In the world of software development there is a well established practice of refactoring which aims to improves code quality without changing the core functionality. Instead, other attributes such as greater maintainability or reduced complexity are achieved. I very much well find that time and time again, design work on an interface (especially with multiple designers and over longer periods of time) creates inefficiencies, divergences and breaks in consistency. interface design then I see benefiting from such a refactoring like practice, just as the following two articles suggest as well:
User Interface Refactoring
July 15th, 2010Sticky Floating Navigation
June 29th, 2010Positioning fixed elements in a user interface is a common practice for such cases when we need to have something visible at all times. Without fixed positioning these elements disappear as a user scrolls.
But what about a case when such floating boxes begin to get in the way (of a top navigation or some copyright text at the bottom). Here is a quick and dirty Javascript & CSS experiment which explores a possible solution. This example shows a semi fixed state of sorts for two particular elements. These two elements (the help and footer box) are fixed for the most part, but are then also switched to absolute positioning above a certain scroll threshold to move out of the way as a user scrolls. In a way then, this behaviour allows such navigation elements to be sticky to the edges of smaller container. The best of two worlds perhaps?
Give it a try and let me know what you think.
Form Variation
June 15th, 2010
Inspired by evolutionary thoughts, variation is one idea that helps to achieve the most optimally fit forms during a design process. All the things we design, be it web sites, toothbrushes or orange squeezers, eventually leave the artificial boundaries of the studio and get in contact with a real environment to stand the test of time. One could argue that the more variety of ideas we have, the higher the chance that the form and context will be properly fit and adapted to each other. On this note, I wonder if we have enough variation in the artifacts we design, or perhaps could we strive for even more? Comparing a design process to what happens in nature, each individual living thing is slightly different. Each person is a little bit taller, has a slightly different face, etc, etc. But if we look more closely on the products we design, variation seems to be tighter and more artificially controlled. If we open up a delivery truck filled with well designed toothbrushes, we can probably identify a thousand individual objects that look exactly the same (something that is less visible in nature). In nature we have form variation within a population (between each individual object), whereas in a design studio we have variation in a more phased approach between each cycle or iteration.
Perhaps what I’m really wondering is if there is room in a design process to inject more variation to all instances of a product. What if each user was exposed to a slightly different product and the best forms trickled up automatically like in evolutionary biology? What if a web site, each time a user visited it, appeared slightly different. Perhaps this is too difficult (costly?) with real physical products which under the forces of industrialization have undergone a shift from highly variant art and craft products toward more standardized forms. In the virtual world of bits and bytes however, the cost of bringing back variety should be theoretically lower.
This is not to say that there already aren’t variation causing process. The popularity of sketching in design already is an approach which thrives on the multitude of ideas. Design studios also make use of A/B Testing, which is another sign that people are seeing the value of taking variety and experimentation into the real world. Nonetheless, this all makes me wonder what an automated method for A/B/C/D/E/F/G/H/.. testing would look like where every item produced is unique and thus more open to the laws of adaptation and survival of the fittest.
Personas are like statues
December 29th, 2009Immobile. Static. Fluff. Over simplified. Minimalistic. Artificial. Plastic. At least that’s how I feel about them. There I said it.
Anthropological ideas of situated action suggest that the complexity of human activity varies from situation to situation. Personas in this respect by showcasing a unified image fail to capture a more complex range of possible activities which can be very inspirational. The form of representation is often a few textual paragraphs and a picture which is questionable at its effectiveness in developing empathy. If the aim of such a design activities is to inspire team members then I would say that more powerful methods of context mapping exist which look beyond the boundaries of a person into the environment. These empathy encouraging methods can also be strengthened with the use of video which Jacob Buur has been exploring thoroughly in Denmark. Furthermore even richer empathy can be achieved by means of team participation when designers join ranks with users in eliciting their latent needs through design research. Given the choice between uniform personas and more granular, video based, participatory scenarios my preferential vote is cast on the latter.
There has also been quite some interesting debate on this topic elsewhere with voices from both sides:
- Why Shouldn’t I Kill Personas?
- IXDA EVENT AT YAHOO – Personas suck! Personas Rule
- Persona Non Grata – Steve Portigal
- Persona Non Grata – Dan Saffer
Sustainable UI Prototyping
November 29th, 2009
Sustainability, or the idea of zero waste and reuse of things created (concepts & code), also applies to the world of user interface prototyping. On one hand, there might be a push to build prototypes of such quality that the code that they rest on could be reused further in the development process. This so called “sustainability across a process” is just one approach of how UI waste can be reduced. Another way of building sustainable prototypes is by reusing elements from project to project. So if on one project a widget was used in a prototype, and then the same code is used on another project, it would be a sustainable act as well. This I’ll call “sustainability across projects”.
The truth is that at times there is more value of building “throw away” prototypes that are not of production ready quality. Building something quickly without regard for code quality, learning a lot from it, and then correcting the design direction could be more fruitful than building “high quality” prototypes whose code makes it into the future. However, in order to support sustainable or reusable prototype elements across projects, of course we need the right tools and setup. The idea of relying on emergent patterns is a sustainable across projects concept which EightShapes has been supporting with their unify framework, but also something I potentially want to implement for fluidia.
Pranav Mistry & Augumented Reality
November 20th, 2009Here are some interesting interactions based on a projector and scanner approach which bend what is real. Pranav uses an augmented reality approach to interaction to display time to departure on a real world plane ticket, or taking photos by means of hand gestures. Pretty interesting. “To be human is not to be machines sitting in front of machines”. Thanks Vincent.
Interactive Sketching Notation
November 9th, 2009Last week I posted the Interactive Sketching Notation. This emerging visual language contains my own approach to drawn user interactions with pen and paper. The general idea behind this notation is the desire to visualize user interface states as well as user actions in a clear and rapid manner. Thanks again to all those who made this possible and please let me know if you find it helpful or have any recommendations. If this inspires your own approach to sketching, I would also love to see some samples of how people use this.
UI Fundamentals for Programmers by Ryan Singer
October 9th, 2009Ryan Singer talk. Modeling. Screens. Flows. Templates. Before we start to lay down the pen to the paper, we already have a model. Lack of sentences = UI Smell. Where is the “weak tag”? :)
http://www.vimeo.com/6702766
Structured vs. Organic Alternation
August 26th, 2009
Thinking a bit about the generation of alternatives during conceptualization, it becomes apparent that a design process also has form. More specifically, here are at least two contrasting sketches on a structured and organic design process which contains an exploratory aspect. Explorations or alternations can happen in a very structured manner (3 concepts every 2 weeks, etc.), or they can happen in a more natural way (the designer generates alternative concepts as they emerge). I’m not sure which one is better. I do get a feeling though that my work is reflective more of the latter one.
3 Ways the Brain Creates Meaning
July 22nd, 2009Tom Wujec gives a TED talk on how meaning is created by the brain. The success behind sketching techniques are also touched upon. Tom’s ideas to some degree also overlap with Dan Roam’s book, Back of the Napkin, where the whats, hows, whys, and whens all collide together to form stronger meanings. Seeing is definitely an active process, which both authors share.





