There are a few topics, that I want to write about the next times, I’ve already mentioned them in my previous post, but I’ll define them once more.
- Goal based design
- Flow design
- Emotional / experience design
- Play and fun as a way to achieve goals
They are all part of the same process, and describe our relation with technology, we create and use technology, not because we are such fan of technology an-sich, but because we want to get something done.
Goals
It’s important not to confuse goals with tasks, as Norman points out, tasks change with every update of technology, I used to write a letter with a pen, than I switched to typewriter, than I used Word to write it, and now I’m even using WordPress to express myself. So the technology, and tasks have changed pretty dramatically over the last decades. The goals however -to bring an idea across- is already the same for millennia. So by looking at how to get the most done, we shouldn’t focus on how to preform a certain task as optimal as possible. Instead we should ask ourselves (as creators and users of technology) how we can achieve a certain goal as easy and good as possible. (There are some nice books about order versus chaos, and how much wasted time there is spent on creating order in systems that function as well with a little mess)
Constructing Flow
A flow is a certain series of sub-task that together will form a finished task. Flow is where man and machine meet for the first time, the person want to achieve a certain goal and is using certain technology to reach that goal. (Or the other way around, certain technology can facilitate certain goals but needs users to achieve those). Flow is also the name of a state of being.
Most of us have experienced a mental/emotional state where all of our attention (or energy) is totally focused on an activity. Csikszentmihalyi (1990) named this state “flow,” based on how participants in his studies described the experience. (source)
To facilitate a flow therefore, a website should focus on delivering only those tools the user needs on that particular moment. You can already see the problem here, how does a website (that is most likely been build to support multiply goals by users with different flows) facilitate a user with the the flow that will work best on that moment. There are a few known solutions already, but all seem to have their down sides. To name a few:
- A user can hide the non necessary tools (as WordPress does)
- Depending on a predefined kind of user the interface will have certain features (Photoshop and Dreamweaver for example)
- The Interface can learn from your actions (text input on the iPhone in theory) and MS Office 2003 (?)
- Facebook and Linkedin (at least in the past) have a you are now on 30% do something to go to 40%
As you can see from the last example, both designer of the flow and user of the flow run in the same problems. The designer does not know what each specific user want to do at each moment, and can’t therefore not optimize that particular flow. And the other way, the user might know what to achieve but will not no what the most efficient way is to achieve the goal. From the list above, hide and move at own choice and being encouraged to explore the rest of possibilities seem to be the best solutions, since they don’t force the user to make decisions / or make decisions for the user without informing. Enable and encourage to play seems like the best solution. (And also why an undo function is so important (2)
Emotional design II
First lets find a place for emotional design, as far as I consider, we should keep it as far from the new age crap as possible, but we should acknowledge that we are humans, and we use a lot of emotional power to make decisions and not only rational constructed thoughts. Because the decisions made are not rational or well thought out, they are however real and can also be tested, just not as easy as just asking the question. Another point where we should keep design away from is being purely business (money?) driven, as a designer I would state ‘create great products that users love, and the money will come’. A good example where money focus will lead us appeared in an article on UxMatters. this article mentoined emotional design as a selling’ point beyond user experience design itself (or maybe not beyond, but as an important part of). The post is both worrisome as fascinating
By leveraging the science of persuasion in new and insightful ways and designing specifically to optimize the elements of persuasion, emotion, and trust, we can systematically influence customers’ online behaviour. (source)
Not only becomes a website a place where people can get a happy experience, you might also get the feeling that people are subconsciously forced to inhale whatever business has cooked up for them. It has quite an unethical feel surrounding it, than again, if it makes the people happy, why not. As appears in the comments, the blog post turns out to be one large commercial for a user experience company. Though, it touches some interesting points, where usability is not enough to create a good site.
Emotional feedback
The last point in this post (that is already all over the place) is the point Norman makes about how people are extremely well equipped for social interaction -and his chapter about how robots should have emotions- made me wonder how we could apply those ideas to web interfaces. The idea that interfaces can be more than just stating facts is slowly becoming common ground. Flickr keeps us learning different languages to say hello in, Wakoopa allows you to reach all kinds of awesome levels, and also the 404 messages of many website have become opportunities to engage people.
To end this rambling, here are some nice slideshows:
random interesting links: Design and Emotion