r+d

Posts on innovation, user experience, research and design 
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Metropolis II

Beautiful short documentary on art installation Metropolis II, which features 1,200 custom-made matchbox cars in a city-like environment. My son is going to love this...

Burden and Cook added some clever design solutions to control the traffic flow and minimize catastrophes. The subtlest, says Burden, are lane-dividing medians on the tiny roadways that taper to a point from the bottom to the top edge on straightaways, but remain fully vertical in curves. The reason: braking. When the cars enter a curve, the walls of the medians touch with rims of their wheels and the friction slows them down; when they come out of the curve, the tapered medians don't touch the wheel rims anymore, allowing the cars to pick up speed again on straightaways and keep the flow moving swiftly. When they reach the bottom, magnets in the track catch on and pull them back up a slope to the top like a roller coaster, where they are released once again to gravity's pull.

Read more here 

Filed under  //   creativity   design   imagination   matchbox cars   urban planning  

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Your taste is still killer

Great find from kottke on how our taste acts as an long-term reference guide for designers as they progress in skill and talent

Nobody tells this to people who are beginners, I wish someone told me. All of us who do creative work, we get into it because we have good taste. But there is this gap. For the first couple years you make stuff, it's just not that good. It's trying to be good, it has potential, but it's not. But your taste, the thing that got you into the game, is still killer. And your taste is why your work disappoints you. A lot of people never get past this phase, they quit.

I think I must still be in that "first couple of years" camp because even I think the work I do is lacking. Maybe one day. I won't quit though. 

Filed under  //   design   style  

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Discovering products

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Matt at 37Signals dug this quote up out of a post on Cult of Mac. It recounts John Sculley's meeting with Steve Jobs in which Steve described his meeting with Edwin Land, the inventor/ founder of the Polaroid camera:

Dr Land was saying: “I could see what the Polaroid camera should be. It was just as real to me as if it was sitting in front of me before I had ever built one.”

And Steve said: “Yeah, that’s exactly the way I saw the Macintosh.” He said if I asked someone who had only used a personal calculator what a Macintosh should be like they couldn’t have told me. There was no way to do consumer research on it so I had to go and create it and then show it to people and say now what do you think?”

Both of them had this ability to not invent products, but discover products. Both of them said these products have always existed — it’s just that no one has ever seen them before. We were the ones who discovered them. The Polaroid camera always existed and the Macintosh always existed — it’s a matter of discovery. 

I think the exchange is outstanding on so many levels, not the least of which in the way it quietly denigrates customer research, particularly customer research, for the purposes of breakthrough products or services. For incremental change, it's great. You're polling the audience for feature enhancements. That's right in the market research wheelhouse. But when it comes to breakthrough change . . . as Henry Ford famously said, "If I had asked people what they wanted, they would have said a faster horse."

For revolutionary change, you need someone, or a team of people, who not only understand the specific value denials that need to be addressed but who also have the creative prowess and technical expertise to engineer the right solution. But for people who can do this, people who have been tinkerers and inventors their whole lives, it's not as hard as it might sound. They've been working on turning ideas into real things for years. It's just a part of who they are.

They just know how to make the right thing because they've done it before. Even if it's new to the world, they can see it plain as day right in front of them. Those products have always been there, waiting on their moment to be discovered. And once discovered, all that's left is the small matter of breathing life into them and polishing them for inspection by the world.

image via

Filed under  //   Apple   Edwin Land   Polaroid   Steve Jobs   breakthrough innovation   design   innovation   inspiration   market research  

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Data-driven design as hill-climbing

This is probably the best analogy I've read for data-driven design versus creative design. It comes from our favorite design luminary, Don Norman, in his Design Without Designers article in Core77 this week.
 
Data-driven design is "hill-climbing," a well-known algorithm for optimization. Imagine standing in the dark in an unknown, hilly terrain. How do you get to the top of the hill when you can't see? Test the immediate surroundings to determine which direction goes up the most steeply and take a step that way. Repeat until every direction leads to a lower level.

But what if the terrain has many hills? How would you know whether you are on the highest? Answer: you can't know. This is called the "local maximum" problem: you can't tell if you are on highest hill (a global maximum) or just at the top of a small one.

When a computer does hill climbing on a mathematical space, it tries to avoid the problem of local maxima by initiating climbs from numerous, different parts of the space being explored, selecting the highest of the separate attempts. This doesn't guarantee the very highest peak, but it can avoid being stuck on a low-ranking one. This strategy is seldom available to a designer: it is difficult enough to come up with a single starting point, let alone multiple, different ones. So, refinement through testing in the world of design is usually only capable of reaching the local maximum. Is there a far better solution (that is, is there a different hill which yields far superior results)? Testing will never tell us.

Here is where creative people come in. Breakthroughs occur when a person restructures the problem, thereby recognizing that one is exploring the wrong space. This is the creative side of design and invention. Incremental enhancements will not get us there.

via Core77

Filed under  //   Apple   Don Norman   Google   creativity   design  

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Facebook Places logo is a four in a square

4sq

Kudos to Tim Shey/TechCrunch for finding this. Even more kudos to the graphic designer at Facebook (or whichever design shop they're using) who came up with it. If Facebook Places succeeds in crushing Foursquare (or even just marginalizing it), this could go down as one of the better, more vindictive logo designs. Not only is it clean, but it carries this really aggressive message. Notice how the placemarker also conveniently doubles as a spade, effectively stabbing the "four in the square". Evil genius.

Filed under  //   Facebook Places   Foursquare   design   location   strategy  

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Repetitive, bored and urgent

The NYC Usability Professionals Association recently, held the "Google Presents User Experience & Mobile Apps where Google UX designer Leland Rechis described the three user states Google uses to characterize mobile device users:
  1. Repetitive - Users who are checking for the same piece of information over and over again, like checking the same stock quotes or weather. Google uses cookies to help cater to mobile users who check and recheck the same data points
  2. Bored - Users who have time on their hands. People on trains or waiting in airports or sitting in cafes. Mobile users in this behavior group look a lot more like casual Web surfers, but mobile phones don't offer the robust user input of a desktop, so the applications have to be tailored.
  3. Urgent - Users who have to find something specific fast, like the location of a bakery or directions to the airport. Since a lot of these questions are location-aware, Google tries to build location into the mobile versions of these queries.
What I think is interesting about this is the "bored" group. It's neat to see an articulated strategy for delivering content to people just killing time. It used to be that usability and user experience were almost exclusively focused on helping the user accomplish productive tasks. Of course that's still the case but it just goes to show how far the Internet, and by extension web human factors, has been altered by the shift to the Web being a channel for info-tainment.

via kottke (again)

Filed under  //   Google   design   mobile   personas   usability   user experience  

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The Meaning of Colors Around the World

Colors

As someone who occasionally dabbles in design, I've always wanted a reference chart like this for international designs. [via flowingdata]

Filed under  //   art   color   color theory   design   global   international   multiculturalism  

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Valuing a design decision

Hyundai

 

As their production costs rise to meet those of rivals, Hyundai is turning to design to generate differentiation from the crowd. However, as is the case so many times, designers are struggling to overcome some hard-baked manufacturing traditions.

From the WSJ:

Inside Hyundai, the designers battled a tradition that gave engineers and factory-process experts the final say in product design. In one recent instance where designers won out at Hyundai, the new Sonata has a thin line of chrome that stretches from the headlights along the hood and top of both doors to the back window. Keeping that lined up in production is a challenge for factory workers and, as a result, engineers resisted it, say company officials.

Now I don't know a thing about car design, but I've been in this same spot in the application development realm more times than I care to remember. However, I've found that one of the keys to being persuasive in these situations is to ensure that the effect of a design decision is measurable if at all possible. Don't just recommend something that's harder to produce, create a plan to ensure its value can be tested and proven. This makes the next conversation you have with that development team much easier (assuming your design was a success). 

Benchmarks/accepted research, multivariate testing, usability testing and other persuasive market research techniques are the way to go here as long as you've baked time into the development process to accomodate performing the test and making adjustments from your learnings . It really depends on your specific product and application. The point is, you need data to back up your design decisions or you'll never effect meaningful change toward the acceptance of your design decisions.

In Hyundai's designers' case, it sounds like they really went to the mats for this chrome strip. I'd be curious to know how they are going to show that this strip was meaningful to the market success of the car. Even if that were the only change to the car, you'd still have trouble with making an apples to apples comparison because of the larger macro-economic issues (global recession, etc) at play. But again, I know nothing about car design. All I know is that you have to be able to prove a design attribute's value if you want to make real progress against an entrenched, legacy culture or process.

All of that said, I'm rooting for the design team. They seem to have a clear idea for what they want to accomplish and are crafting an assertive design vision.

In all three vehicles, strong lines emanate from the front center in a way that's meant to represent the aerodynamic flow of an object in motion, a concept the company's designers call "fluidic sculpture." "We want to create some provocative designs," says Oh Suk-geun, Hyundai's chief designer. "We're not going to design clean and simple shapes. We want to say something." By the middle of next year, Mr. Oh says, "We will have a certain face, a DNA."

Filed under  //   culture   design   transformation  

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Heinz's Ketchup Revolution

As proof that nothing should ever get too comfortable with its position in the world, the Heinz ketchup packet's 42 year run at the top of the fast food empire may soon be coming to an end. Heinz recently announced a new package design that brings several enhancements to the ketchup packet experience. While I had never really considered it before, looking at the rationale and the proposed redesign, it absolutely looks like a win.

One of the more interesting passages in the Christian Science Monitor article on the subject covers Heinz's R+D work:

Designers found that what worked at a table didn't work where many people use ketchup packets: in the car. So two years ago, Heinz bought a used minivan for the design team members so they could give their ideas a real road test.The team studied what each passenger needed. The driver wanted something that could sit on the armrest. Passengers wanted the choice of squeezing or dunking. Moms everywhere wanted a packet that held enough ketchup for the meal and didn't squirt onto clothes so easily.
First off, kudos to Heinz for committing to the a real-life ketchup lab for its designers. That aside, it's clear to see how this field research led directly to the new packet's benefits, which are as follows:
  • It's purported to be easier to open
  • It offers a dipping option to better enable ketchup consumption on the go, particularly for drivers
  • It holds three times as much ketchup as the old design so you don't have to open as many packages
  • It uses less packaging material than three packets
  • The new packet is recyclable
All of these characteristics seem to be hitting on all the right experience pain points the R+D team observed and are also reflected in my own rather extensive field experience with the subject matter. My particular field lab is the local Chick-fil-A. I'm sure you have your equivalent.

Moreover, the sustainable attributes are hitting on all the right marketing notes to improve adoption. Even with incremental increased cost to restaurants, many of the larger ones interests will likely be at last partially piqued by the packet's eco-benefits as further opportunities to demonstrate their commitment to greener initiatives and products. That is, of course, to the extent that a plastic is greener and more sustainable than something that can't be recycled.

While it's sad to see such a hallmark of the fast food experience on the ropes, all good things must one day end. And when you get right down to it, the packet was never all that great. It just just did what it was supposed to do. In the useful-usable-desirable hierarchy of products, it was squarely in the "useful" end of the scale, never really attempting to achieve more. To its credit, Heinz took that leap forward, in the midst of an epic downturn no less. But as a spokesperson for Heinz said: "We created the packet in 1968," he said. "Consumer complaints started around 1969."


I guess it was about time.

Interesting Trivia
: Heinz sells more than 11 billion ketchup packets every year.

(download)

Filed under  //   CX   Heinz   UCD   UX   design   eco   green   ketchup   packaging  

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The Real Chore of Design

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There's a lot to like in this BusinessWeek article by Diego Rodriguez from IDEO "Why Design Matters". He discusses how the term "design" is often compartmentalized as a noun. Something either has, or does not have, good design. The design is compelling or it is not. The problem, as he accurately explains is that relegating design to this role as a descriptor of aesthetics is that such a treatment belittles the power and systematic nature of the design process. 
As Diego says:

Throughout history design as a verb, also known these days as design Thinking, has created things of enormous value to humanity. The Bill of Rights, the Aravind Eye Care System, Medecins Sans Frontières, and the Marshall Plan will never show up in a Design Within Reach catalog. And yet each of these amazing achievements of humanity was designed. Apple, a company justifiably known for its design, must be applauded for the way it lets its designers and engineers design things to the hilt. But how Apple has created and captured shocking amounts of market value in the music (iTunes + iPod) and telecommunication (iPhone) industries is due as much to skillful systems engineering and infrastructure development as it is to compelling aesthetics.

Success has many parents, and good design is only one of them. For every success like the iPod, there are scores of beautiful market offerings that failed because no one bothered to think about how to manufacture, deliver, sell, support, and retire them in ways that met people's needs.

Thinking about products independent of the environments of their use is a fool's game. Rather, spending our time conceptualizing how we can systematically develop solutions that tap into meaningful goals and needs of customers is what design is all about. 
Aesthetics may generate consumer appeal, but such visceral infatuations quickly wear thin if the product does not address value denials in some important area of your customers' or constituents' lives.

Outputs of this process must seek to immediately and intuitively integrate into and improve upon the lives of the people that use them. This is why the process of design, good design, is so hard. This is why the real chore of achieving "good design" happens well before anyone even sees the product. Good design requires thoughtful consideration of your audience, their needs, goals and aspirations and then channeling that understanding into the creation of an output that makes meaningful, positive change for them.

Photo via sherrymain

Filed under  //   Apple   design   process  

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