Palm Pre CES video

Just watched this, a demo of the Pre’s touch-screen UI by their director of user experience, Matias Duarte. (The Pre is a slider smartphone with touch-screen + QWERTY keypad, exclusively from Sprint)

Duarte’s UI demo starts about 1/4 of the way in, after the CEO’s feature summary, it is pretty thorough and long but worth seeing!

palm_pre_benefits.png

Key takeaways

— Visually (and physically) it’s quite “round”, too round imho! The UI graphics all have a bubbly quality due to heavy rounding which I find cartoony.

(update: I find this smartphone GUI -admittedly Windows Mobile-based- as more attractive visually, and not just b/c my friends at Frog made it ;-)

— Touch sensors in the “dead space” below the screen; I fully expect Apple to follow suit next rev!

— Power via inductive charge tech, using a device called Touchstone; just put the phone on it (stays via magnets) and charges

— Cards (like what iPhone does for multiple Safari windows) is the dominant UI pattern, so you can see multiple apps open at once, zoom in/out, close/arrange the apps around, etc.

— Spotlight-style search and launch just by typing something (kinda like LaunchBar, Quicksilver, etc.)

— Palm Synergy, goes beyond MobileMe, a cloud service that aggregates all your contacts, calendars, IM/SMS from multiple providers (google, yahoo, facebook, etc.)

— Launcher “wave”– a funky app launcher that floats like a wave :-)

— Unobtrusive notifications (phone calls, IMs, mail) — instead of iPhone approach (interruptive, center of screen, modal lock-out until you dismiss), appears at bottom, can be ignored while using another app, becomes iconified like Win system tray

More images from Palm here.

palm_pre_screenshot.png

Pixels and specs: you gotta deliver

While as designers we may wax poetically about the grand, noble ambitions of interaction design and user experience (shaping an integrated product strategy, cultivating a humanistic value system, advancing co-creative participatory processes and humanizing technologies, etc.) — for much of which our business/technology peers may express puzzlement or at least mild curiosity — the fact is that at the end of the day, a designer of digital products/services/systems is charged with a very basic (and important) responsibility: crafting the pixels that comprise the product’s UI and writing the specs that ensure accurate implementation for release. The designer has to deliver something of tangible value, to enable forward progress of the product’s development, and to be held accountable for it within the mundane yet necessary machinery of organizational rigor/process/bureaucracy.

Pixels and specs encompass the rigorous and necessary details that make a proposed product “real”, not just an ephemeral concept or elusive dream. The core challenge is to persist and translate the seductive vitality of those initial sense impressions of the “cool concept” or “breakthrough strategy” all the way deep down into the craft-production details, amidst what is assuredly a traumatic maelstrom of politics, bureaucracy, naysaying, broken schedules, under-budgeting, and rampant organizational dysfunctionality (hey, it’s just par for course, right?).

More than mundane requisite deliverables, they are yet further, vital touchpoints for shaping the overall design conversation with the product team and users…later stage moments part of that continuum of making the conceptual real.

But if you can articulate and drive the pixels (buttons, icons, type, colors, effects/animations, etc.) — even through the 37th iteration towards perfection — and subsequently document all that effectively, accurately, simply to your team, then you have achieved a major milestone as an interaction designer…moving from instigator and mediator towards enabler and builder…ultimately a creator crafting the most important aspects of a product’s fruition.

At the end of the day, despite the commonly repeated statements that IxD “isn’t about cosmetics, pixel-pushing, and button placement”, it’s the specs and pixels that define your value as a designer of the digital. You just have to deliver.

How to lose a designer in 10 days (proven to work!!)

OK, this is admittedly a bit snarky (ha!) but I couldn’t resist writing this up, after reflecting lately on my career thus far and the various shifts/changes along the way across companies. What are the common qualities that turn a job into something unpalatable for UI designers, driving them away even and souring those initially high-flying hopes/dreams? Here’s a sampling of issues, in no particular order.


** Immediate focus on “fixing the spec” for an already insane (or is it asinine?) coding schedule, rather than a collaborative approach of iterating designs, outside of the release cycle.

** Tedious, crowded review process with excessive mix of hoops and ladders (and too many reviewers in the mix). No clear distinction of owners, approvers, etc.

** The product manager doesn’t even know his own requirements or the customer-based rationale for a feature, when called on it. (yes, this has happened to me!)

** Meandering team meetings (Dev, QA, Doc, PM, etc.) with no agenda or focus, or takeaway action items, much less any resolution of project issues.

** Obfuscation of intention through senseless “corporate speak” (alphabet soup of acronyms, etc.) reflecting legacy thinking and irrelevant attitudes.

** A process (and culture) predicated upon excessive documentation, rather than fluid innovation and design-driven conversations.

** Put the designer on a project that is under her skill level or (worse) on a project that nobody wants because it’s a known disaster (poor coordination, scheduling, expectations management, assumptions muddied, etc.) that “has to be done” b/c of

** Have the designer spend more time documenting and analyzing rather than sketching, brainstorming, designing. Disproportionate balance of logical/emotional activities.


This may all seem pretty grim and depressing, but hopefully this provokes discussion amid the industry of how to properly set up a newly hired designer for long-term success, beyond the initial “honeymoon period” towards becoming a valued resource and truly loyal advocate for sustaining/growing the organizational culture.

Innovation / transformation / change

Bruce Nussbaum, the perennially ebullient design fanboy and commentator, recently posted this provocative note on his blog suggesting that “innovation is dead”. So instead “transformation” is the hot new relevant, necessary concept for the new year in light of failing institutions, economic turmoil, etc.

I take issue with a couple aspects of Nussbaum’s post:

a. By saying that “innovation is dead” he basically admits that it was simply a fad concept, and thus inherently meaningless anyway– which it’s not! Design is genuinely an art of innovation at multiple levels.

b. This post alarmingly implies that “transformation” must replace “innovation”, and that the two are non-analogous or somehow exclusive, like a binary choice. Not quite!

In my view, “innovation” and “transformation” are different kinds of “change”, which is fundamentally what design is about–positive, influential change that improve people’s lives at varying degrees. (Clement Mok famously said that design is the “art of causing change in accordance with taste and intent”.) There is a continuum of potential from the tiniest incremental kinds of change (move the button over to the right) towards increasing levels of impact (from the product to the activity to the environment to the organization and culture…the totality of the over-arching system, if you will). It’s not that one concept is no longer relevant, but that newly emergent interpretations of the situation (and the locus of control and opportunity for impact) have shifted, presenting a possibly more enlightened perspective of what is truly needed to make meaningful improvements–like metaphorically detonating an institution and re-writing its charter and policies from scratch, rather than coming up with another “cool product”.

(Quick aside: Wasn’t Apple celebrated for basically innovating its way out of the last economic downturn/dot-com crash, with the iPod, iMac, etc.?? And as for Nussbaum’s critique of the “financial innovations” that brought down the economy–that’s fair point, but those innovations (the sub-prime mortgage schemes, etc.) were not evaluated by a sensible, humane assessment of their ethical value: good, fair, just, sustainable. Instead greed prevailed, devaluing their worth as “innovations”. A true innovation should somehow enable each of those core human values…dating back to Classical rhetoric, etc.)

Transformation is indeed a special kind of change–reserved for the most extraordinary of dilemmas, whereby a dramatic, powerful shift in values, policies, processes, and even the organization’s own “raison d’etre” are necessitated and any lesser alternative is simply insufficient. It is truly an existential change of deep ramifications. It is tantamount to revolution. (In truth, any change can be regarded as a “revolution”, depending on the level of resistance encountered and the intensity of the resistors!).

Sometimes innovation is needed, whereas other times transformation is needed. One does not preclude the other. Sometimes to achieve breakthrough product & service innovation, transformation of the company is needed at a very deep philosophic level. What are the operational assumptions maintained by the company’s “chief guard” (board of directors, etc.) and how do they synchronize with an “innovative” project’s charter and goals? Or are they all in conflict, threatening the innovative abilities the organization professes to embody?

This question lies with the organization’s leaders in making the proper and correct diagnosis that is best for their shareholders and customers as to what’s really needed. Either way, we as designers just need to be aware that neither concept is simply a “fad of the year” espoused by periodic commentators but very serious notions with tremendous consequences all around. Failure to distinguish this can only result in problems for future design attempts.

IxD and strategy

On the IxDA list, Dan Saffer of Kicker Studios (and perhaps the next luminary of interaction design? :-) asks this simple question: What should interaction designers know about strategy…in reference to an upcoming chapter for his 2nd Rev of Designing for Interaction. Great discussion on the list, some wonderful nuggets of wisdom. Here’s my take:

For me, strategy is inextricably related to leadership (or being a design visionary commanding a design strategy).

So then the question might really be: what are the leadership qualities needed to a) properly envision a compelling, valuable, integrative design concept and b) enable its fruition into a real product for the business, looking across markets/cycles/platforms/eco-systems, etc.

I’ve written about this on my blog recently:
https://www.ghostinthepixel.com/?p=162

(Based upon a talk I gave at IDSA few years ago)

One of the major points in my view, is that IxD’ers should be like ecologists, conscious of the integrated system of invisible consequences. A corollary is that asking critical questions driven by a set of conceptual frameworks is necessary for the IxD to identify the right problems to address.

Also, when I think of what i need to know about “design strategy” I often go back to Vogel/Cagan’s “Creating Breakthrough Products” as the prime textbook on this, framed as an interdisciplinary product development challenge. Kahney’s “Inside Steve’s Brain” has many tasty morsels (the evolution of Apple’s “digital lifestyle” strategy), as does Robert Brunner’s recent “Do you matter”.

To dig even deeper, Tony-Golsby Smith at 2nd Road, Jeanne Liedtke at Darden/UVA are pushing the boundaries of strategy as argument/conversations, which inherently involve the concepts of “interaction” albeit for slightly different purposes and audiences (4th order systems, etc.). This maybe more advanced level of understanding however…