Tuesday, July 29, 2008

Your Turn: A List Apart, The Survey, 2008

The fine folks at A List Apart just launched The Survey, 2008. It's your turn to help define what's going on in the Interactive Design industry.

You can still read the results of the 2007 Survey. It's a bit different from the idea.org survey I took part in late last year because this one concentrates on freelance contractors and owners of (or partners in) small web businesses.
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Friday, July 25, 2008

The Idea.org Study Results—
Factors That Improve Online Experiences

idea.org

Idea.org has released the findings of their study titled Factors That Improve Online Experiences authored by Sathish Menon and Michael Douma. You can download the PDF as well. I took part in the study a number of months ago so it's nice to see the fruits of an important study. Usually you have to pay to see the results of the work

There were three subject groups: nonprofit organizations and cities, web designers and firms, and the general public. The findings are quite interesting. Here are some of the findings with my favorite parts highlighted by yours truly.


Designers underestimate the thresholds for an effective site.
Respondents consider a site “effective” when visitors are satisfied with respect to enjoyment, can find information somewhat easily, and never get lost in the site. By at least one point on a five-point scale, visitors have higher expectations for effectiveness than do designers. Nonprofit organizations believe that effective sites do not have “information gaps between what visitors want and what the site provides” and that visitors are at least “somewhat satisfied” with their sites. Designers should give greater consideration to overall effectiveness, thereby reducing the chance of failure for a user to find the information they seek.
Goodness, the definition of an "effective" site is so elusive. It's nice to find a definition that can be backed up with some data.


Good visual design and up-to-date information are critical.
Over 80% of designers and organizations believe that good visual design is important. A healthy 50% of the visitors agree. Fully 80% of visitors and organizations believe that up-to-date information is very important. Only 60% of designers believe that to be the case. When budgeting for your project, don’t be overly seduced by fancy graphics and multimedia. Invest in strong, clear design and simple methods to quickly deliver current information to your visitors.
Yes, we all know this, but... must... drill... this... into... client's... brain.


Visitors want information fast.
Web site visitors are looking for simple, accurate, fast, and easy to navigate web sites - preferably with links to information they seek. A significant number of comments revolved around the need for speedy access, including but not limited to download speed, in order to find the information visitors are looking for. Even in a broadband age, visitors value fast sites, both those that are fast loading and those that quickly deliver sought-after information.
Visitors want a broad range of topics.
Relative to designers and organizations, visitors more strongly believe that a broad range of topics is important. Visitors believe sites can be more effective by helping visitors find interesting information - even if they are not looking for it. Designers and content developers can provide ample sidebars that link to other recommended pages, and extensively cross-link to other pages based on keywords.

Again, information that we all kind of knew, but never had facts to back up. But for designers, I think the value of these two findings would be more evident if their order were reversed: A broad range of topics does not always equal fast information retrieval. It's a fascinating challenge.

This is where designers really need to rely on strong information architecture (IA) and rock-solid development: Set up a logical organization of the information and have solid, efficient technology to deliver that content. That includes incorporating a site search function assuming time and budget allow (boy, talk about a loaded statement.) But I digress...


Visitors still need handholding.
The study asked about hypothetically providing visitors with personal assistance using a site. About 70% of organizations and visitors believe that a personal guide would increase the effectiveness of a web site. Only about 50% of designers believe the same. Designers tend to overestimate the clarity of their designs.

This could be because designers are more removed from the end users, and overestimate the clarity of their work. Designers also believe visitors are very satisfied with respect to enjoyment more often than do organizations and visitors. Designers of large sites do not believe in personal guides, perhaps due to additional navigational aids like local search engines. There could also be a degree of skepticism about how much a human being could help navigation on a complex web site.
This is the most shocking finding for me. I am not a fan of having a video personality weighing down my navigation through a site. I think a site's navigation needs to be strong enough to avoid the need for a personal guide. If you disagree, that's fine. Just watch your head when you tell your client how much it costs to write, shoot, edit, key and then integrate all of that video. Let me say it now before you click away: I told you so.
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Thursday, July 24, 2008

Recent Posts

Tuesday, July 22, 2008

Pieces of the Pixar Pre-Production Process

pixar

I love Pixar. I love their films. I love their artistry. And I'm fascinated with their process. There's a great e-mail interview with Dr. Michael B. Johnson who runs the Moving Pictures Group at Pixar. The article is part one of a series by Adaptive Path Blog (via John Gruber's Daring Fireball.) In the interview, he discusses various aspects of the pre-production process.


On Prototyping
They created a story reel workflow built around proprietary software called Pitch Docter:

I also started working on a digital storyboarding tool for Pete Docter, who had just finished Monsters Inc. I originally called the tool “Pete Docter’s Tool”, a nod to Pixar’s original animation system “Motion Doctor Tool”, but then Angus MacLane suggested “Pitch Docter”, which is what we went with...

...On Ratatouille, for the first time we had many of the story artists working full-time in Photoshop, leveraging its brushes, layers, and actions to streamline their workflow. They used Photoshop in conjunction with Pitch Docter, which let them time out their pitches, add sound and dialog, and round trip with Editorial...

...The important take-home point, though, is that Pixar loves their films so much, we make them twice :-). Compared to the final product, the first time we make it is sketchy and rough - but the most important thing is that it’s still a film. To be clear - our prototype exists in the same medium as our final product. This allows us to judge it by the same standards that the final film will be judged...

He goes on to make a very interesting point regarding prototyping:

I think this is an important lesson for a User Experience Designer to understand - paper prototypes and ethnographic research are great, but if you’re trying to build a prototype that you want use as a blueprint, it should exist in the same medium as the final product. My group (which does lots of ethnographic research and Photoshop/OmniGraffle prototypes) firmly believes in this, and practices it daily.

How does this translate into an interactive workflow? Basically, this means creating a click-through prototype (a version of the interactive experience with clickable buttons and active sections but minimal design, layout and animation.) This allows people to immediately understand the tempo and flow of an interactive project through experience as opposed to relying on their imagination. (A tip 'o the hat to former Visual Goodness Director of Operations Nick Kierstead for coining the term "Temporal Spec" which was a document that defined the cause & effect of every interaction over time.) This rapid prototyping is something that Visual Goodness executes when time and budget allow.

(In fact, it's a necessary step in every live video project we create. We shoot someone on green reading through script and acting out all interactions with the site or banner. It raises the level of creative possibilities and cuts down on uncertainty.)

The thing is, most interactive budgets don't have the space to allow for a full prototype. Until interactive as a medium can consistently guarantee the same measurable impact that broadcast does, interactive budgets will stay where they are and prototyping will be stuck in the land of R&D and rare flexible budgets.


Angry People == Bad Information Flow
One of my heuristics for thinking about how we (the designers and technologists) can help with production management is to look at where people are getting mad each other. This usually indicates some frustrating breakdown in the information flow. When people are getting bad/late/incomplete/stale information, they get frustrated. These projects take a long time to make, and like any business, there are always going to be areas where communication breaks down. When that happens, our team works on fixing the information flow.

What's this tells me is that Pixar has strong leadership. (Huh? WTF?!? How do you figure that?) Pixar's problem is the keeping a smooth and constant flow of information, not what to do with the information. Let me explain.

Too often, people are saddled with naked information and are left asking, "Okay, what is this supposed to mean for me?". If the people you lead understand the goals of the group and their roles as individuals inside that group, then they're ready for that steady stream of information. It's incumbent upon strong leadership to set those goals and define roles in order for them to efficiently dismiss or act on that stream of information like a kid plucking the wings off a fly. It's about molding and maintaining a constant context and framework for the information.


On Production Management and Morale
He goes on to quote Pixar director Brad Bird:

“In my experience, the thing that has the most significant impact on a movie’s budget–but never shows up in a budget–is morale. If you have low morale, for every $1 you spend, you get about 25 cents of value. If you have high morale, for every $1 you spend, you get about $3 of value. Companies should pay much more attention to morale.”

It's one of those quotes that makes you hope to dear Lord on high that they have empirical data to back this statement up. And then you give the deed to your house to obtain said proof.
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Monday, July 21, 2008

Things to Remember When Youth Marketing

Needless to say, this list was outdated before I could post it.

- Txt message over phone calls.
- A lot of them take more pictures with their cell phones than make phone calls.
- Yes, they spend time at Facebook, MySpace and YouTube. But don't forget Google.
- The SATs are harder than the ACTs.
- The ACTs are harder than the SATs.
- Actual conversation:
Youth Sometimes those games on web pages are fun.
Me Games? Like on AddictingGames?
Youth Yeah, those too. But the ones on other pages, too. Like those... (pointing)
Me You mean ad banners?
Youth Yeah.
Me You find those games in ad banners fun?
Youth Yeah... like sometimes.
- Email is for communicating with older people.
- When communicating with youth, be yourself. That means you too, Brands.
- "History is a harder subject now because there's more of it to study."
- Music is still the common language. So is the price of gasoline.
- Download music before buying music. Listen in the car.
- In-game advertising adds to the realism of games. They're pandered to in real life, so why not in the game?
- They still listen to their parents.
- Download time trumps video quality.
- Word of mouth trumps download time.
- Sorry, the fact that your 3-year-old knows how to use a mouse is not all that special.
- WTF is youth marketing?
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Saturday, July 19, 2008

What Does the Recession Mean to Designers?

Design Recession

Despite the country's current economic situation, the American public is still willing to spend money on an item or two that easily falls outside the definition of essential. If you want proof, take a look at the recent sales of Apple's 3G iPhone and Nintendo's Wii.

But with a smaller budget, consumers will likely be more selective with their spending. Furthermore, those decisions will not solely be based on cost. The general public will also include good design among the criteria.

People are more design literate than ever thanks to design-centric companies such as Target and the aforementioned Apple. They watch TV shows like Project Runway and Extreme Home Makeover. They've become familiar with principles of usability by virtue of the ubiquity of digital interfaces. With this literacy, the public is more qualified than ever to use design as a tool to validate which products and experiences are suitable for them.

In fact, you could extrapolate their design literacy to include their awareness of production techniques. Everyone seems to know what Photoshop is. There are countless behind-the-scenes video extras and online tutorials. And Martha Stewart has single-handedly demystified the process behind making beautiful experiences through simple, accessible design.

While good design should not necessarily be noticed by the user, that same user can now identify a product or service with high production value. And thanks to the Internet, they have the means to deconstruct and consume any design process. The process of the design itself has become a part of public consumption.

When you combine this heightened awareness with the country's tight economic times, you have a consumer who is even more selective and critical of design.

It's incumbent upon us as designers and creatives to be thoughtful of this new design awareness: design with ease-of-use first but back it up with a beautiful interface. We've known this for years. But design used to be about educating and leading the user. Now it's become a negotiation. Respect and acknowledge their design awareness and your design will have a better chance for success in a difficult economic climate.

---

Photo courtesy of me.
And photos from yours truly on Flickr.
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Friday, July 18, 2008

Why Place the Hands-Free Button So Far Away?!?

Chrysler uConnect

We just bought a 2008 Chrysler Town and Country. I love it. One of the best features is uConnect, which among other things allows me to make hands-free phone calls.

What I don't understand is why Chrysler's designers would choose to place this tiny hands-free phone call button at the farthest possible point away from the driver? My hands have travel the farthest distance to hit a very small button. That's doesn't sound like Fitts' Law to me.

There are more sensible locations they could have chosen:
  • Place it on the steering wheel.You know, one of two large buttons on the steering wheel itself? It would make sense that you'd want to keep the driver's hands as close to the steering wheel as possible. Specifically, replace the button on the steering wheel that returns the dashboard screen to cardinal directions/temperature. It's redundant--there's already another button on the steering wheel that gets me to the same view. Two buttons to get to the same place? Really? Why?

  • Replace the physical up and down "Scan" buttons to the left of the GPS navigation screen. They're much closer to the driver. Also, there are already TWO OTHER BUTTONS for the driver to scan radio stations: a set of buttons on the back side of the steering wheel and a touch screen button.
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Derek Jeter Isn't Overrated.

Derek JeterSports Illustrated asked 495 Major League Baseball players "Who is the most overrated player in baseball?". Derek Jeter came out on top. This is an ongoing debate.

The problem is context (as usual). They should have defined the term "overrated". If you're measuring his impact on the team's ability to win multiple championships, he's undeniably NOT overrated. If you're a Bill James follower and believe the statistics tell a deeper story, then he's CERTAINLY overrated.

But there's another factor here. Many naysayers can't make sense of the amount of adulation Derek Jeter receives. There's an outpouring of affection from Yankee fans. There's even a lot of respect from Mets and Red Sox fans. And I don't think it's simply because of the fact that these people are exposed to him more than the rest of the country. I think the understood, but un-said element here is that he's able to consistently perform at a high level, in championship situations in New York City.

Many of the stories from the recent All-Star game talk about players' awe of the historic ball park. Again, it's context. Many of these people are judging outside of the fuller context. How can you honestly call a player who performs in that same awe-inspiring venue, in the most pressure-packed city in the world "overrated". The answer is you can't.

---

Photo courtesy of me.
And here are more Yankee photos from yours truly.
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Thursday, July 17, 2008

The Most Common Freelance Question:
How Much Should I Charge Per Project?

I'm a big fan of Flickr. And I'm an avid member of the Canon DSLR Group. Recently there was a question posted in the discussion boards titled "please help me out on pricing my photoshoots!". It's a common question among first-time freelance designers, animators and web developers. Although, my answer was directed at a photographer, it applies across skills:

My suggestion (not a pro photographer by the way) is to charge hourly.

How much? The short answer: enough to make it worthwhile.

My long answer is based on how I first figured out how much to charge for my freelance design work years ago:

1 - Figure out how much you would ideally like to make as an annual salary doing this for a living.

2 - Break that down into cost per week and therefore cost per hour.

3 -Multiply that hourly rate by three (once for your time, once for overhead and once for profit) and use that as your hourly rate. Honestly, it's not the definitive way to do it, but at the very worst it'll be a start.

On top of that, charge separately for post production. Don't ever forget post-production. Clients either assume it's part of the process or that photos magically come out of the camera perfect.

Post production is an important and time consuming element that's often misunderstood. It's important for the customer to understand that part of your skill is in the darkroom (albeit digital). Hell, show them before and after shots. Hopefully, it'll get them to appreciate the process more and, therefore see your services for what they are: more than just pointing and shooting.

In order to charge what you're worth, it's often necessary to show your worth.
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