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Archive for July, 2010

Using Paper to Sketch iPad App

July 22nd, 2010 1 comment

Sketching is not so hard. It is really interesting to sketch something with basic tools. Here is an attempt to sketch a Mind Mapping tool for iPad. It is real fun to sketch for a touch device. In fact, that was our first experience with paper animation and video techniques, but I think the end result is good enough for 6 hours of work (taking into consideration that we’ve learned iMovie on the go).

The application is pretty simple. You can create nodes and connect them, delete and move nodes — all with simple gestures.

The video goes at 2x speed. It is more dynamic this way, but maybe  some details are lost…?

Categories: design, ui Tags: , , , ,

Book Review #1: Sketching User Experience by Bill Buxton. Part II

July 16th, 2010 1 comment

Read first part of the review.

Evaluating Design

There are two important aspects of design process: generative and reductive. We generate a set of alternatives, then we restrict this set based on various criteria. It is impossible to evaluate a solution without its alternatives.

The best way to a good idea is to have lots of ideas — Linus Pauling

I can’t critique just one thing — Richard Sewell

That is one more reason why sketching is so powerful. It helps to generate and evaluate various alternatives. I’ve read in one article that Apple creates a dozen alternative designs for any product. Good enough…

One of the most positive form of criticism is a better idea

Acquiring positive attitude to criticism is a hard change. People don’t like to be criticized in general. You can’t get the correct reaction to criticism out of the box, but should apply every possible effort to make it a part of team’s culture.

People on a design team must be as happy to be wrong as right. If their ideas hold up under strong (but fair) criticism, then great, they can proceed with confidence. If their ideas are rejected with good rationale, then they have learned something. A healthy team is made up of people who have the attitude that it is better to learn something new than to be right

Built to Last

Without appropriate design, yesterday’s success is tomorrow’s failure, since today’s great applications are tomorrow’s legacy systems

Some design decisions live for about 20 years if product is successful. For example, Photoshop has been on the market for 20 years, and some parts of its initial architecture still exist. Can you now imagine how important architectural decisions are? On to entities framework in TargetProcess that was designed 4 years ago. How long will it live? Definitely we did not consider a 20 year time frame back then…

We should assume that technology that is going to have a significant impact over the next 10 years is already 10 years old!

My takeaway lesson is that we should pay more attention to new technologies and think ahead at the same time. This may sound impossible, but it is worth trying.

Learning

Learning is a very important thing. No, I will re-phrase it. Learning is the most important thing in your company. Surprisingly, Bill has given an interesting perspective on learner’s experience levels:

I haven’t seen this concept of levels before, and I like it very much. If we take agile, I am in transition between levels 9 and 10 (I think). In UX, I am between levels 5 and 6. This model is a good guide and may help understand and plan personal or even corporate learning process. Is it possible to apply it to the whole company? Maybe.

Story-telling and Play

A good story is worth thousands of pictures

That one is true. For example, Steve Jobs told 3 stories from his life at Stanford Commencement Speech in 2005. And this speech was remarkable indeed. I remember all the 3 stories, despite the fact that I heard them only once.

Without play imagination dies

and one more:

Stories, and more importantly, story-telling and play, are critical part of design

Ever been on a boring brainstorming session? Fun is an essential part of any creative activity. It should be encouraged, not suppressed.

Design

Finally, some outstanding quotes on design:

Design is a funny word. Some people think design means how it looks. But, of course, if you dig deeper, it’s really how it works. To design something really well, you have to ‘get it.’ You have to really grok [understand] what it’s all about — Steve Jobs

The last thing that you should do when beginning to design an interactive system is write code

The role of design is to find the best design. The role of usability engineering is to help make that design the best.

Categories: design, ui Tags: , , ,

Book Review #1. Sketching User Experience by Bill Buxton. Part I

July 15th, 2010 No comments

I purchased this book at UXLX conference in Lisbon. I did not expect too much of it initially. But after several dozen pages it paid off every cent I’d spent and exceeded my expectations in every possible way. This book is for UX designers, yes, but I’d say every executive should read it. There’re so many gems inside.

I can’t resist sharing my takeaway lessons. The ones that impressed me most.

Executive Vision

Everyone knows that Steve Jobs saved Apple after his comeback. But Bill provides a nice and somewhat unexpected perspective on iMac release lessons learned. I highlighted the points that seemed most important to me:

  1. Design saved Apple
  2. The design innovation was done with the existing team
  3. Executive vision was critical to success
  4. Momentum was sustained and rapid (the iMac alone did not save the company, repeated improvements did)
  5. There were failures (hockey-puck shaped mouse [see image], Power Mac G4 Cube [see image])
  6. The failures were key to success (in the long term, safe is far more dangerous than risk)
  7. The design that led to success was largely in the realm of styling, bordering on the superficial
  8. There was almost no interaction between industrial design and user interface design.

This story re-emphasizes the importance of leadership. People haven’t changed, it was the same team, but with the great leader they managed to create a brilliant product. Which impediment have they had until Steve came into the spotlight? Lack of executive vision. If there’s no vision and you don’t care too much about design, failure is the most expected result of a new product release.

Actually, I felt the same about a year ago. That’s why I am paying so much attention to UX: reading books, blogs and articles, visiting conference and, of course, championing UX changes in our company. Bill’s book once again instilled me with passion and with confidence that we are going in the right direction.

“It is important to establish a corporate culture that understands and respects the design plan and objectives…”

New Products

“You can’t milk that cow forever” — this quote relates to old products. Company can’t survive without new products, and here is why.

“As product reaches late maturity, development cost for the next release increases at precisely the same time that the size of the addressable market diminishes.”

This is not the case with TargetProcess so far. Our market is still growing, but development cost indeed gets higher. That is something I don’t like and want to change. There are plenty of technical debts we should pay and features we should remove or re-work to be more simple and consistent. We are already doing that. In several years we should release something new, something different than TargetProcess (frankly, we already have plans for some new products).

Sketches

Sketches are very important for design process. They help to explore alternatives and quickly try them. Without sketches it is really hard to find the best solution. I like sketching and do it often, but Bill provides very good reasons and explanations why and how sketches work.

First, it is interesting to define properties of a sketch:

“Sketches are:

  • Quick
  • Timely
  • Inexpensive
  • Disposable
  • Clear vocabulary (style signals that it is a sketch)
  • Distinct gesture (fluidity that gives sketches openness and freedom)
  • Minimal detail (“it is usually helpful if the drawing does not show or suggest answers to questions which are not being asked at the time”)
  • Suggest and explore rather than confirm
  • Ambiguity (much of their value derives from their being able to be interpreted in different ways, if you need to get the most out of sketch, you need to leave big enough holes)”

Here are the main conclusions I’ve made about sketches:

  • Ability to quickly generate many ideas. Sketches stimulate imagination and you may invent something initially unexpected. That’s what’s important. I’ve never thought about sketches this way, I always use them as an ideas evaluation technique, but this side effect is brilliant.
  • Sketches are useful to express ideas. They do not interfere with changing and improving the ideas, since they are not “final”.

Another important thing is that “Sketches are not prototypes”.

Read second part of the review

Related Links

Sketching User Experience Book at Amazon

Bill Buxton’s web site

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