Applying Social Design Principles, a Brainstorming Session

Last May I participated at Christian Crumlish’s workshop about the design of social interfaces. The workshop was great, exposing several design principals, and I felt I had to somehow apply that at work in an interactive way. Based on some tips from Christian and on past experience I organized the following session.

The Principles

Christian’s book Designing Social Interfaces is a collection of design principles and patterns.

  • Prepare the meeting choosing 1 or 2 of the concepts proposed in the book.

For example, you could use the Pave the Cowpaths and Use Game Mechanics principles. Read carefully about them.

  • Prepare a few slides to explain the principles to your colleagues.

 

 

Participants

Depending on the principles you want to discuss about, you might like to invite colleagues from your own design team, product managers, programmers or marketing people. Do not underestimate your colleagues, different ideas encourage discussion.

  • Invite people from different groups.

 

The Meeting

  • Explain the principles, give examples.
  • Make sure you leave on the screen a slide with the principles (so the participants can read them during the exercise.)

You have to ask participants to imagine how to apply those principles on the current website. For example, you could ask to look for those “cowpaths” from current user behavior that could be “paved” to improve the user experience.



  • Ask participants to write short ideas on post-its.
  • After a few minutes, ask them to tell out loud what they wrote down, to explain a little bit and to paste the post-its on the whiteboard.


You will find that some ideas are similar.

  • Group ideas and ask participants to help you name those groups.



Round Up

This kind of meeting might not give you a definite answer to your design problems, but for sure it could help you start playing with new ideas, based on stablished principles.

Even more, these meetings are a lot of fun and trigger discussion and conversation through different departments.

Give it a try!

 

Pictures from vancouverfilmschool and VFS

Software Interfaces That Mimic The Real World

It seems to be already a strong trend in software the mimicking of real-world objects. The trend has been recently emphasized, specially, by Apple and it is creating a lot of controversy among usability experts and interaction designers.

At a first glance, it doesn’t seem to be a bad thing, specially on interfaces designed for tablets targeted to the mass market. But the following is what is ringing a bell:

 

Address Book for Mac OS Lion

 

It seems that the new Address Book for Mac OS X Lion will look like a real address book. This could bring several problems with it, but the most important one is the brake of the user interface standards put in practice by Apple itself. Aside from that, Address Book is a very important productivity tool and this design seems, with several distractions, to require a lot of attention from the user.

The last time I used a non-electronic address book was 11 years ago, then why would I like to go back to a paper-like interface? Even worse, this old style interface might not be understood by the younger generations, many have never seen a paper address book.

 

Kindle App for iPhone iBooks App for iPhone
Kindle for iPhone and iBooks

 

Above, you can see the default home screen for the Kindle (left) and iBooks (right) apps. The later mimics the real world with an inefficient way to present titles in the library.

 

Stanza for iPhone iBooks for iPhone
Stanza for iPhone and iBooks

 

Above, the Stanza (left) and iBooks (right) apps. Stanza focuses on the content and does not try to mimic the real world: flipping pages is really fast and no visual decorations are added.

 

So why?

It’s a fact that applications that look good are perceived by users as easier to use. From the marketing point of view, applications mimicking the real world might also get much more attention from the general public.

 

So what’s the problem?

In many cases these applications are not efficient and not follow the rules. It is hard for me, as an Apple fan, to accept the fact that the wind of change might be blowing through Apple: they are braking their own rules.

Although these cases might only be bad examples, the worrying part is that Apple is usually a trend setter and many developers and designers might be tempted to follow. All-right, if users don’t complain at the beginning; most user interface designers know that this path is a dangerous one.

 

This post is a recap of a vivid discussion I had with my friend and usability expert, Martin Schultz. The topic was also recently mentioned in the episode 17 of the Build and Analyze podcast.

Touch Screen iPhone Game Controllers

Controlling games just with a touch screen is, apparently, not an easy task. Not everybody is getting it right, it’s not only about the programming of the control, it’s also about the design. Direction and reaction speed are key issues to keep gamers playing. Here I have a few examples of touch screen iPhone game controllers.

EA got it right with The Simpsons Arcade interface. The design has a blue joystick that looks like a ball. The good thing is that this touchscreen joystick works perfectly without raising the finger from the screen, just moving it a little bit is enough to control Homer.

The Simpsons Arcade for iPhone with controllers

The Simpsons Arcade for iPhone touchscreen joystick

On the contrary, this Pacman version got an unhappy design solution. The touchscreen reacts slower than a real button, for this reason raising the finger should be avoided. This virtual joypad forces the user to raise the finger the whole time. As a result, moving the Pacman is slow and difficult.

Pacman for iPhone with touchscreen joypad controllers

pacman_for_iphone_with_joypad

Dig Dug, such a fun game… Unfortunately, it also got a touchscreen joypad that works very slowly. Most of the fun is gone.

Dig Dug touchscreen controllers

Dig Dug touchscreen cross-shaped joypad

The Commodore 64 emulator for iPhone has another virtual joystick. Probably, designers were focused on making the game look good; and it does look good. The joystick behaves almost like a real one; with it the user has to move the finger too far from the origin (central point) making the movements too slow. Unfortunately, controlling this game is a nightmare.

Commodore64 emulator on iphone

Commodore64 emulator on iphone with touchscreen joystick

In my opinion, the reason iPhone games should not be designed to make the user raise the finger from the on-screen joystick is that it is difficult to hold the device. The iPhone is a great device but it lacks the ergonomic features of a real joystick. Maybe that’s why Marware released an [expensive] iPhone game grip.

Marware game grip for iphone