Design Chatter

The Calamaio Journal... Where your opinion matters (It just won't be posted here.) Just kidding! By all means, post a comment here on any of the weighty and thought-provoking topics listed. Or for some multithreaded conversation go to Freshly Inked

Thursday
Jun212012

The Beta Principle: Skip Perfection & Launch Early  

{from the 99%}

One thing every company has in common is a desire to innovate.

Whether it means creating entirely new products or improving existing ones, everyone is familiar with the anxiety that accompanies all things new. All too often, we strive to get everything right the first time around. As a consequence, our products suffer from costly delays and insufficient feedback prior to launch.

For a solution, we can steal a page from the playbook of modern Internet and technology companies that have pioneered the practice of “launching in beta.” As you probably know, most of Google’s products are launched in beta (with bugs and all) for the world to adopt. The “Labs” icon in the top right hand corner of Gmail is a treasure trove of quickly executed ideas that Google is testing. Some are clearly half-baked, but all are available.

Why? Because sometimes it’s best to launch a product before it’s perfect. I call this acting without conviction. You may be uncertain – and some things may remain unfinished – but you’ve got to push it out. The reasons are both practical and psychological.

Sometimes it’s best to launch a product before it’s perfect.

On a practical level, you can only get feedback and real user data when the product is released. Google makes major changes to their products while they are in beta – and these changes are made based on rock-solid analytics. Also, if there are fundamental flaws in your assumptions about your product, you will realize them more quickly if it’s live. Rather than spending many months (and lots of money) on the finer details, getting early feedback can lead to priceless realizations.

On a psychological level, a team thinks differently once the first version of a product is up and running. Rather than working for a hypothetical group of customers, everything you do affects real people. Your team will become more expedient and start to think of the project in smaller chunks rather than as an insurmountable giant.

Even Apple, a company that is known for perfection and control, releases products with known shortfalls in exchange for market data and an early impact in the marketplace. Inside chatter that I’ve heard suggests that the critical “copy/cut/paste” functionality, noticeably absent from the early iPhones, simply wasn’t good enough yet at the time of launch. Rather than hold the iPhone back, Apple released the product anyway. And when they figured out the right solution, they upgraded the functionality many months later.

Especially for those perfectionists among us, it is important to weigh the benefits and costs of extending development. Oftentimes, the bounty of information and insight garnered from launching (or “going public”) is greater than the cost of early adopters finding a few bugs — and bringing them to your attention!
Monday
Jan092012

got web?

If you're a business owner without a Web site, or you have a site but it needs to be "rebuilt", "redesigned", or "overhauled"... this is the perfect opportunity for you! No, really it is! This isnt just "smooth talk".

We are among a number of Web design companies beta testing a new Web design platform! During this period, we have been asked to design one Web site on the new platform without any hosting fees. But to the client we select for the beta, we are also waiving our design fees. NO HOSTING FEES + NO DESIGN FEES.

The site will be viewable by the world wide public. It will be designed and developed using the latest technologies and programming. It will be modern, and spectacular in form and function - featuring full screen photography or images as provided by the client.

When the beta period concludes, the client will have the option to purchase the site, based on our present design costs. This really is the perfect time to "get web"! C'mon... contact us and let's get started today!

Thursday
Oct062011

Not Your Parent’s Mobile Phone: UX Design Guidelines For Smartphones

In your pocket right now is the most powerful “remote control” (as Drew Diskin put it) that has ever existed. It is no ordinary remote control. It can harness everything that all of the previous mass media (television, radio, Internet, etc.) can do. People aren’t using them just for simple entertainment or for phone calls. They have become the hub of our personal lives.

Smartphones are what younger generations know as just phones. The iPad (aka the tablet) is giving your grandma’s PC a run for its money. You certainly are holding some amazing futuristic technology in your hands. It will be even better tomorrow, though, so why does it matter to us or to users? Moore’s Law tells us, in effect, that these things will continue to become capable of more than anything our minds can think up.

(Image: Denis Dervisevic)

It’s no longer just about the evolving power and capabilities of these devices. It’s about us and how we, too, are changing. The user’s expectation of a great experience is the new standard. It falls to us as UX professionals to apply our skills to make this happen on the vast array of devices out there. It’s not always easy, though. The mobile realm has some unique constraints and offers some interesting opportunities. While covering all of the nuances of mobile UX in one article would be impossible, we’ll cover some fundamentals and concepts that should move you in the right direction with your projects.

Mobile Constraints

The mobile realm has many constraints. Here are several of them, along with thoughts on what to keep in mind as you come upon them.

Form Factor

The most obvious constraint going from desktop to mobile is screen size. Mobile screens are smaller. A lotsmaller. You need to seriously consider this when designing and developing your application. Antony Ribot makes a good point in his presentation, “Mobile UX: The Intricacies of Designing For Mobile Devices,” when he says, “Mobile is not about making things smaller.” It’s much more than that. We need to consolidate what’s on the screen. Boil the application down to the most critical functions and content, and then lay them out strategically in the available screen space. For example, action buttons should go in the lower third of the screen, where they are most easily tappable.

Input Methods

Another obvious constraint is the absence of or difference in certain input mechanisms, and the addition of others. First, there’s no mouse. No mouse means no hover states. It also means that there must be some other means of clicking and navigating content. In most cases, this other means is the user’s finger. This difference in input method can be quite exciting because it opens the door to new possibilities with various gestures. Many standards are forming around these new gesture capabilities: pinch to zoom, swipe to scroll, etc. Take the time to include support for these gestures in your application. In addition, think of new gestures that you could add to enhance interactivity.

Discovering new gestures can be a powerful experience for users. It adds a sense of excitement, mystery and achievement — “Hey, I just figured out something new!” Take care, though, not to change the function of standard gestures unless you have a very good reason to do so, or else you will cause unnecessary confusion and frustration in users.

(Touch Gesture Cards (PDF): Luke Wroblewski)

One other caveat: consider the type of application you’re developing before getting too fancy with gestures. If it will be highly utilitarian in nature, then keeping things simple and straightforward would be best. If the application is for a specific task, then users will want to complete it as quickly and easily as possible. They don’t have the time or desire to discover new interactions.

Technical Constraints

While the capabilities of these devices improve with each new release it, keep in mind their limitations. Things like battery life and processing power are important to consider. Draining the battery or bringing the device to its knees with memory leaks or processor-intensive operations is a surefire way to destroy the user experience. This is why testing on the device early and often is imperative. Simulators cannot be trusted.

Data Transfer and Pricing

This will not be an issue for users who have unlimited data plans or who work on Wi-Fi networks. Unfortunately, unlimited plans are becoming increasingly rare. So, be sensitive to the amount of data you are transferring to and from your application. Keep the sizes of assets to a minimum, while maintaining quality. Don’t transfer data unnecessarily. For example, implement delta updates whenever possible (i.e. update only the data that has changed since the last transfer).

(Images: Mediaqueri.es and Food Sense)

Much has been said recently about Responsive Web Design. This approach does create some challenges with minimizing data transfer. Jason Grigsby has a very good write-up on the specifics. To summarize, CSS media queries — part of the magic sauce of responsive design — do almost nothing to lessen the overhead of data transfer to mobile devices. Resizing or hiding unwanted images still requires the full images to be downloaded to the browser. In addition, resources such as JavaScript libraries might be downloaded to mobile devices without even being enabled for users.

Good General Practices

What follows are some good general principles to keep in mind when designing and developing mobile applications.

Mobile First

Luke Wroblewski has a great post on the “Mobile First” methodology. In a nutshell, focusing on mobile first puts your mind in the right place. It forces you to focus on and prioritize the most important features and content in your application. It also extends your abilities by offering new tools and services that are not available in a traditional desktop environment. By approaching your project with the mobile-first mentality, you will start off on the right foot.

Behaviors and Archetypes

Build on the behaviors and archetypes that your users are already accustomed to. This will go a long way to reducing the learning curve of your application. If your application responds predictably to a user’s interaction, then the user will immediately become more comfortable.

This applies to more than general behaviors and archetypes. You will want to use design patterns that are specific to your target devices. This means building multiple interfaces for various devices and platforms, which is extra work; but it will pay off in the long run because users will appreciate that your application behaves in the manner they’ve come to expect from their device. For example, iOS design patterns dictate that tabbed navigation be located at the bottom of the screen, whereas Android devices have it along the top.

As with most good UX principles, if done properly, the user won’t even notice, while their increased comfort level will encourage them to continue exploring the application. Which brings us to our next practice.

Encourage Exploration

The more that users feel comfortable with and enjoy your application, the more likely they will explore it. You may want to lead them down certain paths or provide a few cues or coach marks on how certain things work, but still allow your users to “discover.” I’m not suggesting that you make the application complicated or ambiguous; rather, for example, if there are multiple ways to perform an action, one more obvious and traditional and the other a quick and easy gesture, then the user might come to prefer the second option once they discover it. Such solutions improve the overall experience if they prove to be quicker and more efficientthan traditional interactions.

Provide Immediate Feedback

We’ve all witnessed our less computer-savvy peers clicking violently and repeatedly on a button trying to force it to do whatever they so desperately want to achieve. Touchscreens only add to this anxiety because they don’t provide that tactile response that we’ve been conditioned to expect from tapping on a keyboard or clicking with a mouse. Providing some indication that the application has registered the user’s interaction is critical, whether it’s a small bounce at the end of a scrollable region or a subtle color change at the tap of a button. This not only compensates for the lack of tactile response, but assures users that something is happening even if the screen isn’t updating immediately due to slow network traffic or some processor-intensive operation.

Context

Another glaring difference between mobile and desktop applications is context. With a desktop application, you can be relatively certain that it is being used in a particular environment. With mobile, all bets are off. This gives us some exciting opportunities: location-based services, on-the-spot social networking, the opportunities are vast.

It also raises some unique problems. Do your research to determine the context in which the majority of people will be using your application.

If you’re targeting on-the-go users, then you’ll want to build the application for speed: bold, obvious, stripped-down selectors and a streamlined workflow. If your application is more akin to a breakfast-table browser, then content will probably be more important to the user, but they may have only one hand free to navigate, while the other cradles their morning coffee. These are just two examples; the point is that your mobile application could be used in any number of contexts, and you will need to take the time to figure out how to provide the best experience to the user in their context.

One other thing to consider is the device(s) that you are targeting. Research suggests that a majority of tablet owners use their device mostly at home. Only 21% take their device with them on the go, compared to 59% of smartphone users who consult their device while out and about

Another glaring difference between mobile and desktop applications is context. With a desktop application, you can be relatively certain that it is being used in a particular environment. With mobile, all bets are off. This gives us some exciting opportunities: location-based services, on-the-spot social networking, the opportunities are vast.

It also raises some unique problems. Do your research to determine the context in which the majority of people will be using your application.

If you’re targeting on-the-go users, then you’ll want to build the application for speed: bold, obvious, stripped-down selectors and a streamlined workflow. If your application is more akin to a breakfast-table browser, then content will probably be more important to the user, but they may have only one hand free to navigate, while the other cradles their morning coffee. These are just two examples; the point is that your mobile application could be used in any number of contexts, and you will need to take the time to figure out how to provide the best experience to the user in their context.

One other thing to consider is the device(s) that you are targeting. Research suggests that a majority of tablet owners use their device mostly at home. Only 21% take their device with them on the go, compared to 59% of smartphone users who consult their device while out and about.

Ideate in the Wild

(Image: Niall Kennedy)

I’m borrowing this one directly from Rachel Hinman because she is spot on. The best way to determine context and to conduct research is to immerse yourself in the environments in which your application will be used.

Hang out where your target audience hangs out. If possible, do the things they do, go where they go. This will serve a couple purposes. First, it could give you ideas for great applications to build. Maybe you’ll observe common pain points and come up with a solution to alleviate them. Or, if you already have an idea for an application, you could gain valuable insight into how the application might be (or is being) used in the wild. We’d be surprised quite often by the difference between how we intend for our application to be used and how it is actually being used. This information can help us iterate our ideas and continually improve the application.

Conclusion

The way mobile devices are being used is changing all the time, and users are increasingly expecting exceptional experiences from the applications they use. While the mobile world has many constraints, its many more opportunities make building mobile applications a worthwhile venture. Keep in mind the constraints, and focus on mobile first when beginning your project.

Remember that innovative features and cutting-edge design aren’t as valuable to users as we may think. Users are concerned with getting the information they need through a sometimes limited connection, or perhaps getting accustomed to typing on a screen without any tactile feedback. Not everyone has an iPad… yet.

Talk to real people, follow common archetypes, and keep the context of your target users in mind. These guidelines should help you create a great experience in your mobile application.

 

 

By Tim Todish 

Tim Todish is a UX technologist with a passion for mobile & portable devices. He has been in the industry for over 10 years creating engaging experiences for clients both large and small across all industries.

Thursday
Sep012011

Ahhhh... The Ol' Slice-O-Matic

Man! It's good to see some old familiar brand monikers are still around. I think I'll name something that ends in O-Matic. Yep.

 

Wednesday
Jun152011

The 2011 Idea Execution Audit  

by Jocelyn K. Glei

So what does idea execution look like? Below we share our thoughts on some of the more unexpected and intriguing survey results.

 

Email Is Our Biggest Distraction

Respondents said that over 60% of their communication took place over email or instant message, outpacing face-to-face conversations (22%) by almost 3 to 1. At the same time, email was ALSO listed as the number one distraction from getting work done, with Facebook as a distant runner-up.

Therein lies the crux of the email problem. It's become THE go-to communication tool, but it's also a huge productivity drain -- which is why having an email management strategy has become so crucial.

 

Solo Entrepreneurs & Home Offices on the Rise

We also confirmed our suspicions that: a) the co-working movement is seriously gaining steam within the creative professional community, and b) the creative workforce, in general, is becoming more mobile and fragmented. According to our poll, the home office (38%) is now almost as popular as the company office (49%) among creatives.

While this flexibility and freedom is -- of course -- awesome, it's also a great argument for honing our organizational skills. As the typical big company bureaucracy breaks down, independent workers will have more and more administrative-type details to manage -- on top of being creative geniuses!

 

The Best Insights Come During Downtime

As we discussed in a recent article on Brian Eno's creative process, it's not uncommon for great ideas to strike when we're taking a break. The 2011 Idea Execution Audit results confirmed that stepping away from our desks -- both to recharge and let our minds wander -- is as valuable as slogging away at the computer.

While we're not suggesting you switch your work regime to all naps and strolls and daydreaming, it's worth noting that energy renewal is as closely related to making ideas happen as "keeping busy."

To check out the full results of our annual survey, get the full Idea Execution Audit infographic below.

 
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This year's annual Idea Execution Audit is powered by BlackBerry. For more tips on streamlining your creative process and workflow, visit our ongoing "Daily Actions" article series.