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Archive for October, 2009

Avoiding the Cult of UX and Rising Above It

I’ve been expressing fairly skeptical views about user experience in my previous posts, and it’s partly a side-effect of stuff that I’m still sorting through in my own work and beliefs. Having spent many years building software as a developer, I’ve become overly sensitive of how people perceive technology and how it can be manipulated to influence the experiences of its users.

I’ve always said that anything is possible with software. That statement has a lot of caveats, because it’s still hard to make software do exactly we want it to do. And while there are a ton of developers out there coding in virtually every language, it’s still rare to find good ones who truly understand how to write them well.

The point I’m making is this – software is a moving target. Despite all our efforts to strategize, plan, research and design for the user experience, it doesn’t mean anything if it doesn’t take the practicalities of implementation into account.

Good designers know this. They understand that it’s not that easy to come up with crazy AJAX interactions, maintain cross-browser compatibility, and design for accessibility within a short period of time. This is why good designers and developers earn their stripes by credibility, not by qualification.

Thus, user experience designers and software programmers are basically two sides of the same coin. You can’t have one without the other. Even if you aren’t calling yourself a UX designer, when you’re making decisions about how users should or would interact with the software, the tone of voice the content should have, the color palettes for the styleguide – that’s basically the kind of thing UX designers get paid to do.

At least for now, UX is being used unceremoniously as an umbrella term for all that design, strategy, and thinking towards the overall experience that’s intended. This means that almost everyone has a hand into doing the work of UX, because almost everyone has a stake in that experience.

The sad part to all this is – it all seems too much like common sense. And everyone will have an opinion about design. Worse still, anyone who really likes the idea of doing UX can suddenly start acting like experts on the subject, and come up with seemingly insightful quips which may actually be more damaging than the status quo. Actual UX designers have their work cut out for them, to separate the wheat from the chaff, to bring clarity from confusion, and most of all, to address the real problems at hand.

There’s a fine line to walk between solving real problems and offering what seems like to the average Joe a poignant solution. And I feel that the only way we’re going to get it right is if we spend more time doing the work of solving rather than fussing too much about how it should be done.

Just like how books/events/ideas/etc. can’t guarantee you’ll turn out a good developer, it won’t guarantee you’ll be a good UX designer as well. I don’t care if you’re highly qualified – show me instead how you’ve helped solve real problems for real people, and that will reveal the true marks of a tradesman.

Google Wave is Not About Email

Boon - Google Wave_1255390358218

Everyone’s hyped up about getting a Google Wave invite. I have one and I don’t see what the fuss is about. Yes, I’ve seen the YouTube video, and yes I’ve watched the Developer Preview video too. It looks great and all, but seriously folks – it’s one complicated thing… next to email.

And this is why Google Wave isn’t about email. The same way computers aren’t (just) about calculators.

What it is is real-time collaborative messaging with historical playback. Which, granted, is very good for real-time anything. Except that real-time in human terms is highly contextual.

Because people have better things to do besides sit in front of their computers all day long, they are much better off carrying Blackberries and having push email rather than collaborative messaging. In my opinion, push email works just as well – because you don’t need to be in front of a computer to communicate with your colleagues.

Wave is also a tool. Meaning that the interface itself is not the message. In order for users to synthesize information, they have to make sense of it in a collaborative sort of way, which means paying attention to whatever is happening in that messaging window, which takes up at most 1/2 of the screen. It looks and feels like, a video player – but for messages. Think of IM on steroids, not email.

Email works because it’s mind-dumbingly easy. And because of that, nobody needs to take 3 week lessons on how to use email – and that includes your grandpa. And because it’s so atomic, it can easily be transported as a message to any other atomic messaging forms – SMS, blog post, forum post, IM chat, whatever.

Waves, on the other hand, are almost asynchronous streams – anyone can start writing content at anytime into a wave, and hope that it doesn’t make a mess of the conversation. Last I checked, people still pay attention to body language and subliminal messages, both of which are devoid in Wave but affects the way people communicate collaboratively and socially together – i.e. turn-taking and all that jazz.

Which part of a wave is atomic? You have to spend effort to calculate and decide. Then you have to find a way of “clipping” that message – and how do you make it portable? Can you cut and paste portions of your wave onto your blog? SMS? can you print it out?

Like email, most of what is published gets fixed in time. But a Wave, is a collection of content played out over time. Just like how photographs put together over time become videos. But with the added complexity of multiple sources of photographs, it becomes more and more difficult to separate and organize content in a Wave.

And that’s why Google Wave is not about email.

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UX is Bollocks, as Some People Put It

I feel really guilty because I’ve been neglecting this blog about interactions, especially when almost everything I do for a living involves designing for interactions.

Instead, I find myself spending more and more time blogging about careers, which in a way doesn’t have anything to do with interaction. Except for one thing – the human condition.

The real kick behind designing any interaction is the effect you get when a human being interfaces with it. Whether it’s good or bad – it’s one of those things that turns me on like nothing else – seeing someone actually interact with a dumb thing you actually built and expressing an emotional response from it.

But when I go out and read all the blogs that talk about user experience, interaction design, usability, bla bla bla… so much of it is so arcane that my eyes start focusing beyond the screen into emptiness and my mind begins to chant mindless syllables.

UX is losing its Touchy Feely

What ever happened to all that user magic that Norman used to talk about? The stuff where he’d complain about the affordances of door handles being one way and not the other and talking about how people would get confused and how we ought to design to love and make people feel nice and fuzzy inside. What ever happened to that?

Now, the only thing people end up talking about are new things that were invented two hours ago – Experience Themes? Who writes a blog post titled so arcanely these days? I thought we were much better at copy than a lot of other people.

And look at how much time went into creating this user journey diagram. It’s pretty, but I don’t know what in the world it’s saying. I showed this to some colleagues of mine (folks who actually do “get” UX common sense) and they too couldn’t make head or tail of it. And this came up tops on Google. :-/

No One Understands Us Outside of Us

Why can’t we just stick to simple terms and communicate things clearly and simply? Do our customers, bosses, users, readers, colleagues and friends really know what we mean by all these words we use? It’s funny how we spend most of our time building for these people, but talk in a language that doesn’t make sense to them.

Are we as designers supposed to build things that way – where we act as folks who fix things and have our own codes of conduct, and can never have normal conversations with the people we solve problems for?

UX Designers aren’t really Designers if they’re more Geek than Human

We compare ourselves with engineers and say we’re more user friendly, but there’s no doubt that every UX person I know is a geek in their own way. They just don’t do code, that’s all.

I prefer a person who does code, because it’s one level below the abstraction layer (towards the technology, not away from it). You can’t have a web UX designer without a programmer. The programmer gets to call the shots, because he actually builds the stuff that makes it work. UX designers ought to pay some respect to the engineering community who built the thing in the first place.

A UX person only has my approval only if they really do care for other human beings, and tell me about their stories. Don’t talk to me about methods or crazy terms and phrases, because I can toss that out and use something else that works. Just because engineers have fancy names doesn’t mean UX designers need them too.

Speak English?

Engineers need fancy names because computers can’t speak for themselves. UX designers already have a language they can use that’s already widely available, is extremely portable, and is fairly universal – it’s called English. They don’t need to invent new words to describe the things they do, which by the way, was copied and stolen from other disciplines like psychology, sociology, marketing, management, etc.

To be fair, I’ve had my share of that design-speak. But I’ve gain nothing except credit from other fellow designers who’ve done the same.

If designers can focus on explaining and speaking out what really represents people who use technologies, it would be a lot better for everyone… rather than inventing new languages to use between themselves.

Designing with Methods is a Flaky Thing

I’m currently in a team of 3 people working on a redesign of a website. To me, this feels like my first “real” design project, one where I’ve initiated without any requirements for software implementation. Instead, we began to ask ourselves who are our users, and what exactly are we trying to communicate to them?

User-Centred Design – Using What Works For Me

I felt that a lot of “formal” usability methods didn’t help me much, here. I felt somewhat trapped by procedure and process, thinking about best practices for wireframes, personas, user journeys, etc. Having been exposed to too much user experience jargon, I realized that user-centered design isn’t necessarily synonymous with visual design. In fact, each stakeholder seems to have a different understanding of who the user is, even if the differences are slight.

What ended up working for me was to put down the questions I felt the users would ask (while using the interface/application) onto little bits of post-its, and looked for patterns like organizing those questions into related categories. I organized this in several ways:

“User Journey”-type Things and “Site Map”-type Things

One way of visualizing the questions was to list them out in the style of a “user journey”, which were lists of questions laid out in a temporal fashion (e.g. question A leading to question B as a user traversed deeper into the application). This helped me understand which questions to address first, and which to address later. It helped me prioritize my workflow, and make decisions on which interfaces to work on first. It was already obvious that we needed to focus on designing the homepage, but there were other pages that weren’t immediately obvious, such as a page to help users to “learn more” about the product – that page only came about after looking at the questions from the user journeys.

Another way was to group the questions that were related to one another, and label them as categories. That helped me to visualize the overall site layout, because I absolutely hate building software in the dark – and that includes building on software requirements without understanding the whys to the point I’m convinced of its business and user needs.

At this point, I hadn’t used any formal methods I had learnt from a class, website, or book. It was good that I understood who I was designing for, and I wouldn’t have been able to do this without classes, websites and books – but the formal methods were pretty useless. I just used what worked for me.

We Used Fireworks, but I can’t Recommend it to You

It’s important to note that two of us jumped onto paper and pencil and did wireframe sketches, and then designed a hi-def visual of the homepage on Fireworks (which I now really love) – only because we were three people and we couldn’t quite picture the outcome in our minds. At the same time, we needed our boss to make a decision and he has a lot of emotional attachment to the look and feel of the site, being the founder and all. So it was important to get those designs out.

I don’t think I can recommend the same process to other designers – it really depends what you’re designing for. Those fireworks designs took up several days and a lot of it was thrown out of the window as we iterated from one design to another. But I think that’s necessary in design, sometimes – because the interface is what users will end up seeing and using, again and again.

Sometimes I read articles from other designers and it all sounds really cool and makes you feel that there’s some kind of order or process in the design of an interface. But I find these things hard to use because it’s the designer that makes a difference, not the method. It’s about knowing what you know that works – a process or method can’t save you. They’re just tools.

London IA in a Pub


I’ll be giving a short presentation about my Diary Study experience (same one I gave at UXCampLondon) at London IA in a Pub on October 14. There’ll be other presenters there as well, and it’s going to be a casual night of drinks and listening to some good talks. Space is limited to 50, so act fast.