Viewing entries tagged
UX

The town square fallacy: why social platforms built for everyone lead to bad experiences.

Photo by Rob Curran on Unsplash

You don’t encounter a lot of Nazis on Pinterest. You have to go to X for that.

Strolling through the comments on a typical Pinterest post you’ll see questions about where you found such and such an item, positive responses about how sweet something is, and other such warm feedback. The comments in response to a viral X post is less uplifting. I probably can’t share here what’s often typed out.

It’s clear that users behave a certain way on Pinterest and a completely different way on Twitter X. What product decisions were made that led to such divergent user behavior? Or perhaps this is a corollary to Godwin’s law where if you gather enough people online in one place, the Nazis show up?

Pinterest has 522 million monthly active users (MAU) and X has 650 million [include links to sourcing on MAU]. Both platforms share a lot of core functionality: Both platforms are designed to post and share content (Pinterest is primarily image-based while X is primarily text-based). Users can browse, search, like, comment, share. Both platforms rely on ad revenue for monetization and so want you to spend as much time on their site as possible.

Pinterest states their mission is “to bring everyone the inspiration to create a life they love.” Their platform is designed to allow people to “search, save and shop the best ideas in the world for all of life’s moments.” They have a specific audience that they target and that audience shares a common purpose.

X (and Twitter before the name change) has famously stated that they want to be the digital town square for the world. The first sentence of the official X Rules states: “X’s purpose is to serve the public conversation.” This is a broader audience and a much broader purpose.

So this is the challenge I see platforms face: the broader their intended audience, the more toxic they tend to become. Platforms succeed when they are designed for specific audiences who share a common purpose.

Design for community

The Stanford Encyclopedia of Philosophy defines social norms as:

…the rules of a group of people that mark out what is appropriate, allowed, required, or forbidden for various members in different situations. […] Once a person adopts a norm, it functions both as a rule that guides behavior and as a standard against which behavior is evaluated.

When there’s a sense of community, which arises from aligned purpose, norms evolve and they become self-enforcing. I believe this is the force at work with Pinterest and absent from X. Platforms that try to attract everyone, that fail to provide a unifying purpose are places where community norms struggle to form and take hold. As such assholeish behavior crops up and there’s no norm to quell it. X becomes a hellscape without healthy social norms. Pinterest is a sunny place because social norms take root. I’m willing to wager that there are Nazis and other assholes on Pinterest, but social norms keep them from behaving thusly on the platform. They play by the rules on Pinterest. They act brutishly on X.

Design as Governance

So how does a platform design for community? It starts with the realization that design is governance:

“When we create designs, we’re basically defining what is possible or at least highly encouraged within the context of our products. We’re also defining what is discouraged.”

It’s easier to do this when you have a clear understanding of desired behavior, as well as an audience that shares a common goal or unifying interest. Too wide open and it’s near impossible to craft the guardrails that will shape those norms.

There is an axiom that states “to design for everyone is to design for no one.” If your product aims to please everyone, it becomes so generic that it appeals to no specific audience. This hurts the formation of community, and thus social norms for your platform.

The design choices we make influence the behaviors of its users. It’s easier to do this when we have a clear audience and set of behaviors we want to encourage. Conversely, if we design for the broadest set of users and purposes, that influence wanes. Chaos ensues.

LinkedIn vs. Facebook

Consider LinkedIn and Facebook. LinkedIn has about 1.15 billion users worldwide. Facebook has a little over 3 billion. Yes FB is a lot bigger, but both are massive in size and user base. Both are global in their reach.

According to their official Professional Community Policies, LinkedIn wants to “reflect the best version of professional life. This is a community where we treat each other with respect and help each other succeed.” That is a specific purpose for a specific audience. The posts you find on LinkedIn — and the comments they generate — comport with this view. For the most part, people present a version of themselves that is more professional. You do not find the vitriol and toxic behavior found on other platforms.

Similar to X, Meta (Facebook’s parent company) wants to be the digital public square. They want the broadest possible audience and be the place where everyone is talking. Their community guidelines state: “Meta wants people to be able to talk openly about the issues that matter to them, whether through written comments, photos, music, or artistic mediums, even if some may disagree or find them objectionable.” The Facebook experience certainly lacks the professional one you find on LinkedIn.

The toxic behavior found frequently on Facebook does not show up on LinkedIn. In fact, I’ve seen LinkedIn users chastised for posting even the positive types of posts you find on Facebook; when those posts aren’t of a professional nature and topic. Social norms exerting themselves.

Content Moderation and free speech

I should add that all four of the social media platforms discussed in this post have similar guidelines in terms of what types of content is and is not allowed. No nudity, no harassing or threatening messages, no calls for violence. By the strictest reading of each platform’s guidelines, the same content should be allowed on all of the sites, and the same content forbidden should not be allowed on all of the sites. The wildly different experiences across the platforms is not the result of different content policies.

And this isn’t about free speech and the first amendment, which is so often invoked when discussing behavior on social media platforms. The First Amendment prohibits the government from choosing what speech is acceptable. All of these are private businesses; each decides for themselves what they will and won’t allow on their platform. Our “free speech” on any platform is at the discretion of that company’s governing body. Their platform, their rules.

Design as a community catalyst

The platforms we build are more than just digital spaces — they’re social architectures that shape human interaction. Pinterest and LinkedIn demonstrate that specificity isn’t a constraint, but a powerful design strategy. By creating platforms with clear intentions and well-defined audience purposes, these companies have proven that meaningful online communities aren’t accidents — they’re intentional designs.

The lesson for product designers and technologists is clear: every design choice is a governance choice. When we create social media platforms, we are not just building interfaces; we’re establishing social ecosystems. The guardrails we put in place, the behaviors we encourage or discourage, and the specific audience we target fundamentally determine the quality of human interaction that will emerge.

As we continue to build the next generation of social media platforms, we must eschew the idea of a universal audience. True connection doesn’t happen when we try to include everyone — it happens when we create spaces where specific communities can thrive, where shared purposes create natural, self-reinforcing social norms.

Designers: your primary value is not representing the user

Tim Brown of IDEO didn’t get it wrong when he detailed where Design Thinking sits (and by inference, the role of design). We all just misunderstood the framing.

Just about every product company out there organizes itself in some version of the 3 legged stool model: Product, Engineering, and Design. Three disciplines that come together equally (emphasis added) to make decisions about what to build and how to build it. Design thinking is meant to sit at the center.

© IDEO

  • Desirability represents Design: Is this something users will like?

  • Viability represents Product: Can this be turned into a sustainable business model?

  • Feasibility represents Engineering: Is this something we can build practically?

By inference, design is meant to represent the voice of the customer. “We speak for the user.” (please, designers, I’m begging you — never say that). That is the shorthand we’ve fallen into. If that’s our value prop, we have the weakest of the three. Or at the very least, the value prop a company can set aside or minimize.

Engineers have to be able to build the thing. No one else can do it. By virtue of having the unique skill set, they cannot be ignored or sidelined.

Product managers frame everything in the context of business impact. They run the numbers. They are always making the case for something on the merits to the business.

Designers understand the user. That is important, certainly. But it is also the weakest case for the proverbial seat at the table. It is advisory. It is not strategic. Additionally, designers aren’t the exclusive owners of insight into user desire and behavior. PMs and engineers also have some understanding of what the user wants. After all, they too are focused on building a product to suit an audience.


Family Guy, Avengers cut away gag


The real value prop of design

It is perhaps a bit insulting to argue that non-designers have no understanding of the user. It’s simply not true. They may not have the rigorous approach to understanding that designers (should) apply. But there is some understanding. And that’s a good thing. User insight should not be solely owned by designers. Understanding the user is information that should be communal, shared across the company.

I don’t think Tim Brown was suggesting only designers know this information. And the focus of that diagram is the center — in the middle of those 3 forces. Design thinking. And this, more than understanding customers, is the strength that design brings to an organization.

In presentations I give on the role of product design, I have a slide that includes the IDEO diagram and describes our role as the process of identifying and solving user needs for the benefit of business.

Design vision presentation

We identify problems and solve them to deliver business results. We lead the way on tackling the right problems to return value to the company. That is the true value prop of design.

The management consulting firm McKinsey & Co. has developed the McKinsey Design Index (MDI) which tracks the performance of design-led companies. They have concluded that these companies greatly outperform their competitors, regardless of industry. It is a serious differentiator.

We found a strong correlation between high MDI [McKinsey Design Index] scores and superior business performance. Top-quartile MDI scorers increased their revenues and total returns to shareholders (TRS) substantially faster than their industry counterparts did over a five-year period — 32 percentage points higher revenue growth and 56 percentage points higher TRS growth for the period as a whole.” — The Business Value of Design, McKinsey & Co.

 

From “The Business Value of Design

Design delivers business results

I’ve deployed my design teams to numerous situations that on the surface didn’t require what is normally thought of as design work:

  • Customer service call center that was looking to reduce average time issue resolution.

  • Foundational backend work on a critical lead generation tool (all dev work, no front-end).

  • HR team looking to modernize their processes and improve eNPS

  • Finance team looking to develop new workflows to better handle increased workload.

My teams were helpful because they have critical skills that matter to the business. They know how to identify and define a problem, they know how to develop solutions to solve that problem, and they know how to align individuals and teams to tackle those problems.

These are the core skills of designers everywhere and the real impact they bring to companies. So much more powerful than saying: “we speak for the user.”

The one thing Chick-fil-A does better than its competitors

My kids really, really like Chick-fil-A. They’d get it for every meal if we let them. And we probably let them more than we should. As a result of their insistence, and that they’ve been on holiday break for the past (almost) two weeks, I’ve been ordering Chick-fil-A a lot lately. I think they have the best mobile food ordering app out there.

The app is well designed. Screens are clean and well organized. Whether ordering a meal combo or just one item, you’re able to customize as much or as little as you like and it’s structured in such a way that one can build a complex order without mistakes. It balances infusing the brand and style into the experience while prioritizing usability.

Chick-fil-A mobile app screens

These are the reasons why the app is good. It is not why it’s great.

What makes the Chick-fil-A mobile app great is how well it leverages technology to solve real needs for its customers AND address business imperatives for the restaurant.

The app uses GPS to determine when to start building the order, ensuring that it is fresh and ready when you arrive. The Chick-fil-A near us is two towns away. Depending on traffic the drive can take 20 minutes, 40 minutes, or longer. There’s really no way to accurately gauge the time to the restaurant. This presents a challenge for ordering it ahead of time, or it would. I place our order via the app at home and then hop in the car. When(ever) we get there, the food is ready and fresh, usually just being bagged as we pull up to the window.

The order will be fulfilled when the user approaches

By tying the start of order fulfillment to the customer’s location (we’ll leave the understandable privacy discussion of whether you should share your location with a business for another post), Chick-fil-A ensures that they limit wait times and avoid warm food cooling unnecessarily. Because the restaurant is fast food, they know they can assemble an order quickly (they do it when you order in the store or at the drive through). It provides a real benefit to the user (convenience and freshness) and eliminates waste for the restaurant (e.g. food not being picked up, customer complaints about cold food, etc.). Brand value is reinforced because the user consistently receives fresh, hot food. That’s a win for everyone.

I’ve not seen a lot of food ordering apps that leverage GPS in this way. A lot of apps offer live order tracking where you’re updated as the order is being made/assembled. Think Starbucks app telling you your drink is being made or UberEats letting you know where your delivery driver is. Updates are sent to the customer while the process continues unadjusted, whether notifications are read or not. Information flows one way, after a step is completed. The Chick-fil-A mobile app flips that dynamic. GPS is used to trigger actions.

This may appear a simple adjustment, but again, not a lot of companies are doing it this way. I wonder how Chick-fil-A was able to think differently on this, and I imagine they must have used service design as an approach in ideating and developing the app. Service design is where the team considers not just the digital solution but how employees are involved in the process to design a better flow. “Service design improves the experiences of both the user and employee by designing, aligning, and optimizing an organization’s operations to better support customer journeys,” Sarah Gibbons, in NN/g’s Service Design 101 explainer.

The Chick-fil-A mobile app required more than just digital design. It required making changes to how the restaurant received and fulfilled orders. Employees needed new training. Intake processes need to be adjusted. It requires more work to build this solution, but when done right it produces a more holistic and satisfying experience.

I did some digging and the app was built using design thinking and service design methods. It was developed by an outside agency, Bottle Rocket, who wrote this about their approach:

Utilizing design thinking, our team crafted an innovative mobile ordering application, Chick-fil-A One, that took full advantage of Chick-fil-A’s best-in-class capacity. We created a GPS-enabled mobile order-ahead solution. Restaurants would be notified of an order when customers were in-route to the store — ensuring no meal was ever cold and long wait times could be avoided. 

A key part of this solution is being able to look at the available technology and deploy it in different and original ways. We all have GPS-enabled smartphones in our pockets. How might that fact be leveraged to provide a better user experience?

Allow me a brief tangent: 10 years ago I was overseeing our agency’s summer intern project where the cohort was recommending to Dunkin Donuts that they should build group ordering as a feature in the app. Users would be able to invite others to add their order to one single consolidated order online (something more common today). They had done a lot of user research and had a strong case for it. In preparing for the pitch, we had learned that Dunkin had actually offered group ordering in the app years before and it failed. That first implementation consisted of a button that would open a PDF the user could print and then fill out with pen or pencil and take to the store. Group order was (is) a good idea. The first version failed because the technology didn’t support the solution; user needs were not really being met. At that time the ability to collaborate in real time across multiple mobile phones did not exist. We were able to make the case that the evolution of technology made a once-failed idea now relevant.

Chick-fil-A has the best mobile food ordering app on the market because it leverages technology in a meaningful way, providing real value to both customer and business. It’s innovation relies not just on designing a better digital application, but in also updating the way in which employees operate. This is a more thoughtful, holistic approach.

4 thoughts on the intersection of UX and AI

photo by Greg Rakozy (Unsplash)

I recently had the opportunity to take part in a panel discussion on the intersection of UX and AI. It was really fun. I got to meet some really smart people (Alex Candelas, Jon Peterson, Tcheilly Nunes) and we had a really interesting and engaging discussion about how AI is impacting the world of product design, and by extension, the digital world we all inhabit. You can watch the panel discussion here.

Designers absolutely have a huge role to play in AI — how it will be developed, productized, and introduced into user experiences. From that panel, I wanted to share 4 things I’m thinking about.

#1: AI will change everything. But the designer’s job will not change.

Everyone is predicting that AI will change everything in the next few years. It’s already upended so much, finding applications in healthcare, finance, retail, and media. Companies everywhere are rushing to add AI capabilities (often before figuring out what/why they need AI for their business). Data scientists and machine learning engineers are in high demand as LLM are developed and vast amounts of data are being crunched to power these systems. It’s all engineering-intensive and technical and certainly opaque to the uninitiated. How can a designer make a meaningful contribution to all of this?

By doing their job. A designer’s job isn’t to make something look aesthetically pleasing, stylized or beautiful. A designer’s job is to understand the user, understand the problems they face and the things they hope to accomplish. A designer’s job is to define the problem (correctly) and design solutions that address that problem in an effective and desirable way. And so it is with AI. The designer must figure out how AI can be used to solve real user needs (or not when AI isn’t the right solution). Everyone’s integrating AI into everything with little to no innovative ideas of how to apply it. Designers are needed to craft solutions that matter to users. They’re not designing chatbots. They’re designing experiences.

#2: AI is a tool, not the solution.

AI is a very powerful technology that seems to just be getting started. Its power and capabilities seem to grow exponentially every year. Companies are racing to add AI to everything, stand up some product enhanced by AI (and then market the hell out of the fact that they “have AI”).

Users don’t care about this in any meaningful way. Maybe they’ll try your product out of curiosity, but this is not likely to lead towards regular usage. AI is not the point for users because AI isn’t the solution to the problem they have or task they need to accomplish. AI can possibly help in addressing that need, but as a means to an end.

It’s the designer’s responsibility to figure out how to integrate AI into a product or experience that is effective and desirable for the user.

#3: AI should be invisible, not human.

ChatGPT can be fun to interact with. Alexa can be genuinely helpful in certain situations. Siri, not so much. All this effort to create AI that is more human, that you can chat with feels to me to be a wrong path, possibly a dead end. AI as it currently exists cannot become “more human.”

AI is trained on large data sets. It identifies patterns in those data sets and then offers up what it predicts will be the next sequence in that pattern. It cannot learn to be empathetic or creative or curious. Any behaviors it exhibits are merely programmed responses that a developer created to make AI appear more human. But it’s not real. For me at least, every time an AI-powered product provides a “human-like response” it feels fake and insincere. The contours of the response immediately become rough and jaggest, the illusion dissipates.

AI seems to be most effective when it’s not noticed, when it can’t be seen but the results it powers are desired. When Spotify plays a string of songs you hadn’t heard before but really love. When Netflix recommends a movie that turns out, you really like. When Google answers the question you typed into the search bar at the top of the results page rather than have you click into a page and find the result.

When AI creates a seemingly auto-magical experience — the answer or outcome you desire without having to go through the steps to achieve it yourself — the technology seems to be most effective. These should be the types of experiences we’re trying to build with AI.

#4: Be curious.

This is probably the most important thought I have on this topic.

AI is a new technology and it will impact and transform so many industries and experiences. It will be used to create unique experiences that we can’t even imagine today. So start getting familiar with it.

Play around with chatbots and image generators. Use ChatGPT to generate a list of ideas for blog posts. Have it create a first draft of an important email you need to send but have been putting off. Use it to generate a list of user interview questions and then refine them. Experiment with different prompts to get a better understanding of what’s effective. Read interesting Medium and LinkedIn posts about AI.

As much as you can, immerse yourself in AI tools and the discussion around it. By becoming familiar with AI, you’ll gain a better understanding of its capabilities and limitations. The edges of what is possible and what is not (today). This will position you to be able to leverage AI in the future experiences you will design and build.

Discussion on the intersection of UX and AI

Last Thursday I got an opportunity to be part of a panel on the intersection of UX and AI. It was a really fun experience. We covered a lot. Great points made by lots of people. You can watch the video here:

Panel discussion on UX and AI

Better things than chatbots

 

In the beginning, we had to learn it’s language to interact with it.

 
 

 

Computers required users to adapt to them in order to make it do something. Eventually we developed the graphical user interface to hide the programming-speak and but this is still mostly an illusion as we’re still constrained to think like a computer and structure our interactions in a way that makes sense to a computer (tasks need to be done sequentially and in order, meaning and intent don’t factor into it, etc.). But we are fast approaching an inflection point where this dynamic is reversed and the computer will respond to human natural-language input. We’ll be able to speak naturally and be understood by technology.

This post is about AI.

As AI becomes ubiquitous, interfaces everywhere are being redesigned to center on chat. Conversation design/UI is being rolled out everywhere. Companies are asking themselves, “Can we use AI to make this a better experience for users?”* In my role as design leader I regularly have internal discussions about deploying chatbots as a new feature enhancement, at Drizly (RIP) and Liberty Mutual. 

* actually, the questions are more accurately: “let’s use AI to improve the experience…” rarely is it “will AI improve this experience?” but I digress.

AI is going to be transformative. And it is coming for every sector. Consider customer service:

 
Gartner predicts that by 2025, 80% of customer service and support organizations will be applying generative AI technology in some form to improve agent productivity and customer experience (CX).
— 2023 Gartner study
 

I think it’s fair to ask however: “Will users find a customer service experience powered by AI better?” More succinctly: “Do users want to talk to a chatbot?”

Generally, users don’t want to talk to chatbots. Today. Chatbots will get better over time and the friction and sour feelings they create today will minimize (though probably not disappear). Will chatbots in the future pass the Turing test? I have no idea (and I appreciate it when companies don’t try, such as Slack).

 
 

Whatever the answer, I think chatbots are the least interesting application of AI from a user experience perspective.

Better UX through AI

Yes, AI can make a chatbot interesting. Go play with ChatGPT  for a bit. It’s fun and with some practice (i.e. learning to think like the computer) you can get it to spit out some really creative and interesting content. But that’s the end of the user experience, isn’t it?

I think far more compelling application of AI will be when it truly adapts to humans, anticipating and solving user needs. In this dynamic, there’s no need for the user to tell the computer what they want (in whatever language) because the computer is already working to address the need.

  • Imagine AI rescheduling a doctor’s appointment because of a conflict in your schedule that has come up?

  • Imagine booking travel to a new city and AI building an itinerary of activities and restaurants based on you that consults your schedule without being asked?

  • I recently shared this post on generative UI where AI transform’s an app’s interface to suit the specific needs of a user based on their behavior and interests. AI to transform every interface so it’s adapted to you sounds pretty compelling.

  • At Drizly we discussed an AI feature that would take a results page of various wines that would select specific bottles and generate a brief description, all based on the user’s taste preference, finding relevancy through the noise (unfortunately we never got around to building it).

  • Seven years ago I wrote about the Starbucks app anticipating my morning order and placing it without me having to tell it to (I didn’t mention AI, but this theme holds - technology working for us and not the other way around).


IN CONCLUSION

Each of these AI examples are all relatively possible today, and I think offer a far more compelling user experience than a chatbot. With AI, let’s focus on user outcomes and design interactions that will provide rewarding experiences for real people.

We work for our apps. That's backwards.

Discover & share this Tom Cruise GIF with everyone you know. GIPHY is how you search, share, discover, and create GIFs.

We design apps wrong. They’re supposed to help us, right? Make our lives easier, complete tasks for us, simplify things. But that’s not quite how they operate. They require us — users — to help them — our apps — complete the tasks we ask them to do.

Morning ritual

Consider your morning commute. Do you drive? Walk? Bike? Whatever mode of transportation, the routine is likely fairly consistent. You leave your home at roughly the same time each morning. You follow the same path each morning. You arrive at work at pretty much the same time each morning.

My morning commute includes a walk through parts of Boston, ending up in Back Bay. And every morning, five days a week, I stop at Starbucks before getting to work. I stop at the same Starbucks, at roughly the same time, and order the same drink. On my walk I place a mobile order via the Starbucks app so my drink is waiting for me.

These are the steps I take to place my order:

  1. Open the Starbucks app.

  2. Press the floating action button.

  3. Press the “Order” button.

  4. Select my saved drink choice.

  5. Press the store selector.

  6. Choose a different saved Starbucks location.

  7. Press the “Review Order” button.

  8. Press the Continue button.

  9. Press the “Order” button.

I documented these steps and screens in a Medium Series here.

9 steps. I must complete 9 steps for the Starbucks app to order me the same drink I order every day, from the same store, at the same time. Seems like I’m doing a lot of work to help the app help me.

We work for our apps. That’s backwards. They should work for us.

A better experience

What should happen? A thoughtfully designed app, meant to truly help users, would recognize behaviors and adapt to support them. As I approach the Starbucks from which I order every morning, the app should prompt me. It should proactively ask me if I want to get my usual. Something like this:

“Ken, I noticed you are approaching your regular Starbucks. Should I place your drink order so it’s ready for you?”

Wouldn’t that be a way better experience? The app helping the user, automating repetitive behavior, instead of requiring the user to tell it what they want in exact detail as if you haven’t done so 1,000 times before.

starbucks-copy.png

Make it happen

So how do we make that real? I suspect the app would need to know 4 things. And once all criteria are met, the app could prompt you magically.

It would need to know:

Location. The app would need to know where you are so that it can identify when you’re close to a Starbucks. Luckily all smartphones come with GPS.

Drink order. The app allows users to identify a favorite drink. Even better, it keeps a record of every drink you’ve ordered. It can figure this out without even needing to be told.

Preferred Starbucks location. Like your drink order, the app allows you to select a favorite store for convenience. And again, the app already records the location of every order you place. It can already discern your behavior.

Time of day. If you regularly order a drink at a particular time, it needs to recognize that. And again, there’s a record of every order you’ve ever placed.

Hooray! What the app needs to know — it already knows!

This proactive approach can greatly simplify the ordering process. What takes 9 steps today can be reduced to just one:

  1. Would you like me to order your drink — Yes or No?

Much simpler.

Let’s all do better

I don’t mean to single out Starbucks. They make a pretty good app. Their mobile ordering feature saves me about 10 minutes on my commute, having the drink ready for me versus having to wait in line, pay, and then wait for my drink. As I’ve said, I use the app every day.

But we can do better in how we design apps. Let’s craft them in such a way that they truly support and aid the user, not be just merely dumb apps that need to be manipulated/managed by the user.

No UI is a good thing

Pocket Pond is an iPad and iPhone game that is exactly what it’s name implies: a pond — with fish and lily pads — that lives on your Apple device.

 
 

I came across this app recently while waiting for a doctor to insert an IV into my 22 month old daughter. Lucy is fine, a little scare and a long day, but ultimately all better. The nurses loaned us an iPad to entertain her and Pocket Pond was loaded on it.

The game involves users “touching” the water surface. It disturbs the fish and they scatter. There’s a pleasant sound of water splashing as users interact with the app. Lucy loved it. It occupied and entertained her while we waited hours.

It is a very simple game. But what I found interesting about it was the app had almost no UI. The entire screen was filled up by the pond and that’s what you interacted with.

I’m a UX designer. I’ve designed a number of apps, websites, large-screen displays. We are always focused on creating the UI. How do people interact with it, control it, understand what’s possible. To our detriment as designers, the UI is immediately what we focus on. Pocket Pond has none of that. It just is. It’s skeuomorphic design is exactly the point.

 

Petite démo de Pocket Pond HD pour iPad

 

Wherever you touch the app, the water is appropriately disturbed. That is the interface. And it supports multi-touch so touching with just a finger produces a different result than touching with all five or your palm. It “feels” real.

Important to the experience is the sound. The sound is both what one would expect, and soothing. The sound helps create the immersive experience. Playing the game without sound provides a lesser, duller experience.

 

So what’s the point?

The game is certainly simple in what it wants of users (see the part where my young daughter was highly entertained). But that simplicity allows for something interesting to occur.

My daughter experienced real joy with the app, and unlike every other app on my phone, she could play it without unintentionally ending the experience or going down a path that locks out the game (e.g. opening a menu, selecting an alternative option screen, etc.).

And I actually found the game refreshing and oddly entertaining. Immersion can be a powerful experience. There is real opportunity in building apps in this way, or at least incorporating this experience into a larger platform.

I think three things overlap and work together to create this experience:

 

No UI

The lack of UI is a benefit. I don’t need to understand how to use the app because the experience as presented is it’s whole purpose. Just interact with it. You can’t create an error. How do you create an error with a pond?

And this leads to…

 

Immersive

Without the UI to get in the way, the user is that much closer to the “pond” experience. Sound, as noted above, is also extremely important. They work together to bring the user into that world. It is surprisingly powerful.

 

Fun for it’s own sake

The app has little to no purpose other than to replicate a pond. Users find joy in that (or don’t). There’s no effort to make the user do something, to progress by completing tasks.

 

Conclusion

There is a notion that mobile users are task-oriented. They want to open an app, complete a goal, and move on. At the same time all of us are spending increasingly more time on our phones. Might there be an opportunity to build more engaging apps that eschew UI and focus on immersion? Pocket Pond aspires to be little more than the simple game of splashing water and scattering fish. But this approach seems to be rich with experiences that could be more rewarding. And experience in and of itself is a worthwhile end goal.

I would certainly enjoy more apps like this.

How do we make decisions?

Over the weekend I saw this tweet from Andrew Wilkinson:

I love this idea. It connected to me in an unexpected way. I've been spending a lot of cycles thinking about decision-making. Over the past few years as a UX lead - first at Sapient and now at DraftKings - I've helped shape team structure and process. I'd grown into this responsibility as I progressed in my career. But no time was spent training me on how to build process. Sure, I have experiences - been in good situations where the team delivered exceptionally and bad situations where the projects was a shit-show from top to bottom - but that's not a study of process.

Also, to some extent I distrust experience as a way of making decisions. This is for two reasons. First, I haven't had all the experiences there are to have. In terms of experience I'm missing pieces. So how can I build a process based on only what I've seen? Second, I've seen others make bad design decisions based on their experiences. Choices I would not agree with based on my direct experiences. So if I see others making bad decisions and they don't know better, why would I think I'm not doing the same thing.

So I'm thinking about decision-making as a repeatable process where, if followed, I can be as sure as possible that I'm generally going about it the right way. Which is why Andrew's tweet struck me as interesting. Is there a way that decision-making can be defined clearly enough to ensure a good (or more likely good) outcome?

I think so. Though I don't know what that looks like at the moment. Responses to Andrew's tweet suggested several apps/sites out there that offer help, though I found the approaches they take lacking. In some form or another, they treated making a decision as a simple math equation. Input relevant facts, weight them, the app spits out an answer. That doesn't feel right. That doesn't feel like how decisions are made. They can't be reduced to simple either/or statements. I think evaluating and contemplation are necessary parts.

I'm going to think some more about this idea. I think it's interesting, and valuable. I need to work through what this service might look like.

UX portfolios suck

They are poor representations of what UX designers do

Atomic Design: fission or fusion?

A first-hand look at applying Atomic Design to a scrum project

I’m currently engaged in an app dev project where we’re using Scrum methodology to design and build. It’s going quite well. As we began the project, development brought up Atomic Design and wanted to add it to our process. I’ve read a lot of Brad Frost’s work on the subject and definitely see the wide ranging benefits of this approach. But from how I understood Atomic Design, it was a style-guide approach that’s employed once a style is defined to maintain consistency across digital platforms and screens.

Can Atomic Design be used as part of your design thinking from the start?

Credit: Brad Frost, Atomic Design

Credit: Brad Frost, Atomic Design

First, the good:

Atomic Design has kept the designers honest. As we’ve built out our components and styles, there’s been occasions where we’ve shifted a label for an input field from left-aligned to center aligned. The particular element was a bit different from other fields and it just felt “right.” But did it really have to be different? No, and we changed it back.

Because we are working in scrum, UX is rushing to stay ahead of dev as they think out the screens that are to come. They’re sketching furiously on whiteboards and then moving on to the next feature. As more of the Atomic Design style guide is fleshed out, our visual designer is able to translate a whiteboard sketch easily into fully designed comps (more on “comps below). There’s less cognitive load on the designer in terms of how to design the sketch. Tellingly, earlier in the project when less of the style guide was defined, the designer struggled a bit working from just a whiteboard sketch. More thought from his end and more detailed work from UX was needed. Now that our style guide is more complete, this extra effort is no longer needed.

Second, the hard:

There’s still some friction between the development side and the design side. We print out comps of the various pages and pin them to gator boards so we can review and react to them. Developers have occasionally remarked, “With Atomic Design we really should never be building out full page comps.” This misses the point.

The blunt fact is that the comps aren’t for developers. As designers, we’re thinking through the requirements and challenges and figuring out the best way to design a solution. This necessarily requires a holistic approach.
 
 We take the comps and and drop them into UXPin and build lightweight prototypes that are used to conduct iterative testing with users. This has greatly informed our designs, resulting in us simplifying, enhancing, and pivoting. This could not be done with small components alone.

We also encountered confusion between development and design about what was intended by the various atoms/molecules/organisms. Both sides are to blame here, and it came out — constructively — in a Sprint retrospective. The result was additional conversation to set expectations and tweak process. This has helped immensely.

 

 

Atomic Design is a great framework for development AND design in the building of software. But it does need to be flexible to allow creative exploration and to allow the team (because it’s not just designers) to think about the whole product in context. Amazing design is greater than the sum of its individual parts.