on the following things as well, rendering it a great tool in overall user satisfaction:

  • Good aesthetics improve the perceived credibility of the web site.
  • The apparent (perceived) usability is strongly affected by the aesthetics
  • The inherent (actual after tested) usability is affected by the aesthetics
  • A positive emotional experience like through aesthetics make people more overbearing

To cite Don Norman on Emotion in Design:

“In pleasant, positive situations, people are much more likely to be tolerant of minor difficulties and irrelevancies. In other words, although poor design is never excusable, when people are in a relaxed situation, the pleasant, pleasurable aspects of the design will make them more tolerant of difficulties and problems in the interface.“

  • If you made something pretty, your users will acknowledge it quickly
  • People are actually searching for aesthetic experiences

To cite Alexander Tuch in The role of visual complexity :

“Users need less time to judge very ugly or beautiful websites and are slower when judging stimuli that are in between.”

The morale? if in doubt, you should spend time on your design and good aesthetics.

References

Aesthetics and credibility

BO N. SCHENKMAN & FREDRIK U. JOÈ NSSON (2000) Aesthetics and preferences of web pages

http://www.idemployee.id.tue.nl/g.w.m.rauterberg/Special-Issues/2006-BIT-25_years/schenkman-jonsson-2000.pdf

Apparent usability vs inherent

Kuroso, M. og Kashimura, K. (1995): ”Apparent usability vs. Inherent Usability – Experimental analysis on the determinants of the apparent usability.” I Chi ’95 Mosaic of Creativity, Design Center, Hitachi Ltd

Emotions make people more overbearing

Norman, D. A. (2002): ”Emotion & Design: Attractive things work better”. Interactions Magazine, ix (4) 36-42

http://www.jnd.org/dn.mss/emotion_design_at.html

Acknowledge it quickly

Tuch, Alexandre N. et. al. (2012): “The role of visual complexity and prototypicality regarding first impression of websites: Working towards understanding aesthetic judgments”. University of Basel, Department of Psychology, Center for Cognitive Psychology and Methodology, Switzerland

Searching for aesthetics

Tractinsky, Noam (2013): Visual Aesthetics. In: Soegaard, Mads and Dam, Rikke Friis (eds.). “The Encyclopedia of Human-Computer Interaction, 2nd Ed.”. Aarhus, Denmark: The Interaction Design Foundation. Available online at http://www.interaction-design.org/encyclopedia/visual_aesthetics.html

Your users are ready for online experiences

Experiences Header

 

Experiences are valued higher than materialistic goods both among people individually and in our culture. This is worth remembering in digital media as well. Simply stating that you offer your users an experience can have a positive effect, which you should use actively in your favor!

Battle of experience vs. materialistic purchases

In consumer behaviour research there is a tradition of distinguishing between experiential vs. material investments. This division is of course unnatural, and should instead be thought of as a spectrum where all goods and purchases posit a bit of each.

Is an iPhone a materialistic good for practical aims or a channel to live out enjoyment and experiences? Of course a bit of both. Nonetheless it’s a division that allows us to contemplate on the differences. And most importantly, numerous researches show that society already widely categorizes this way.

Would you think better or worse of a person who says she values sofas, computers and cloths higher than vacations, lunch at a café or a movie at the theater? Somehow we collectively agree on this. If you want to be perceived as a good person, you should emphasize experiences over materialistic purchases.

But that’s a restraint. Enough of the negative – let’s take a look at  the positive sides of this.

Features of experiences

Leaf van Boven from University of Colorado at Boulder found a range of features on experiential purchases. Here they are pinpointed:

  • Experiences are recognized as ”better” and people therefore likes to think of their own lifes this way.
  • Experiential purchases make people relive and think of them more often than materialistic.
  • Experiences have a start, middle and ending – this prompts creating a story around it which is more easily told to friends and family.
  • The factors above has one requirement – you must have a certain level of basic needs covered. It’s therefore mostly applicable for the wealthier parts of western society.
  • This leads to a correlation between wealth and values in experiences. People with high incomes and education value them more.

So how you can take advantage of this?

Here are my ideas of how you can use it online:

  • Simply use the word! Chances are you clicked on the link for this blogpost because of the word ”experience”. It’s a positive word, so let your users see it in association with your service.
  • When designing your online service, if it makes sense, think of it as a story with a start, a middle and an end. It could be guiding users through a web site with graphics and storytelling implying a temporal feeling. A journey if you will.
  • Emphasize the social part. Experiences weigh human interaction higher than materialistic, so include the ability to share experiences in every aspect.

 

References

Van Boven, L. (2003) To Do or To Have? That Is the Question

Online Version

Hassenzahl, Marc (2013): User Experience and Experience Design. In: Soegaard, Mads and Dam, Rikke Friis (eds.). “The Encyclopedia of Human-Computer Interaction, 2nd Ed.”. Aarhus, Denmark: The Interaction Design Foundation. Available online at http://www.interaction-design.org/encyclopedia/user_experience_and_experience_design.html

 

 

 

Infographics at Infogr.am

You should display your information vividly and digestible. Do it the graphic way and let your data look great. This new online tool helps you do so easily.

infogr.am logo

Infographics

Perhaps you have noticed these fancy charts with big good looking chunks of graphic. You probably have since they’re all over the net lately. They are called infographics and are about presenting information, usually numbers and statistics, in a visually interesting way. The trend is huge, but up until now you had to know software like Adobe Illustrator to get good results. So it has definitely not been for everyone. It is now though!

Infogr.am online service

Infogr.am is an online service that let’s you put together creative infographics in a quick and intuitive way. The hurdle of mastering Illustrator is overcome as you simply drag and drop and specify the sort of numbers and headlines you want. Even though it’s currently a beta-version, it works pretty smoothly.

Infogr.am interface

Features

-Choose from a variety of premade templates

-Add text, charts, maps, pictures and even video

-Import data from spreadsheets (Excel etc.)

-Easily share on social media

-Interactive infographics

-It’s free!

 

Try it out yourself

http://infogr.am/beta/

Screeninfogr4

10 factors in Website Testing

Short introductory guide

Working on a website or interface? You should test it before publishing!

Most professionals agree on the necessity of testing web sites before publishing. A field such as web-testing, though, is a huge field, one can major in. If you want to have a sneak peak, here I put together a little overview of the factors you should consider.

 

 

 webtestheader

punkt1 1. Formal testing gives the best results.

You can gain a lot asking your friends and family for evaluation. But if you really want to improve sit down a couple of hours and design a planned test.

 

punkt1 2. Pick people from your target group

You want the people who will be using your web site to be the ones testing it. They are the ones whose needs should be fulfilled. If you haven’t decided upon one yet, start there.

 

punkt1 3. Consider your target group’s characteristics

What’s their level of expertise in computer use? Where do they live? What is their educational background? What’s their motivation? How old are they? What’s their native and second language? What’s their experience with tasks like those you’re asking them to perform?

These things should account in your design of the test.

 

punkt1 4. Pick strangers

There’s a good chance you know someone from your target group. Best practice though is to pick strangers. Best possible you should move away from your inner circle of friends and family as they naturally have a bias, and would probably please you on your great web design!

 

punkt1 5. Decide upon how many testers

This is an ongoing discussion. As a layman you should be comfortable picking between 3 and 10 people to test your site.

 

punkt1 6. Pick a comfortable test-room

Two-way mirrors and a dim lit room are no-gos. The test-situation should represent the way the user would normally go about checking out a web site. The more natural the better. Make them feel comfortable and emphasize that you’re testing the site and not their skills navigating.

 

punkt1 7. When in the process?

You don’t necessarily need a fully functional web site before testing it. There is much gain in testing a low-fidelity version paper mockup of your design. Throw together some boxes to represent the basic layout and ask for feedback from the people around you.

 

punkt1 8. On a scale from 1..

If you’re more serious about interface-testing you should consider whether you want a quantitative or qualitative approach – or perhaps a hybrid of the two. If you want hard numbers you can use the likert-scale like the example below: 

The design was

Interesting     1 2 3 4 5 6 7 Boring

punkt1 9. Narrow down subjective terms

“Do you like it?”. Topics like design, aesthetics and taste are hard to pin. Instead of settling with overall questions like the previous example try to narrow down the terms. Asking for evaluation on symmetry, balance, color-match, unity and craftmanship can be an alternative to “Do you think it is pretty?”. This way you ensure a deeper level of insigt in intricate emotions.

 

punkt1 10. Quicker and more!

Unless you’re planning on an impenetrable scientific discovery you should emphasize doing rapid tests. Design a good one, run it, re-design according to your feedback and run a similar test again.

 

Following these simple factors should get you started in web testing.

You’re welcome to add other useful factors in the comments below.

 

References

Shneiderman, B. et. al. (2009) Designing the User Interface: Strategies for Effective Human-Computer Interaction

Duolingo and gamification

 

Learn a new language and peak the scoreboard!

One of today’s hot topics in digital media is the use of gamification. For everyone to be on the same level, gamification is using game mechanics in a non-gaming environment. The use is widespread, but in my opinion no one is as succesful as Duolingo.com.

Background

Duolingo launched for the general public on 19 June 2012 supporting an array of languages on a totally add-free site. The site thrives on a crowd-sourcing model where each user-translated sentence contributes to translating a part of the web. This way sites like Wikipedia are aided in keeping the Spanish version on level with the English.

This idea could not stand alone, though. Duolingo needs people actually wanting to translate the material, and the obvious way to accomplish this is letting people learn a language while having fun doing so. Their way of doing this is simple but brilliantly executed through a variation of gamification elements.

Player types

As a user you progress while learning. Taking more courses awards you with points and let’s you move further down the skill-tree unlocking new courses.

This element plays on people’s  liking of achieving defined goals. Game researcher Richard Bartle labels this type of player ”The Achiever”, which is one of four cornerstones in game personas:

  • Achievers – like to achieve defined goals such as levelling up, gaining points etc.
  • Socializers – like hanging out with other people (either as themselves or role-playing a character)
  • Explorers – like discovering new parts of the world
  • Killers (also known as Griefers) – like to dominate and upset others

In a similar categorization Nicole Lazzaro, president of XEO-Design, divides gamers according to their emotional engagement and the level of seriousity:

  • Hard Fun – players who like the opportunities for challenge, strategy, and problem solving. Their comments focus on the game’s challenge and strategic thinking and problem solving.
  • Easy Fun – players who enjoy intrigue and curiosity. Players become immersed in games when it absorbs their complete attention, or when it takes them on an exciting adventure.
  • Serious Fun or Altered States- players who get enjoyment from their internal experiences in reaction to the visceral, behavior, cognitive, and social properties.
  • People Fun – players who enjoy using games as mechanisms for social experiences and enjoy the social experiences of competition, teamwork, as well as opportunity for social bonding and personal recognition that comes from playing with others
Duolingo points and scoreboard

Duolingo points and scoreboard

In an environment of self-learning Duolingo places itself in the field between Hard Fun and Serious Fun, where the user can strive for more points in combating your own (and to some extend other’s) skills and overcoming challenges. There is a surprisingly small amount of social integration in this gamification system. But somehow Duolingo manages to immerse the achiever-type-of-player in a truly rewarding educational experience.

With one million users they’re obviously doing something right.

Try it out for yourself at www.duolingo.com

References

Lazzaro, Nicole (2004) Why We Play Games:

Four Keys to More Emotion Without Story Abstract March 8, 2004

http://www.xeodesign.com/xeodesign_whyweplaygames.pdf

Bartle, Richard (2004) ‪Designing Virtual Worlds

http://books.google.dk/books/about/Designing_virtual_worlds.html?id=z3VP7MYKqaIC&redir_esc=y