Friday, March 28, 2008

A way to think about design for the naïve hacker

Any technology goes through its phases. First, there's the discovery of what it is, and along with it, the implementation. Just actually getting it to work is exciting. and at this stage, obviously usability is really a second thought. It's really hard enough getting it running in the first place, because of all the details you have to juggle as an innovative maker.

As a result, we get cool things that are hard to use. The first washing machines in the early 1800's didn't actually have a plug, because there were no wall sockets. Where'd you plug it in then? Your light socket hanging from the ceiling. That's right. You'd have to unscrew your lightbulb, and then screw in your washing machine--all the while on a step ladder. If it went haywire, you'd have a heck of a time unplugging it, and that probably wasn't considered very user friendly.

Then there's the phase where we've got a handle on how to build it, and the question becomes, how do we make it easy to use and work well? This is the part where design comes in. In large part, we've become specialized in what we do. The innovative builders make things that weren't yet possible possible, and then designers come along and create and experience around it. Stereotypically, hackers scoff at design. "It's just icing on the cake!" one might say. To that, I say, to scoff at design as a hacker is to scoff at implementation as a theorist--both lack appreciation of what's required.

I don't think it hurts for a hacker to know more about design, and how to think about it. While you may never be as good at putting on the gloss as a professional, you'll be better able to bridge the gap, which will help you be a better hacker. Besides, it will help you when you design APIs or public interfaces to your classes.

On the other hand, you might not need much convincing as a hacker if you are a fan of Apple's products. The Macbook Air, the iPod, the iPhone are widely touted as the stunning examples of design in technology. However, as a hacker, it seems like a strange and touchy-feely territory that relies on "taste" and "intuition". It doesn't have to be that way, as I think there's a good way to approach design, if you can think about it in the right way.

When people think "design", they usually think of superfluous, yet oddly satisfying lines that swoop or swoosh. They think of chrome, reflection, or shiny surfaces. Especially gradients. whoo. Lots of smart people in the actual design world have written entire books on "What is design?". I've never read any of them. However, I don't think they would do a good job of explaining it in a way that's easier for hackers to think about.

While there is inherent joy in design for its own sake, I'm going to only tackle a way to think about design for products. Web products, specifically.

I think of design as a deliberate attention to detail about the exposed public interface, to do two things: 1) to communicate to your user what your product is, and who your user is to others. 2) to control a user's experience

If you have no idea what your product is yet, or is still figuring it out, then there's no point in doing too much design. Design rests very much on what your product is, how it will benefit your user. If you haven't figured that out yet, ignore all the comments about how ugly your web app is, and figure out how to make it something that works, or something that people want to use because it's useful, because remember, design isn't about gradients.

The first part of what I think of as design is communication, usually with little to no words. It answers questions like, "What is it?" "How will it benefit me?" While the questions are deceptively simple, if new users can't tell immediately what it is, and how they'll benefit, they'll move on quickly. This is something I'm still working on, since people, no matter who they are, have limited time and attention to pay to any new thing. Pretend like you're talking to your really smart uncle, that is drunk all the time: Get to the simple point, and make it obvious.

Beyond the first impression, design of the product has to communicate to the user all the time, to answer questions such as, "How do I do [something I want to do]?" or "Can I do [something I wish I could do?" This is why designers talk about affordances of buttons, interfaces, and how the nipple is the only intuitive interface.

Last major point on communication, design should allow the product to communicate to the user what the heck it's doing at any one moment that the user would care about at that moment. If you're at a restaurant, you'd like your waitress to tell you that the food will be arriving in 10 mins, but you don't care what kind of pot the chef is using.

This sort of emphasis is captured in Don Norman's book on Design of Everyday Things, where he goes into detail ad nauseum. I recommend you take a look at it.

The second part, which is the result of communication, is controlling the user experience. Of course, the phrase, "user experience" is throw around a lot, and people don't much say what it is either. One aspect is how a user feels during and after using your product. Do they feel happy? Confident? Like they're having fun? Or do they feel frustrated? Powerless? Incompetent? Or wasting time?

Seems like you can't control whether someone's having a bad day or not, but there are certain tricks that designers employ to conjure up feelings. This works because our brains do a lot in interpreting colors and shapes in our culture. If you see a felt red with a holly green, you'll automatically think of Christmas, and perhaps your feelings that go with Christmas.. Change the tint slightly, and you can be reminded of traffic lights. The designer doesn't actually have to do very much, other than to suggest a mood, and the brain will do the rest. It's a good hack.

Lastly, part of the user experience is also what using the product says about them to their peers. This differs from peer group to peer groups, but they all have the same goal: everyone wants to have their product that brings them higher status in their peer group. This can be achieved by catering to core values of the peer group. If the peer group of your users are business people, they'll likely to value efficiency, reliability, and effectiveness. If the peer group of your users are hackers, they'll likely to value ability, interestingness, and functionality. If the design of your product can communicate that a user is more [insert core values] in their peer group, they'll probably appreciate the product without knowing why.

One word of caution is that it's hard to identify the core values of a group if you're not a part of it. And you can't start with an associated design and work your way back to the core values of a peer group. This is why a lot of people, when designing for girls, automatically start throwing pink everywhere, and then when the design fails, they wonder where their design went wrong. If your design doesn't communicate first what it does for a user, and second who a user is, then it's going to fail, no matter how much pink you put on there.

I recently revamped the layout and the look and feel of mobtropolis, which is why there's this post, and the two week hiatus from posting. You can see a "before" and an "after".





Before (v0.2)



After (v0.6)



While I can't claim to be a designer by any means, I feel that I was fairly successful in changing the direction of the app as well as invoking a better user experience. Communication will be an iterative process, as there will need to be some back and forth with users, before things get completely resolved. Just going through it gave me some thoughts on the matter, and next time, I'll talk about the specific lessons I've learned, and maybe some things to help a hacker or two do basic design. Til then!

2 comments:

  1. i was just on reading goodexperience.com and then saw your post. what a coincidence

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  2. It was about time mobtropolis had a facelift. I'll do a more in-depth review of the changes I did after a post about facebook.

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