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Annoying Design

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10
Jun

The Zen of Design Strategy

Summary: I’ve been traveling non-stop to design agencies recently. Hope to post about my experiences soon. For now, I’ve been thinking about the intersection of design and strategy. Here’s a zen take on things…

I often dream about “what ifs.” Possibilities that could build a better world.

When I walk city streets I wonder: “what if we all chipped in and helped give the homeless homes?”

“What if we lived in a world where it wasn’t about our partisan allegiances to republicans or democrats, but simply who made the best leader?”

“What if instead of focusing on identifying the problems, like global warming, our primary instinct was to envision solutions and following them through, no matter how hard?”

“No” you say, “there’s always a need for compromise in reality.”

But what if it wasn’t about compromise and contraction, but about designing within constraints — about expansion?

What happens when the bottom line, and the creative ideal come from a unified source?

In my dreams, our dualistic brains, the right and left hemispheres are a single unit. We all individually communicate with both art and science — with paint and with code — equally. And when we talk about “business goals” we never ever mean “sell more!” or “bolster the bottom line!!” These monetary motivators are indistinct from “helping people,” at least in this dream.

  • A low-priced hybrid sports coupe that pleases the eye as much as it is affordable.
  • A door handle that never needs the letters “P-U-L-L”
  • An e-commerce site flow that focuses on task-flow efficiency, instead of cross-selling.
  • A blue-tooth equipped MP3 player that doesn’t believe in DRM.

“Creativity abhors a vacuum,” said Charles Ivesit can’t exist without constraints. And in this dream, design abhors a blank sheets of paper.

In this dream, the goals of the business are to fulfill customers’ needs, not stakeholder wants. And design is never just the creation of “products.”

Instead, design is creative construction based on deep consumer insights and strategy. It flows from conjoined hemispheres of the brain — from “strategic+creative” — with one unified purpose: make things to help people.

Design is strategy.

 

Strategy is design.

 

The left and right brain are one.

designstrategybrain

The one-brained designer creates things for people, not on a white canvas, but in a real environment, surrounded by real stimuli and inputs. The one-brained designer creates things to help people, which in turn grows a business. And in this dream, businesses exist, not for self-serving stockholder-driven goals, but to serve their customers.

This is my dream. A single cycle. A never-ending pursuit. The dream of a design strategist — of a strategic designer. And this is my mantra:

Let us help people.

 

And by doing so, help each other.

 

And by doing so, help ourselves…

03
Jun

Youth Today: refugees of a failed system

Michael Wesch, a professor of cultural Anthropology at Kansas State U, caught a lot of people’s attention with a YouTube video that summarized the essence of Web 2.0.

Recently he helped 200 of his students at KSU collaboratively surveyed their own media habits to really question traditional education — which is obsolete at best.

These 200 students came up with the following statistics:

My average class size is 115.
18% of my teachers know my name.
I complete 49% of the readings assigned to me.
Only 26% … relative to my life.
I will read: 8 books this year, 2300 web pages, and 1281 Facebook profiles.
I will write 42 pages for class this semester.
And over 500 pages of email.

What a huge disconnect between the way today’s youth interact with the word, and the way they’re taught. The stogy world of academia and formalized education, handcuffed by well-meaning but out of touch administrators, needs a wake up call.

Continue reading ‘Youth Today: refugees of a failed system’

30
May

What Brands (Should) Do

I took a slide by David Armano, and spun it differently, as a way to illustrate how brands use spokespersons, instead of their own customers. And showcase the individual, rather than the community.

What Brands Do:

what-brands-do
(use spokespeople, rather than real people)

 

What Brands Should Do:

what-brands-should-do

(take consumers, and put them front and center)

Check out a presentation I made called “Brands Are People” for more thoughts on this.

28
May

Sex appeal, the ‘09 Camero, and interactive design

For decades industrial designers have know how to make products desirable and emotional (eg: Kansei Engineering and the sensorial quality assessment method). By infusing basic physiological truths into the design (power, sex, status), you can transform an ordinary utilitarian object into something people crave.

Cars are a great example (like this 2009 Camero… mmmm sexy!). They should be fierce and sensual. Sharp angles and contrast in the front to give the intake and grill a “mouth” or “jaw” like appearance, like a ferocious animal ready to devour its prey. The hood and sides have sleek, streamlined curves. They’re like a 60s pinup girl painted in silver. That’s how you make a car sexy, baby, yea!!!

2009camaro

(430 gas guzzling HP and an exterior that’ll make you drool…American car design at it’s best (or worst?))

But what about interactive design? How do you make a web site sexy… or happy, or glad, sad, or even mad for that matter? How to you make interactive design emotional? Is it purely through the visual treatment? No. Last week I laid claim that the future of design can be found in games. So with that in mind, you can make interactive design emotional through…

Narrative and feedback.

  • Product design is emotion frozen in time.
  • Interactive design is emotion expressed as a series of events and feedback.

Narrative = using audio, video, characters, and stories, to bring users into world, just as video games like Halo do.

Events and Feedback = letting the users take action, and see the consequence of their actions.

At least, that’s what my take is for today. What about you?

PS. I wonder how many people will read this post solely because of the title =)

PPS. Here are some resources for desirability and emotional design:

Affective Computing @ MIT 

Don Norman’s Emotional Design 

Blog on Neuromarketing 

27
May

A cheet sheet for Rapid Prototyping

Summary: Brainstorming doesn’t work. Rapid prototyping is all about the quick and dirty approach. Never involve more than 3 people in a prototype.

Back in grad school, there were four guys called the Experimental Gameplay team, who spent a semester prototyping digital games in 7-day cycles. I sat next to them for that semester while I worked on PeaceMaker, and learned a lot by observing how they worked. They wrote a great article called “How to Prototype a Game in Under 7 Days:
Tips and Tricks from 4 Grad Students Who Made Over 50 Games in 1 Semester” that summarized their experiences on this project. This can easily apply to a mobile app or microsite, just as it did game design. But it really requires a very different mindset.

I’ve noticed that interactive ad agencies and experience design teams are struggling to articulate more “rapid” approaches to prototyping, to gain an innovative edge. But they’re thinking about it the wrong way.

The goal of prototyping is NOT crafting pitch material, or anything like creating a concept — it’s to learn about what works and what doesn’t, to  ultimately innovate from such experimentation. It’s much more agile and much less waterfall (although neither truly apply). With all that in mind, here’s a cheat sheet to the experimental game design approach, along with some of my own thoughts:

experimental gameplay paper prototype

quick and dirty paper prototype - imagine the interactivity in yer mind!

Production: Rapid is a lifestyle

  • Embrace the Possibility of Failure - “It’s like always choosing to go to McDonalds instead of an unexplored new restaurant”
  • Enforce Short Development Cycles (circa 1 week)- extra time leads to diminishing returns
  • Blank white paper is the antithesis of creation, so Constrain Creativity - Use restrictions and themes like “winter and snow” or “drag and drop” to help something focus and tighten the creative space
  • Keep teams very small - Idealy you’ll have 1 person who can do code and art. If not, keep it 2-3 people max, with at least one person designated the project lead, who can have the final say. Each team should report to an “objective project advisor.”
  • Develop in Parallel with each team, and allow for a short post-mort session after each cycle

Design: Concept and Pre-Prototype (Don’t brainstorm!)

  • Formal Brainstorming Has a 0% Success Rate - The first meeting should be a kick off to gain clarity on the timeline - and nothing more! Don’t ideate in a locked room at a whiteboard!! Later meetings can happen when there are ideas ready for people to react to.
  • Gather Concept Art and Music to Create an Emotional Target - Ideation can be simulated by collecting inspirational assets that illustrate the mood, aesthetic, or concept you’re planning on going for.
  • Simulate in Your Head ( Pre-Prototype the Prototype ) - Little drawings that you can imagine working. Paper prototypes!!!

Development: KISS (Keep It Simple Stupid)

  • Illustrate the most important interactions in basic ways first, to test the core concept
  • Fake it whenever possible - prototypes don’t need to work, they just need to show an working idea
  • Cut Your Losses and “Learn When to Shoot Your Baby in the Crib”
  • Heavy Theming Will Not Salvage Bad Design (or “You Can’t Polish a Turd”)
  • But Overall Aesthetic Matters! Apply a Healthy Spread of Art, Sound, and Music
23
May

What Is The Future Of Design? (Hint: it’s not the web)

What’s the future of design you ask?
Taking game design concepts and ideas, and applying it to all other areas of design, from products to websites, to make experiences more engaging, addictive, and visceral.

This week USA Today’s Mike Snider wrote an article: “Social sites help casual games reach the next level” where he talked about the ready-to-boom casual games marketed. He quoted me in the article, and here’s an excerpt of that:

The reach of online casual games is already impressive: One-third of people ages 6 to 44 have played them, according to market tracker The NPD Group. Globally, casual games on PCs, game systems and handhelds, played online and off, generate about $2.25 billion annually, according to the Casual Games Association.

Two popular existing networks, Zynga and Social Gaming Network, have begun adding their games as applications on social networks. More such combinations are on the way, because the revenue potential from advertising, subscriptions and virtual items “is enormous,” says Ross Popoff-Walker, a researcher for Forrester Research. “It’s a huge audience, (and) there are a lot of different experiments on the Web taking on elements of gaming and the traditional social network.”

This is only the tip of the iceberg, or in this case, glacier.

A year ago I ghostwrote a Forrester report with Kerry Bodine called “Desirable Online Experiences” that argued as consumers spend more and more time online with sites like Facebook and YouTube, their expectations for what they can do online grows. They’ll crave entertainment and engagement more, and become increasingly dissatisfied with traditional experiences like e-commerce flows and online banking.

Game design teaches us how to make things fun in an almost systematic way. Design a system of rules where the player can win or lose (creating a sense of challenge), add emotion and humor with theme and story, some collaborative multiplayer elements so people can play with a friend, and Whammo-Mario!!

Some well known examples of sites that use game elements are:

Guinnesshands.com - The site allows users to make their own stop-motion film by playing with different animated hand movements mapped to the letters on the keyboard.

The Nike+ iPod Sports Kit takes it a step further combine a real world product and single-player competitive sport (running) with Nikeplus.com, where players can upload their running and exercise statistics, enter into virtual competitions, and earn awards based on their real-world performance.

My latest Forrester report, “Three Different Gaming Approaches That Can Enhance Online Experiences,” looks at a branded microsite called Get the Glass, the online gaming community Club Penguin, and a social network with gaming elements called I’m in like with you. The last one is by far my favorite — a brilliant mashup of so many diverse elements. Here’s an excerpt from this recent report:

I’m in like with you integrates game elements into a social network. This social network combines elements of dating sites like Match.com, bidding sites like eBay, and gaming sites — all within the context of a social network. Users can view each others’ profiles, but they can only contact each other by initiating small “flirting” games and then bidding on each others’ affection to get connected. Users can also compete in basic online games like “Blockles” to win points.

Forrester’s take: Iilwy pulls users into the experience quickly and holds their interests with real-time elements to create a sense of urgency and immediacy. Mini pop-up notifications at the bottom of the browser show other users as they log in or ask users yes or no questions such as “Do you like Cabernet Sauvignon?” Users can add flirting games to their profiles that have a time limit ranging from 3 hours to three days. By designing these games with an expiration clock, Iilwy encourages users to return and check out a game’s progress.

ImInLikeWithYou

Again, this is only just a piece of the puzzle. As more and more generations are brought up with video games, and the mobile web under their thumbs — their expectations from designs of the future will change. What will Web sites look like in ten years time?

16
May

Brands need to be more like PEOPLE

Brands are like people.

At least that’s what they need to become. Because today, most brands are like corporations — stogy, slow, monolithic… Many consumers might love a certain brand, but the brand rarely loves them back. And that needs to change if brands are going to stay relevant in today’s social web world. It also needs to change because well… companies just need to be nicer.

Now look at me talking in these fluffy terms: “brands should love” … “companies should be nice.” What biz exec will take that advice over quarterly earnings?! One that believes today’s companies’ most important asset is their brands, and that consumers make or break a brand’s worth and value.

So with that in mind, I created a framework called PEOPLE to help companies think about their brands as living beings. The PEOPLE framework has six key principals:

  • Participate in conversations, rather than just being a subject of them.
  • Embrace and accept how other people interact with your brand – never try to censor consumers.
  • Open-Up your company’s processes and become a transparent organization.
  • Platform, as in become a platform for consumers to communicate with each other, and to express themselves.
  • Listen closely to what consumers are saying about your brand.
  • Empower consumers to become advocates, rather than just fans.

This framework is very basic — and meant to be that way. So it can be easily digested and internalized by executives as a guide for helping their decision making and strategy.

I’ve made a presentation of this framework. You can view it online. I’m hoping you’ll enjoy it. And if you do, please tell others — maybe I’ll get to present it for real sometime. :)

And with the “O” of the PEOPLE framework in mind, here’s some more about my reason for creating this presentation. I’m in the very early stages of starting my own consultancy called 9teen9d creative research (as in consumers born around the year 1990).

Before even making a web site for the firm though, I wanted to establish some thought leadership out there around the social web space. The “P.E.O.P.L.E” framework is that first step.

I’d appreciate any thoughts or gut reactions you have… be OPEN! :)





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