On a faster horse: meanders heading home from dConstruct

September 3, 2010

OK, so I have to get this stuff down by midnight before my head turns into a pumpkin.

dConstruct
was a day well-spent, listening, tweeting, scribbling and discussing design and creativity – with nine of the most thought-provoking talks we’ll hear in the UK this year. And some of my smartest colleagues and former colleagues were there too, which was nice. There follows my highly partial first draft, to which I may return in the coming weeks.

The past is the new future. I’d seen James Bridle‘s work in print and online but never heard him speak live. Of course I’m biased,  but I found his argument about the importance of preserving our digital history both intuitive and fresh. Like the game of wiki-racing to which he introduced us, James linked effortlessly from his formative years in Geocities to the whole Internet in a shipping container, to the Library of Alexandria and back to the Iraq War.  I now see why Ben Terrett named James as one of his “five things“.  He’s a revelation and if there’s any justice in the world he’ll get his own series on BBC4 or something.

Tom Coates showed the same respect for humanity and history (Darius the Great’s superhighway!) in his talk on the network. I’ve been thinking for a while about the reinvention of everyday life through networked, connected services. Tom is way ahead on this stuff, thinking about TfL’s blue bikes as spimes, connected weighing scales and San Francisco’s smart parking meters. I’m currently conducting my own personal trial of vehicles as a service and will come back to this subject soon.

Just as Tom imagined washing machines as a service, so Samantha Warren hinted at the change we’ll see on the web as the likes of Typekit and Fontdeck bring typography to the networked developer’s toolkit, alongside identity, location and the social graph. She too honoured the history of her subject. I’d like to have heard more about the contrast between her father’s career as a printer and her own as a digital designer. Some may feel they know type already, that Samantha was preaching to the converted. But there’s a whole generation of young designers out there who’ve known only a handful of “web fonts”. As Merlin Mann warned later in the day, the trick is knowing the next things to get geeky about, and typography could be one of those.

Merlin said a lot of other stuff too, some of it very fast. And he was the second speaker of the day to trot out Henry Ford’s dismissive assertion that “If I’d asked people what they wanted, they would have said a faster horse.” It struck me that concepts such as user engagement, participatory design, and even customer experience were curiously absent from the whole of the dConstruct programme. From this I assume that either they have become so commonplace that everyone accepts them as a given, or (I fear more likely) we’re seeing a fightback from those  who believe designers have unique powers of creativity, unobtainable and unquestionable by mere mortals.

Marty Neumeier certainly seemed to imply this in his talk on the Designful Company. His opening felt a lot to me like the content of Robert Verganti’s book “Design Driven Innovation” (on which a separate post some time). While I can buy Marty’s idea that enduring products and services need to be both good and different from the competition, he failed to produce any way of judging “good and different” from “bad and different” other than giving the market a few years to decide, or employing the fabled “intuition” of designers, which other disciplines in business are assumed to lack.

Brendan Dawes was fun and engaging when talking about the way designers collect inspiration, on how you can break a pencil into several smaller pencils, and on the delights of designing for the new tactile user interfaces, but his process also contained a black box component in the form of “good taste” and “you shouldn’t be a designer if you haven’t got good taste.”

John Gruber took it further, hailing the auteur director in film as a suitable model for design. That’s all for the good if it makes designers feel better about themselves on a day out by the sea, but I know how most of my non-designer colleagues in business would react to this kind of a pitch, and it wouldn’t be complimentary.

I was much more convinced by the perspectives on process from David McCandless and Hannah Donovan. David had a wonderful take on the way visualisation can be used to tell a story, such as putting huge sums of money into perspective, but also how visualising a dataset can reveal the story to the data-designer-journalist. For example overlaying BNP-membership hotspots with population ethnicity revealed the two to be largely exclusive, with only a few pockets of overlap. This seems like reflective design at its best, playing with the data to see what it can teach us. David also suggested that our continued exposure to design and infographics in our culture is making everyone more design-literate. I like this idea – a suitable counterbalance to the notions of “taste” and the “intuitive” anointed.

But I found Hannah’s talk on improvisation in music the most compelling account of how design happens, as a team enterprise. Like my other favourites, her session, complete with live improv, was steeped in an appreciation of the history from Mozart to Hip Hop. To an outsider improv may seem free and effortless, but it relies on tools, structures, clarity of roles and mutual respect to make it happen. The best designers I have known have always appreciated these things; the most painful to work with behaved like John Gruber’s auteurs.


The Best Thing in the Helsinki Design Museum

August 21, 2010

A day in Helsinki with my wife and three lively sons included a visit to the Design Museum.

We enjoyed the permanent exhibition on the ground floor. It raised questions about what is designed and how. Also, what belongs in a design museum: Aalvar Aalto, kitchenware, ceramics, chairs, lots more chairs, and – being in Finland – Fiskars scissors and a Nokia Communicator, wooden prototypes and all. But none of these could be described as the best thing in the museum.

The sight of my boys fighting over the mouse of a virtual reality interactive of the Finnish Pavilion from the 1900 Paris World Fair definitely added an extra frisson when we moved upstairs to a whole floor filled with stunning and expensive Oiva Toikka glassware. Sensational, but still not the best.

For my money they saved the best design until last. (I mean this sincerely and not in any way to undermine the contents of this wonderful museum. I’d love to return with a little more time on my hands.)

Like many other museums and galleries the Design Museum gives visitors a sticker to show they’ve paid. Thus, outside other museums we see little clusters of discarded stickers, erupting like a disease on any available surface. Like this…

Or this…

Not so the immaculate doorstep of the Helsinki Design Museum. For just inside the doorway is a box, about the size of my smallest child. The box’s role in life is to attract coloured stickers. I say with some certainty that this was the single most interactive, participatory and engaging part of our family’s visit.

I have no idea who put the box there, whether they understood its true purpose beforehand or simply permitted it to remain once the practice emerged. I’ve seen the solution elsewhere. Maybe museum people swap tips like this at museums conferences.

Whatever the story, the originator of this solution is a true design genius. It’s simple, fun, human-centred, and it solves a social problem. Without a doubt it’s the kind of thing that belongs in a design museum.


Service Design Leeds, from Drinks to Thinks

August 4, 2010

There are lots of reasons to come along to Leeds Service Design Thinks on Tuesday 14 September. So many that it’s hard to know where to start.

I could begin with the chance to meet and chat with some of the smart and passionate service designers who made it to our first Service Design Drinks event back in June, and some more who’ll be joining us for the first time. It was a bit of a gamble to bring this format to Leeds, modelled on successful events in London, Glasgow and elsewhere, but it paid off handsomely. We discovered there’s lots going on already, and lots of interest in developing a northern community of interest around service design and design thinking.

But starting there would be to neglect the fact that on September 14 we’re giving you the chance to hear from Dr James Munro about his social enterprise, Patient Opinion, and the challenge of building better services in the NHS. James already presented his work at Service Design Thinks in London, and we know it’ll be of interest to many people working in the North. I’d give up my Tuesday evening just to hear from James.

But that might give the impression that service design is only for public services and social enterprise. It’s not. We also have my Orange colleague Kathryn Grace presenting her work on retail customer experience. As a designer for a company called Everything Everwhere, Kathryn has a unique viewpoint over in-store experiences, large-scale e-commerce and e-care, and cutting-edge mobile applications. I know she’s passionate about making all these things work together to deliver a simple and engaging customer experience. Kathryn also deserves the credit for making this whole event happen in the first place. Tero and I have played supporting roles, but hers is the main drive and motivtation behind both “Drinks” and “Thinks”.

And if you’re still wavering, consider this. Not one, not two, but three amazing speakers! For we will also hear from Professor Guy Julier of Leeds Metropolitan University. When we set up SD Leeds we wanted to explore how service design approaches could make a positive difference to the place where we live and work. So Guy’s role in the Leeds Love It Share It community interest company is right up our street. He’ll tell us about “Margins within the city” a recent community development project.

There’s no end to the fascinating questions that arise when we consider these three topics together. When designing a service, where do you start? Who do you start with? And what kind of people and processes make a new service more likely to succeed? That’s why we’ve tag-lined the event “Starting Points”.

“Service Design Thinks Leeds 01 | Starting Points” is on Tuesday 14 September, from 6pm to 9pm, at a central Leeds venue to be confirmed. You can sign up now on Eventbrite, follow us on Twitter, or find out more about this and other similar events on servicedesigning.org.

Maybe it’ll be the start of something new.


Around the city, joining the dots

June 26, 2010

I think there’s a coherent narrative to be woven between all of the following, but for now, I offer them to you as a puzzle of jumbled bullet points. Fuller posts on some of them may follow.

1. It’s been a few weeks since my colleagues and I at Orange moved offices from Holbeck to Clarence Dock. I’ve been meaning to share some photos and thoughts on the new locality, ever since I saw Mike Chitty’s blog post and Imran Ali’s interesting response, Ideas for Cities. I know that was February and this in June. I will do so soon. Just call it slow blogging.

2. For Fathers’ Day, we took a family trip on the Leeds sightseeing boat from Granary Wharf to Clarence Dock. For 20 minutes the River Aire was our Canale Grande, only without the gondolas and palazzos. Lots of cities have a river, but I reckon we could do more with ours. If you live in Leeds you should take the boat at least once, just to see the familiar from a different perspective.

3. Kathryn, Tero and I hosted Leeds’ first ever Service Design Drinks at the Midnight Bell on Tuesday. It went even better than we’d hoped. We had a broad range of interests, some fascinating conversations and new connections made, including some people who travelled a long way to take part. We can see there’s more than enough interest for us to move to the next stage with Service Design Thinks, an evening of three talks followed by an open discussion. More on that soon.

4. Mike was one of our service design drinkers. He floated the concept of an Innovation Lab for Leeds: “a process – not a place.  It usually culminates in an intense workshop to allow key thinkers, influencers, technologists and service users to come together to work intensely and constructively on developing a vision for how things could be…” Turns out Imran had already been thinking about this too. Imagining a place to imagine solutions for our city: I guess that’s meta-imagineering.

5. Finally, back in Holbeck on Thursday night Temple Works was more alive than I’ve ever seen it before, with the Sh! Awards, a prize for the region’s most promising design students run by my friends at Brahm. Having been a judge as a series of amazingly confident young designers presented their work in the edgy surroundings of the Temple Works loading bay, I’m sure the best one won. You should check out Matthew Young‘s work now, before you see it everywhere. In particular, watch his D&AD nominated winning video, The City…

So join the dots! Can tell what it is yet? if you can, please let me know.


All fingers and thumbs, an observation

June 2, 2010

User testing is always illuminating. The mirrored glass, the dimmed lights, and the unreal relay of sound from one room to the next. These things become familiar. But the users, no matter how carefully screened and segmented, are all different. They make every session both humbling and surprising.

Last week I dropped in on a test of one of our flagship products, running in prototype on a touch screen phone. The sessions I saw went well: no problems using the phone, some encouraging stuff on our product, a few issues, no showstoppers.

But then this…

  • The thumb deployed to tap links, to hunt and peck at letters in text input
  • The forefinger to slide and drag
  • Even sometimes the middle finger to scroll

And since then I’ve been watching how people treat their touch screens – some lovingly, some harshly. And the more I watch, the more I wonder if “touch” is even the right word. More like…

  • A stroke screen
  • A press screen
  • A smear screen
  • A stab screen

This amazing, visceral dexterity at once reveals the inadequacy of the previous great user interface breakthrough, that fistful of plastic, the mouse, and its faux precise on-screen avatar, the pixel-pointed arrow. The four-year-old child who was looking for the mouse behind the TV is now a six-year-old jabbing impatiently at the screen.

Microsoft Word tells me this post has a Flesch-Kincaid Grade Level of 5.1, so to all you 10-year-old mobile designers out there, this pearl of wisdom is for you.

The way we design for these screens needs to change, to consider not just the size of the screen but the hands with which people hold and control it.

  • Are they big hands or small hands?
  • Does it work as well with the left as with the right?
  • Does this component suggest fingers or thumbs?

In such choices lies the difference between user frustration and user delight.

Update 22/08/2010: Nice observations from Dan Saffer of Kicker Studios on Finger Positions for Touchscreens


A tale of attention and abundance: Why service design matters on the new mobile web

May 15, 2010

Over the last few days I’ve had a chance to reflect on the relationship between the mobile web and service design. The more I think about it, the more I’m convinced that the two are tied together, in a way that was not the case with either the PC-based web or pre-internet mobile services.

Why? Well it goes like this…

In the beginning, was the Screen, and the Screen was a Television, and we gathered round the Television and gave it our undivided attention. And there were not many channels, so producers devoted their time and money to making good programmes in which we grateful viewers were immersed.

Then came the Web, and unlike the TV, it offered near limitless choice of sites and services. So the producers of Inter-Net Web Sites had to worry about stuff like findability, and usability, and (yuck) “stickiness”. They had competition, and we were easily bored, so they strove to give us novelty in content and agility in development. They invented SEO and pay-per-click and the Million Dollar Homepage.

Yet still all the striving happened within the bounds of the Screen. By and large the world outside the browser window was of little concern to the web designers.

Meanwhile, there were Telephones, and unlike TV and the PC-web, they existed in a world of divided attention. We made short calls in busy places, and sent hurried text messages in the gaps between other important stuff in our lives. The context of use was filled with constant distractions. As I’ve advocated here before, try using your service in broad daylight on a busy street corner, preferably in a slightly dodgy area of town, and you’ll see what I mean.

The life of a mobile service provider was a hard one, focused on finding the right customer needs and meeting them with usable solutions. Technology was fragmented and its vagaries absorbed much time and effort, but at least this meant that the few who conquered the technology could enjoy substantial rewards. The world outside the Screen was complex and confused but, compared to the wild, wild web, services were scarce and contention for “real estate” was limited.

Now, joyfully and at long last, those technical barriers to entry in mobile are melting away. Anyone can make content or services, offer them to consumers anywhere in the world, and monetise them through payments and advertising. We can experience those services on bright, light, sleek, enjoyable devices.

Read the rest of this entry »


Announcing the first Service Design Drinks in Leeds

May 8, 2010

Businesses and organisations the world over are seizing the chance to re-imagine the way we do everyday things, to make them more accessible, enjoyable and productive for everyone. The tools and techniques they’re using vary widely, but some of the best fall under the umbrella of service design, and its flashier cousin design thinking.

This growing interest in service design is a Good Thing. Services are important. Better ones can and should be consciously designed with the customer and user at their centre, rather than left to emerge by default.

And as interest grows it is important that practitioners, advocates and other interested parties join together in communities of purpose to share their stories, find common ground and challenge each other. It helps if this process includes beer.

All of which is a long-winded way of saying, I’m really excited to announce that we’re bringing Service Design Drinks to Leeds.

Why Leeds? Well, in addition to my employer, we reckon the city hosts a critical mass of big businesses in the telecoms, retail and financial services sectors that are, or will soon be, waking up to the potential of service design. Add to this the strong public sector presence in our city, countless smaller agencies and service providers, academics and other interested parties throughout the wider region.

Some people who remember the North’s proud industrial past look down on the service sectors, as if it were morally superior to labour down a mine or on a production line than in a hospital, shop or call centre. I think they’re wrong.  Surely it was in our cities, where people were first pressed together in great numbers, that our ancestors first faced the challenges of delivering good services – both commercial and social – repeatably and at scale.

So if Leeds, Yorkshire and Northern England are to claim a leading role in the future of the service economy we need to be building a strong and confident service design community.

The first Service Design Drinks in Leeds will take place on June 22nd at 6pm, at the Midnight Bell in Water Lane. Credit is due to Nick Marsh for creating the independent service design network and the already-successful London events. Also to Kathryn Grace and Tero Väänänen for working to bring it up the M1.

We’re aiming for an informal and lively get together open to everybody who is interested in Service Design and Design Thinking, in having inspiring conversations and in connecting with like-minded people while having some drinks.

By everybody, we mean everybody. Hope to see you there!

More info here.


1794: Prototyping a small story

November 21, 2009

The Ignite London challenge of telling the story of my 1794 heroes in five minutes and 20 slides set me thinking about other ways to package up a narrative in the most minimal way.

In parallel with preparing my talk, I used the slides as the starting point for some printed material. My experimental recipe is as follows:

First, catch your story. The idea of 1794 as a focal point struck me while reading, for different reasons, about Joseph Priestley, Camille Desmoulins, John Thelwall and Matthew Murray. Desmoulins led me to the war in France, and Jean-Marie-Joseph Coutelle and Claude Chappe. Antoine Lavoisier formed a further link between Priestley and Coutelle. Soon I had a map spelling out the connections.

Excite the attentions of the ingenious.TM I’d been wondering how to break the all-male line-up of heroes when I saw this tweet:

Turns out Roberta Wedge has been engaging on Twitter on behalf of the mother of feminism for several months now. Thanks to her intervention, Mary Wollstonecraft was in. Read the rest of this entry »


Enter your 16-digit card number folllowed by Arghhh

November 4, 2009

So I got home late last night and opened a letter containing a replacement bank card. To activate it I had to call one of those automated phone lines. It taught me something interesting.

Though standing in the living room just a few feet from a landline phone, I reached for the phone that is always with me, the shiny computer in my pocket, with wifi, a web browser and a touchscreen so slick it has to defend against my disgusting human fingers with a lipophobic coating.

I entered the number (because, yes, this computer also makes calls!) and was greeted by a man from the Nineteen Eighties. This is going to be a breeze, I thought smugly. I’m a confident 24-hour e-banking consumer. I laugh in the face of paper bills. I sweep administrative trivia into the gaps of my a busy lifestyle.

“Now,” demands Nineneen Eighties Man, “using the keypad on your phone, enter your 16-digit card number followed by the hash key”.

The keypad on my phone? The keypad on my phone? My phone has a camera, a compass and an accelerometer. It tells the weather to save me the strain of looking out of the window. It has no need of a keypad!

Read the rest of this entry »


Curiosity saved the service designer

October 20, 2009

Something to watch, something to read, and something to ponder on.

First, I watched my former colleague Clive Grinyer‘s TedXLeeds talk on the Democratisation of Design. If you weren’t fortunate enough to be there on the night, you can now catch it on Youtube

“We are all designers. Get used to it,” says Clive. I’d buy the t-shirt if there was one.

In discussion afterwards, I wondered about the growing awareness of service design as a tool for business transformation. It seemed that, apart from designers, some other well-established disciplines – customer service, operations, marketing, for example – had strong pre-existing claims to define and deliver the “end-to-end customer experience” whatever that may be (and if you can find both ends, do please let me know :)

Then I read Peter Merholz’s piece on Harvard Business, Why Design Thinking Won’t Save You. The conclusion struck a chord with me…

what we must understand is that in this savagely complex world, we need to bring as broad a diversity of viewpoints and perspectives to bear on whatever challenges we have in front of us. While it’s wise to question the supremacy of “business thinking,” shifting the focus only to “design thinking” will mean you’re missing out on countless possibilities.

And that set me thinking. Maybe what’s missing in a lot of these conversations isn’t too little design, or too much business. In a complex world companies will prosper where they achieve inter-disciplinary collaboration based on equality and mutual respect – the tolerance and curiosity that I thought were British values until the new President made them America’s too.

You are not a unique snowflake. Get used to Enjoy it.


On newsprint: the potency of cheap paper

October 1, 2009

This post was going to be all about newspapers, but the more I thought about it the more I realised that before writing about the news I have to explain the paper, specifically the cheap, low quality paper we call newsprint.

It’s a fascinating story which, I think, explains why short-run, nichepaper projects such as Newspaper Club are so deliciously disruptive.

After all there have always been easier formats for getting messages out to people. For decades there was the mimeograph, then the photocopier, and desktop publishing, books, leaflets, A4 newsletters and “vanity-published” books. Rarely did the newspaper form get a look-in on anything other than, well, news.

To understand why that is, we should consider the trade-offs. This involves a graph, with no numbers, but stay with me, please.

Read the rest of this entry »


Mobile Gothic: a flight of fancy

August 4, 2009

I’ve always found it strange that Eric S. Raymond chose the cathedral as his metaphor for closed development in free software, because the construction of our great medieval cathedrals must have been a very open process.

Passing peasants were doubtless discouraged from picking up a chisel to hack at the nearest stone, but Gothic buildings like York Minster and Strasbourg Cathedral were certainly the work of many hands, over many generations – not generations of software but generations of people. They were in very public beta for longer than Google News.

And so in chronicling the exciting changes we’re about to see in the mobile user experience it seems appropriate to turn to John Ruskin, Victorian art critic, social theorist, and owner of a magnificent beard.

Read the rest of this entry »


Duck, dive, scribble, spray – now gestural interfaces are within everyone’s reach

January 9, 2009

Lower down this post, you’ll probably find some high-flown stuff about gestural user interfaces going mainstream, but in all honesty the thread that joins together the following two-and-a-half things is that they’ve all left me grinning like a fool. A hand-waving grinning fool. And a bobbing my head up and down like Churchill the nodding dog grinning fool.

Thing 1 – Season’s greetings from friends and former colleagues at Common Agency, in the form of Snowballed - and yes, I know it’s a Flash gimmick from a design agency, but stay with me, please. What makes Snowballed stand out from the crowd is the way it’s controlled using your PC’s video camera. As Karl Marx and Sigmund Freud pop up and hurl snowballs at you (no really), the object is to dodge them just by moving about. Squint carefully at the image below and my face is visible direct from my laptop’s webcam.

snowballed

Move left, and the snowman moves left, move right, and you get the idea.

Now I know this interface isn’t brand new – take Eyetoy for example. What is different is that this just works on any PC with a webcam and Flash installed – no specialist kit required. When HP specced my laptop with a camera built-in, I guess they were thinking of video calling or whatever. I’ve never used my laptop for video calling, but now I have used it to dodge snowballs thrown by dead white men with beards.

Thing 2 – hacking the Wiimote’s built-in IR camera to make  FriiSpray – Open source Infra-red graffiti. From the project site:

FriiSpray is a project thought up by three heads in the North of England, based at the Innovation North co-working space in the Old Broadcasting House, Leeds. The project is based around the Wiimote Whiteboard software, built by Johnny Chung Lee – have a look at his stuff here. We thought that it would be a great idea to take this interface between the Wiimote and the computer and adapt it to allow people to create digital, or virtual grafitti as an interactive media installation.

It’s a fun experience to take round events, and the team already have one booking. They’ll also be presenting the work at the forthcoming O’Reilly Ignite event in Leeds. Again, a great hack of cheaply obtainable stuff to do something wholly different from the original purpose.

Incidentally, Friispray also made me aware of a bit of misdirection by Nintendo: the Wii comes with a “sensor bar” which sits by the TV and interacts with the Wiimote. But the sensor bar, does not sense, it emits two points of infra red light, which the remote senses with its IR camera. At Stuart Childs‘ suggestion I tried pointing the Wiimote at other IR light sources, and it works. I wonder at what point in the product design and marketing process, it was decided that it would be easier to explain this as doing the opposite to how it actually works?

Thing 2.5 - Crayon Physics Deluxe, just because it made me smile and now I can’t wait to test it out on my children. Crayon Physics works a treat on a Tablet PC, and I’ve also seen good reviews by users of Wacom graphics tablets and the like.  In its own words it is:

a 2D physics puzzle / sandbox game, in which you get to experience what it would be like if your drawings would be magically transformed into real physical objects. Solve puzzles with your artistic vision and creative use of physics.

Draw stuff with a pen on a computer screen and they come to life. Brilliant! Video demo here.

Here comes the science bit.

I think in the future using a mouse will feel a bit like painting with your fist. Typing on a keyboard may have more longevity, but is still not so many steps removed in sophistication from writing a ransom note by pasting cutout newspaper letters onto a sheet of paper. Gestural interfaces have been around for a while, and are slowing making headway into mobile devices as well.

What marks out the stuff I’m writing about here is how accessible and natural it can be. Got a webcam? You’ve got motion control. Got £20 for a Wiimote? You’ve got an IR camera. There are so many ways to control our computers, and I sense that this year is the year that some of them will go mainstream. I’ll be grinning from ear to ear.


Play Small: why mobile challenges designers to make a better web

October 6, 2008

In a single Noisy Decent Graphics post, Ben Terrett effortlessly segues between my two preoccupations of the moment – agonised middle-class parenting, and the superiority of mobile web over fixed. How could I resist?

“City kids are not like country kids”, he notes, “… the space available to play is smaller… so they learn to play smaller.” (Whereupon I’m reminded of Christopher Alexander’s delightful Child Cave pattern.) For designers, the resulting constraints can be a Good Thing. We all need to Play Small…

“One thing that really brings home Play Small to me is iPhone web pages.

“Most people would assume that a mobile web page is a compromise. Not as good or as rich as the main page. The thing is, more and more I’m finding I like the mobile pages better than the main pages.

“Stripped of all superfluous content and navigation, devoid of over elobarate graphics, they’re like raw ‘what I came here for’ in one handy pocket sized rectangle.”

Absolutely. The mobile web tends to make for better design, and the small surface display is just one of the reasons.

Design for the PC-based web has been rendered flabby not just by growing screen size, but also the assumption of fast, always-on broadband. This assumption enables two kinds of impositions on the user.

First, with less worry about filesizes, people pack an almost limitless number of links, graphics and styles onto a single page. Can’t decide which of your site’s functions to prioritise? Why not include all 19 of them equally! Above the fold! Can’t fit it all in? Make it dynamic to expand and shrink stuff in new and confusing ways.

Second, since pages appear almost instantaneously, we fall into the trap of assuming that any additional clicks cost nothing of the user’s time. Who cares if they take a few blind alleys? That’s why there’s a back button.

The cost, of course, is in the increased cognitive load. Website owners that work like this are abdicating their responsibility to think through a problem fully. They are offloading the work of understanding onto their users.

Ben’s “‘what I came here for’ in one handy pocket sized rectangle” speaks of the reverse, of care taken and thought for the user. The most popular page on the web also bears this out: earlier this year, Google applied a “one in, one out” rule to the 28 words on its classic homepage.

Which brings me on to another reason that the mobile web has the potential to generate better designs: mobile forces an increased focus on the context of use.

It is too easy in the fixed web world for us to assume that we and our users inhabit the same environment. Maybe this happens because desktop and laptop computers are at once the tools we use to specify the online experience, and  the appliances on which our users will interact with the results.

In contrast, mobile experiences are defined by their external environments as much as by their internal functionality. And in considering the environment we also end up considering our users as different from ourselves, and hopefully better understanding their needs and priorities as a result.

In Paper, Scissors, Phone I suggested getting real with sketches and mobile prototyping as a way to further sharpen this focus on target users and contexts.

Ben concludes with  a beguiling extrapolation of credit crunch chic:

“Make no mistake, we’re currently leaving the era of Baroque brands and moving into a new period of austerity in communication. And as we move towards Depression 2.0 maybe Play Small will become a vital tool for all designers across all forms of media.”

The “austere” bit worries me though, because well-thought-out design doesn’t always have to look like a bank statement (though that’s the noble aesthetic of Dopplr, which earns a special mention in Ben Terrett’s post for being so well designed on the PC that even mobile cannot improve it).

I’m reminded of a video I saw of an iPhone user comparing the full web and made-for-mobile versions of a social networking site. Unlike Ben, he preferred the full version on his phone. He felt the mobile version was “limited”. And as he talked to the researcher’s camera, his fingers danced across the touchscreen. This user so clearly relished the panning and zooming and the satisfying gravitational bounce as he hit on the edges of the page. The made-for-mobile page – one long screen-wide galley of content – was functionally superior but it had much less “bounce” than the full website. It was too austere.

I really hope that a fitter, more fitting web will follow from the widespread adoption of mobile multimedia, and that doesn’t mean there’s no room for delight. Though the space may be small, it can still be a great place for play.

Update 18/10/2010: Stacey Higginbotham on GigaOm tells how “mobile connectivity sets developers free” -  Stop Cramming the Mobile Web Into the PC Box


Brushed chrome – the story of Google’s browser in comic book form

September 2, 2008

What a stroke of genius to commission Scott McCloud to tell the story of Google’s new web browser, Chrome, in comic form.

McCloud’s own books have communicated his enthusiasm for the past, present and future of comics themselves. Now his fluid, conversational style perfectly captures the diverse passions of project team members – passions that gel together to create a finished (well OK, it’s Google, so it must be beta) product.

The Chrome comic is packed with exhibits in support of Google’s claim to have started from scratch with the browser, to “design something based on the needs of today’s web applications and today’s users”. Among them, four in particular struck a chord with me:

The PC and the browser are always on, which has implications for memory usage and management. The fragmentation problem created by current browsers “grows all day, as the lifetime of the browser extends.” “Have you tried turning it off and on again” is no longer an acceptable IT helpdesk solution.

The homepage is dead (long live the new tab!) Web users rely less and less on a single web page as their starting point, instead developing a habit of checking a handful of different sites whenever they go to the browser. Google’s nine-thumbnail “new tab” page is a neat response to the way we now use the web.

Some things are best forgotten. With all this personalisation, Google of all service providers must be ultra-aware of users’ privacy concerns. McCloud diplomatically chooses “Want to keep a surprise gift a secret” as the, ehem, discrete scenario to illustrate their solution to this user requirement.

Mobile is already starting to make the deskbound web a better place. Software engineer Darin Fisher is quoted: “We also knew there was a team at Google working on Android and we asked them, ‘Why did you guys use Webkit?’” So when it came to something as fundamental as the choice of a rendering engine, in a company self-proclaimed to “live on the Internet”, it turned out to be the mobile team that had the inside track. I’ve long believed that the PC-based web experience has lots to gain from applying some of the discipline of mobile.

… and finally a nostalgic aside: seeing Scott McCloud’s technical explanation of the principles behind Chrome reminded me of Donald Alcock’s delightfully hand-drawn and lettered “Illustrating Basic” which helped me get to grips with my BBC Micro as a boy. I’m determined my own Cbeebies-generation children should also have some exposure to programming languages, and make periodic attempts to divert them from iPlayer and AdventureQuest to Scratch!