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Unicorns vs. Reality - Dan does Webvisions!

by Dan Williams 4/26/2012 11:23:18 AM

How often have you seen a job description that reads like this?

Seeking User-Experience/Visual Design Guru with rock star coding skills to join our team. 
Responsibilities will include hand coding HTML5, CSS3, JavaScript and working with AJAX technologies.  We also look to you to design cutting edge design concepts incorporating best practices of visual and user-experience design.  Desire degrees in HCI and MA in Visual Design from leading design school.  Rate: $25/hr to start.

Or something along those lines…

All too often the recruiting team at Filter takes calls from clients looking for what we call a “Unicorn.”  A unicorn is a designer that can solve every company-wide design problem, while writing code, solving complex server-side problems, and developing brand messaging, along with attending multiple meetings per day; in other words they are mythical.  THEY DO NOT EXIST. And that few and rare that do are so busy (usually with their own projects) that they don’t entertain staff and contract positions and it is usually a waste of time and money to pursue them.

When a company goes on a unicorn hunt the normal result is frustration, slipped deadlines and a missed opportunity to hire resources that can bring value and new ideas to the table.  Why spin wheels and precious time hunting a unicorn that can design an elegant and cutting edge website when you could hire a rock star designer and a code ninja that can work together to achieve the same result?  Budgets you say?  You only have enough for one resource?  We say, think outside the box.  Use that project budget to hire a part-time freelance designer and developer at 20 hours per week each.  Work with a Project Manager to understand the project schedule (design hours typically drop off when a project is in development and vice-versa) and create a team that leverages the individual skills of several different people with limited hours. 

When a candidate tries to become a unicorn the normal result is frustration, money spent on becoming something unattainable, and a missed opportunity to build on existing strengths.  If you are a strong visual designer with a solid understanding of the strengths and weaknesses of the current coding languages -  leave it at that.  Don’t sign-up for an advanced JavaScript class to only find you have spent $500 to simply bang your head against your keyboard.  Instead spend those resources on ramping up on the new trends in design, and improving your baseline knowledge of current web technologies.  You don’t have to be able to code a website to create an elegant UI design and a rich user-experience.

At the end of the day you will save yourself time and money whether you are a client or a candidate by giving up the quest to hire or become a unicorn. 

Filter will be leading a panel discussion about unicorns and why we should stop the unicorn hunt at WebVisions Portland on May 18th.

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Professional Development

Game Development and the Digital Revolution: The Future of DLC

by Alex Welsh 2/28/2012 4:31:43 PM


Game development cycles for AAA games are getting a bit ridiculous.  We wait for years, anticipating a great new game or sequel, but our hopes are rarely satisfied when the game is finally released.  Sometimes the game delivers, and we want more.  Other times the game bombs, and the studio loses huge chunks of money from poor sales figures.  What can we do, right?

I think there is something we can do, but it requires game developers to embrace a new structure of development.  As it turns out, many studios are already heading in this direction, but there is still a significant leap that needs to be made.  What if, instead of working for years on a game that loses a studio a couple million dollars, a studio could cut the development of that game because player feedback came back overwhelmingly negative?  What if games were developed in such a way that they could be released in consecutive pieces that, together, formed the game?  What if the concept of DLC wasn't just bonus material, but was central to the game?

Some games are already being developed in segments.  The core game comes out on a disc for $60.  Then some DLC comes out that adds onto the game, sometimes really adding great value and depth of experience.  What if each game was a series of DLC packs each priced for accessibility and released on a consistent basis, like a comic book?

Here's why this can work:

1. The speed of digital distribution services like Steam make the distribution part of the development a non-issue.  As soon as it's ready to go, the game can be in player's hands. 
2. Lower pricing per episode will make the games more accessible to people who don't want to spend $60 on  new games.
3. A continuous game can become the center of a large, interactive community that has some influence in the development itself.

Digital distribution is growing in popularity, and retail gaming is taking a huge hit around the world.  If we want to stay ahead of the curve, now is the time to start the switch.  Steam is miles ahead of other digital distribution platforms, and they are even talking about creating a console for Steam to streamline the process even more.  Other services like EA's Origin are sprouting up, as well.  The advent of digital gaming distribution has come.

With this new distribution method, developers have the opportunity to change everything.  In the same way the digital revolution changed book publishing according to Seth Godin, it is about to change gaming.  By releasing smaller chunks of a game over a period of time, a studio can build a following around the game that is directly involved with the game's evolution. 

However, in before this can happen, a few adjustments must be made.

First, the process must be pioneered by strong leaders.  The waters ahead are choppy and difficult to navigate.  Communication must be crystal clear, decisions must be made and upheld, and feature creep must be eradicated.  Creative directors and producers will be the backbone of the new pipeline.  The lack of leadership could kill a fan base built around this model because even a month delay would mean a huge percentage increase to the development cycle.

Next, fear must be overcome.   Perspective is powerful and fear will make us want this to all go away.  The perspective “what we have is good enough” will sink those of us who hold onto it.  The “safe” alternative of sticking with the old method will not be safe for very long, because change happens quickly.

The great news is, if we can navigate this successfully, the rewards will be abundant.  Here are a few:

• The consistent releases will keep more players interested in the game over a longer period of time by keeping up the anticipation between each release.
• Crunch can be spread out from one long haul over several months to a short few-week sprint before each new segment is launched.
• If a game reviews poorly after the first or second installment, development can be dropped, saving the studio money and time.
• Lower prices for each episode make games more accessible to more players.
• Consistent feedback from player communities can directly affect the direction the game takes, making for a more involved and therefore committed, audience.

The changes on the horizon are big, scary, and they are coming.  If we face them head-on and take action, we will be on the edge of something huge.  If we opt for what seems like the safe bet, we will be left behind.  Redefining the development pipeline opens up opportunities for huge success.  The question is how will you respond?

Alex Welsh is a videogame producer and storyteller, armed with a shiny new BA in Digital Game Design/Business Corollary from Ohio University.  He met Filter at GDC last year, and is looking forward to becoming a full-fledged Filter contractor this spring. Check out additional musings from Alex at http://alexwelsh.me/ and @alexswelsh

 

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Letter from the CEO

by Max Thelen 1/31/2012 10:49:16 AM

It looks like 2012 is off to a fast start in the digital space! Our Seattle team survived Snowmageddon and we're all back at work, getting busy with exciting digital projects. It's been great to connect with all of you over the past year. We've had the privilege of making new connections with many of you, renewing old acquaintances with some and connecting many talented creative professionals with exciting new careers and project opportunities. Our roster of clients -- really the cream of the west coast digital landscape -- continues to grow wider and deeper, and we thank all of our clients for trusting Filter as their digital solutions partner. We're super excited to see what 2012 will hold. Will the startup scene cool down as VC's put on the brakes? Will the Apple-Google-Amazon steamroller continue to dominate? Will we see any game-changing developments in the online marketing space? We're in the thick of things with you and we're on it -- staying nimble -- going where the opportunities take us. What's your take on things? We'd love to know. Connect with us on Facebook and share your thoughts and predictions!

Thanks again to all of you for being part of the Filter network!

 

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5 Things You Must NOT Say During a Job interview

by Kelly Brown 12/14/2011 3:07:00 PM

5 Things you must not say during a JOB INTERVIEW

If you’ve gotten that precious and rare job interview, congratulations! You are so close, and needless to say, you are going to blow the interviewer away. They will be left trembling after the presence of such awesome competence, and gnash their teeth when they think of the years that passed when they could’ve had you, then feel relieved that at least they have you now.

So to ensure that everyone is on the same page in regards to your excellence, think of it this way. This interview is simply asking, “Can you fill this hole, this need that we have?” and you replying, “Absolutely.”All of your responses during the interview need to convey that“absolutely.”

So here’s what not to say:

Don’t talk about how great this job will be for you, talk about how great you are for the job

Remember, this company or person isn’t interested in hiring you because they want you to be as self-actualized and joyful as possible— they’re thinking about hiring you because they have a need, and think maybe you can fill it. Your entire job is to convey to them that yes, you can indeed fill that need. Your needs are not important in this step of the process.

It’s understandable to forget this — especially if you’re fresh out of college. Up until now, your life has been about others teaching and instructing you in the hopes that it will help you meet your life goals. But have you noticed that you pay to go to college? Generally speaking in life, the person who gives money is the one who’s needs are important, and the person getting money is paid to meet those needs.

Don’t badmouth any past employers. Don’t badmouth any current employers. Don’t badmouth anyone.

This may seem like a fun, conspiratorial, “Oh, you wouldn’t believe,” sort of thing, but to a potential employer, all this establishes is that you are gossipy and potentially not a team player. It introduces doubt in their mind about you and your abilities — if you’re so great, how come this person didn’t like you? Remember how the only thing you are doing right now is conveying how capable and essential you are? This does not fit in with that.

No matter how terrible things were with a past job — and they may, indeed, have been really, really bad — it’s not valid interview conversation fodder. If you can say good things about the boss or company, then do so. If you just can’t bring yourself to say anything even slightly positive, just say, “You know, it wasn’t the best fit for me. Anyway, (more statements that convey your professionalism).”

Also, “It wasn’t the best fit for me” is the proper response to why you left your last job, unless it was something unassailable like, “I was recruited away by blah-blah-blah,” or “I wanted to move to be closer to my family,” assuming your family lives near the job you are currently interviewing for.


Don’t bring your deep and personally held beliefs into it

Unless the job and organization is explicitly about politics or faith, don’t mention them at all. Not only does this raise potential liability issues for the employer in terms of discrimination, it’s also distracting and you never, ever know who you will offend.

People do like to hear a little bit about who you are as a person, so if you have fun hobbies, by all means, mention those. But these things should be neutral and interesting.

Good: “Actually, I love crafting; I’ve been knitting and decoupage-ing a lot lately.”

Bad: “Whenever I find a spare moment, I love to go harangue the women going into abortion clinics.”

Don’t bring your boyfriend, girlfriend, mom, dad, cat, step-cousin or ANYONE to the interview with you

I am sort of shocked this is a thing, but recruiter Dana assures me it is. If you need a ride to the interview, that’s fine, but this person must remain invisible to the employer. As far as the employer is concerned, you just emerged, Aphrodite-like, out of the seafoam and into the office park, the winds of your own competence wafting you safely to shore with five minutes to spare.

Don’t forget to ask questions

Frankly, you should have a million questions. This is a place that you will spend 40 or more hours per week. This is a place that will assign you hundreds and thousands of tasks to be successfully completed. This is a place filled with people that you will spend more time around than you do with your own family. Someone who isn’t interested in what this means for them is a major red flag. Asking questions doesn’t make you a pest, it shows you to be someone who is committed to making sure you are right for the job, and the job is right for you.

Here are some classic ones:

• What does an average day look like for someone in this job?

• What is the most challenging aspect of this job?

• In your opinion, what kind of person would be most successful in this position? (Note: take the answer to this into account, then hopefully tailor your future responses to demonstrate that you are that sort of person)

• What makes your company’s culture unique? What, in your opinion, distinguishes you from the others in your industry?

Is there anything I should have asked you about this job that I haven’t asked you yet?

Kelly Williams Brown is a features reporter, humor columnist, amateur doodler and author of “Adulting: How to Become a Grown-Up in 387 Easy(ish) Steps.”

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Kern is not a four-letter-word

by Drory Ben-Menachem 11/18/2011 10:49:00 AM

FORWARD
We live in a wonderful age.  Technology abounds to assist, advise, surprise, delight.  Apps spill from devices, and tools empower us to create, build and learn.  And yet this age is also troubling.  Troubling, because over the years there seems to be a gradual yet perceptible decline in what Digital Natives would call “old-school skills”.  In the design world we inhabit today, fewer and fewer designers are entering the industry with traditional training and “tribal knowledge” – which is compounded by the ever-increasing abilities of the technology we use.  As our tools become more advanced and “smarter”, they usurp the need to obtain/retain this traditional training.  Even design veterans who once reveled in the theory and philosophy find themselves relying more and more upon these tools (myself included).  This is why sites like Method of Action are so vital – they give us the opportunity to (re)discover the joys of not just what we do and how, but why.  It is also what compelled me to write this article.

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Typography can easily be referred to as one of civilization’s oldest forms of visual design.  The core purpose of typography is to make language visible and comprehensible.  Any language.  Typography is a global skillset and the theories/practices of typography serve as a shared design lexicon.  Two of the most vital – and yet most endangered – typography skills in that set are kerning and tracking.

Kerning is the process of adjusting the spacing between characters in a proportional font, usually to achieve a visually pleasing result.  It is the adjustment of the space between individual letter forms vs. tracking which is the uniform adjustment of spacing applied over a range of characters.   In a well-kerned font, the two-dimensional negative spaces between each pair of characters will all have similar area, resulting in a uniform visual feel for all letters within a given set (word).

More recently, the term kerning has been replaced in many design applications with terms like “letter-spacing” – merely different terms denoting the same principles.  Unfortunately what has also begun to be replaced is the designer’s skill with kerning and tracking (amongst other skills), instead electing to hand off the task to software algorithms and kerning tables.  The danger of this trend is that the art of typography is being eroded and devalued – I’ve lost count as to the number of times I’ve had to explain kerning to a junior designer (after they recovered from the confusion of being handed a printout of a web page with proofmarks on it).  

Yes, you read that right.  I called it an “art”.  I believe it is more than just a set of skills, it is an art-form.  It requires good judgement, nuance, aesthetic evaluation, holistic perspective, and even the occasional gut-check – none of which can be accomplished with software (yet).  There have been vast improvements over the years but nothing can replace a well-trained design-eye and a human touch.

Just as the spaces (pauses) between the notes of a musical score influence how that music is perceived and interpreted, so too do the spaces between letters influence how scores of letters (words) are perceived.  A conductor can influence the emotional fabric of the music with even the subtlest adjustment, and musicians can influence the music based on how they interpret that adjustment.  If one of the musicians is out of step: disharmony.  Similarly, the designer (conductor) can influence the ipact his letterforms have on his audience but he must pay attention to not just each letterform but how they all play well together to avoid visual disharmony.  We should remember that a 1/100em kerning adjustment applied in 24-point type results in a movement equal to the width of a human hair, but sometimes that can make all the difference in the world.

Yes, we are dealing with very minute distances here, so it's natural one would want to zoom in closely when kerning type.  The trap of this is that it exaggerates the impact of the space between letters.   By zooming in too closely, you disable your brain’s ability to maintain that holistic perspective I mentioned earlier.  It’s recommended to do your tracking/kerning work at as close to the actual size of your final piece whenever possible, remembering that the ultimate goal of kerning is to achieve even, consistent spacing across the entire letterset.  Start with what you believe to be the most challenging character pair in the group and let that establish the spacing feel for the rest.

Now, I’m not suggesting that everyone suddenly become kern-happy and start tweaking everything in sight (or in site, if you’ll excuse the pun).  And by no means should you start crafting a complicated CSS structure to auto-kern HTML type – snicker if you like, but I’ve seen it done.  What I am suggesting is that kerning, tracking, and all typography skills do still have a very valid – and valuable – place in the digital design ecosystem.  Good typography can add a level of elegance and polish to your designs no achievable with code, and (believe it or not) reflects positively on you as a creative professional.  Many of my colleagues and I do pay attention to this when reviewing portfolios, and have summarily dismissed designers if we find their typography skills lacking.

So how does one learn good typography?  Practice.  Games and sites like Mr. MacKay’s are wonderful learning tools, but nothing can replace hands-on experience.  Ask your colleagues for feedback.  Find a mentor (ideally someone with a lot of experience in print design) who you trust to offer guidance.  Heck you could even post side-by-sides to your favorite social network and see which one “feels” better to your audience.  Oh, and practice.  The future of type is in your hands.

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Pencils vs Pixels at SIC - some parting thoughts

by Drory Ben-Menachem 11/11/2011 8:56:00 AM

Our session at SIC on Nov 3 was the second installment of our "interactive discussion" model – after working out the technical and logistical kinks during Webvisions Portland, we evolved the presentation, crafted a new on-stage experiment, and doubled the size of the teams. It was well-received, and generated some robust discussion — so much so that we actually ran long. As a result, we did not share our parting thoughts with the audience so I will endeavor to do so here.

One interesting observation: both at SIC and Webvisions, we noticed a palpable lack of controversy amongst the audience. Most everyone was in agreement in their response to the questions we posed. Should we host a future session of PvP, we may need to either reformulate the questions or re-tool the on-stage experiment to allow the team members to engage more actively in the discussion and (hopefully) seed some controversy into the room.

  

PARTING THOUGHTS

We live and work in a very exciting time, both on the technology and creativity fronts. New ideas are being explored everyday and new experiences are being created that were unimaginable 100, 50, or some even 10 years ago. Tools that were once the stuff of science fiction are now our digital sidearms that empower us in ways that would seem magical to our 20th century counterparts. And it changes every day. It’s precisely this reason that the technology we create must pay homage to our collective design history and enhance our skills rather than replace them. But as with technology, skills and best-practices evolve as well – and we must be willing to let go of traditions that have been replaced with more efficient methods. It is collectively up to us to ensure that we maintain a balance in their respective values.

While there is no shortage of groups and organizations willing to develop new technology, we must also encourage groups and organizations to provide educational resources to the waves of increasingly tech-savvy designers entering the workforce every year. By helping everyone to understand where and when the two sides of this coin bring value to the table, we can ensure that there is room in the industry for both pencils and pixels.

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Inclusive collaboration and the Law of Diminishing Returns

by Drory Ben-Menachem 9/27/2011 12:29:00 PM

One of my favorite courses in college was (no kidding) Operations Management 230.  I was fascinated by the challenge of gleaning efficiency from various systems.  Little did I realize that much of what I learned in that class would be useful during my design career.

No seriously.  The rules and theories I learned in OM230 were very specific to the world of tangible supply and demand, but they can easily be applied to other areas.

Take one of the most well-known:  the Law of Diminishing Returns.

The Law of Diminishing Returns states that in all productive processes, adding more of one factor of production, while holding all others constant, will at some point yield lower returns. While it does not imply that adding more of a factor will decrease the total production — a condition known as negative return — this condition is in fact quite common.

“But how does this apply to the design discipline?”  I hear you ask…

Well, let’s take a look at a classic paradigm:  the client/designer relationship.  At the beginning, everything’s great.  We dive in and start work based on the kickoff meeting and as much information as we’ve been able to glean.  Things are running along smoothly at first, but as the project progresses creativity and productivity can often hit a peak and then taper off — this is most often caused by designers working too long without input/feedback from the client.  This is universal among all designers, regardless of their level of experience.  “Working in a vacuum” is one of the main causes of designers missing the mark when it comes to client expectations.

We’ve all had an experience like this: at some point during your work effort, you hit this feeling that you’ve spent all your creative fuel and continuing to bang away at this particular problem space in a vacuum will not be as productive.  It’s at this point when we seek out our peers, team members, or mentors to get “a gut check” or solicit feedback.  This effectively refuels us creatively by injecting new thoughts and ideas or a different perspective on the problem space.

But this is only temporary, and is no substitute for direct client interaction.  It is far more valuable to “bring the client along on the journey” of the project.  While the goal is certainly to surprise and delight the client, the surprise should come from exceeding their quality and creativity expectations rather than springing something on them after three weeks of no interaction.

The same can be said for other activities like brainstorming, color explorations — even image searches.  In our experience managing the stock and news imagery needs for MSN over the years, we have found that the vast majority of “suitable image choices” are found within the first few minutes of a search (if the search criteria are clear and accurate).  We realized this because when we reviewed the choices to make a final selection, the image chosen most often by the stakeholder (a.k.a. the “client”) was one of the first 3-5 offered.  And the occasions where none of the images where deemed “suitable” at the time (often due to the feeling that “something better must be out there”), a subsequent image search rarely produced a superior result (except in cases where the search criteria was altered).

So how do we “bring the client along on the journey”, so to speak?  The easiest way is to establish a series of regular interactions where the client is invited to share their thoughts and feedback as a part of the creative team.  These interactions should be frequent and early enough in the project to glean the most benefit — doing so introduces a compounding factor, thus increasing the marginal return of each effort-curve, and by extension, the overall return of the collective effort.  As with any relationship, interaction encourages intimacy.  As designers become more intimate with the needs and preferences of the client, the interactions may become less frequent but more productive as trust is built.

The effect of these interactions is that they reset the effort-curve, and any effort applied to the project after each interaction point builds on the effort before — thus elevating the project progressively closer to the client’s level of expectation.  Additionally, subsequent effort-curves have a longer span — more “staying power” if you will — due to increased clarity on the part of the designers (and increased comfort on the part of the client).  Interactions can take many forms — be they face-to-face, remote, or email-based— but the key is to interact and do so as often as possible over the course of the project. 

So how will we know when we have met or exceeded the client’s expectation?  More often than not, the client will tell us — often enthusiastically.  And over time, reaching that level of expectation becomes quicker and easier because of your collective shared journey with the client.

The Law of Diminishing Returns as it relates to the creative process is much more subtle and much harder to quantify than in a tangible process like manufacturing, so it is important to “design consciously” — staying aware of how you feel as you progress through various phases, and knowing when to “refuel” will help you avoid designing in a vacuum.  It will make the best use of your time, and ensure that your work yields the optimal return.

Tribal Instincts

by Kim Obbink 9/19/2011 1:26:00 PM

On Friday I was honored to speak at the sold out inaugural AIGA Hive event,  a forum to discuss the value of the relationship between  Design + Technology. Having managed cross functional teams for over 20 years, from pre-web to dot com to dot bomb to today, I’ve seen design and technology merge (and sometimes submerge) in an ongoing struggle to trust and respect one another’s contribution to collaboration.

 

I have always thought that “creative” was a tribe in and of itself, often misunderstood with a particular set of rituals, omens, instincts, and even tribal costume. And I have seen the creative tribe go to war with the developer tribe over the years, but I’ve never really been sure what the war was over – or about. I think that now more than ever, the various tribes that make up our industry are communicating, speaking similar (although maybe with a slightly different dialect) languages, and collaborating as we band together in our hunt for innovation.

 

But not everyone at Hive agreed with that premise. What do you think? Are design and development a single tribe, two factions of a single tribe, or two entirely different tribes? And which breeds more innovation? Collaboration or competition?

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This is not a Fork: Follow-Up!

by Bram Wessel 9/9/2011 4:03:00 PM

I wanted to offer a quick follow-up to This is not a fork, FILTER's creative discussion and contest at UX Week last Friday. Despite some minor logistical problems (read: it was too damn nice out to be eating lunch inside), we had great participation and some really interesting submissions.

To explore the theme of how surrealist themes can inform design, we asked attendees to make something with their place settings, using ordinary objects in ways they weren't intended to function. You can see all of them at the Twitter hashtag #thisisnotafork.

The winner, (most retweets) was:
  

Some of our favorites were:
   and

But the undisputed most elaborate creation was a game. Yes, a game! It was called "Porkball" and it used place settings, FILTER conference swag and even food. Based on Cornhole (http://en.wikipedia.org/wiki/Cornhole), the object of Porkball was to throw one of the chinese pork dumpling appetizers into a hole in a board made of FILTER notebooks to score points. Highly appropriate, considering the original focus of our talk was going to be gamification.

Our goal was simply to get people to think about what digital objects could be by calling attention to how physical objects can be used in creative new ways. We had no idea how elaborate it would get, but we should have guessed something like Porkball would be possible in a room full of folks whose job it is to think about user experience.

Many thanks to everyone who participated in the contest, Adaptive Path, and the rest of the volunteers and organizers who put UX Week together. We hope everyone had as much fun as we did.

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This is not a fork.

by Bram Wessel 8/17/2011 4:42:31 PM

This is not a fork.

If it’s not a fork, what is it?  When is a fork not just a fork?  What could it be? 

Creative professionals are obsessed with the nature of objects.  When working within an established convention or design pattern, our goal is to make an object behave as users expect.  Other times we’re creating something fresh – a new object that has little or no precedent. 

Surrealism and the Representation of Objects

René Magritte was a major figure of Surrealism, an artistic and philosophical movement that challenged our notions of what objects could be.  In his most famous work, La trahison des images (The Treachery of Images) Magritte created Surrealism’s most literal statement by captioning a painting of a pipe with the caption “This is not a pipe.

The paradox of La trahison des images raises all kinds of issues about the nature of representation.  If it’s not a pipe, then, what is it?  Can we trust our perception?  Can we trust the artist?  If it’s not a pipe, then what could it be? 

In Magritte’s aesthetic environment, representation itself was the subject matter.  As designers, we must also account for utility.  Objects have utility that’s embodied in their affordances.  The handle of a fork affords holding.  The spikes of a fork afford capturing pieces of food.  These two affordances together make a fork an ideal object for getting food from one place to another, for instance from a plate to your mouth. 

Accidental Surrealists

Today, designers operate in increasingly digital environments, where layers of mediation between objects and our perception are unavoidable.  We are, in a certain sense, accidental surrealists. 

Digital objects are represented visually on a screen.  They may be manipulated via touch interfaces or a cursor (a digital object that is itself a representation of a pointing device) but the screen persists. 

And due to the treachery of images, the screen lies - to designer and user alike.  The chasm of indirect manipulation cannot be fully overcome.  No matter how much a digital fork might look like a physical fork, it will never put physical food into your physical mouth. 

Donald Norman, one of the founding thinkers of the UX discipline, describes this as “the gulfs of execution and evaluation.”  The gulf of execution is the difference between user intentions and the behavior afforded by an object.  The gulf of evaluation is the difference between the signals an object provides and user interpretations of these signals.

Designers who want both of these gulfs to be as small as possible, might employ a Skueomorph – a fancy term for the class of objects that attempt to faithfully represent their real-world counterparts.  Skueomorphs signify by means of design cues – visually represented affordances or visual ornaments.  The net result is one of the oldest UX design best practices around – make something look like what it is or does.

But are there situations when skueomorphism is not an appropriate design solution?  Yes.  A notable recent example is Apple’s OS X Lion Calendar application:

 


As John Siracusa of Ars Technica points out in his review of Lion, the skueomorphic affordances of the Calendar app (the leather binding, the “torn off page” appearance,) create an expectation of direct manipulation but the actual interface doesn’t support it.

Just as we can’t evaluate digital objects simply on the realism of their representation, we can’t evaluate digital designs simply on their usability.  Usability is vitally important, but so is the visceral connection users have with a digital object.

The most profound effect of the touch era is that it has closed the gulfs of execution and evaluation. Today’s users are being conditioned to expect a visceral connection to digital objects much more than they used to. 

Crossing the chasm

So as designers, how do we respond to these new user expectations?  How do we solve the problem of representation?  How do we overcome the twin gulfs of execution and evaluation?

To begin with, we must have empathy in abundance.  It’s a given that we must empathize with our users, but we must also empathize with objects.  We must elevate our concern for the visceral quality of objects to the same level of reverence we have for the usability of objects.  It’s no longer enough for an object to just be merely usable, it must also feel good to use it. 

Of course, one way of accomplishing this is by creating original digital environments, populated with original objects, with their own digital affordances and characteristics.  But that’s a rare opportunity. 

Usually a digital environment will have some mix of the novel and the representational.  For guidance here, designers can turn to another founder of the UX discipline, Bruce “Tog” Tognazzini who offers some guiding principles for creating objects, both physical and digital.

To set up these guidelines, here are a few observations Tog has made about the physical world:
 
• “Possibilities are limited, making the world predictable.”

• “The world is populated with consistent, predictable objects.”

• “Objects can be easily perceived, discriminated and manipulated.”

It makes a lot of sense.  As humans, we’re conditioned to the physical world from birth and we are adept at perceiving patterns, making the natural environment we live in a pretty stable, predictable place. 

But in human-constructed environments we’re making up the rules as we go along.  This holds true for architecture, art, craft, and media and this problem is especially acute in digital environments.

That brings us to the digital component of Tog’s framework:

• “Reflect the illusion of the interface, not the realities of the hardware.”

This is why touch-screen interfaces are so revolutionary – they offer a much richer palette for representation and near-direct manipulation than other input methods, and the hardware fades into the conceptual backplane.  If the conceit, or metaphor of an interface is skueomorphic, make visual and behavioral attributes of the UI consistent with the analogous object in the physical world.

• “When possible, evolve objects, rather than starting from scratch.” 

Often, skueomorphs are a good design choice because they have affordances users have been conditioned to from birth.  If they can be cross-applied to digital representation without breaking down, they have an advantage in usability and comfort.

• “Build on an existing visual/behavioral language.”

If a visual/behavioral language is already established, why disrupt it when you can (ahem) leverage it.  Designs that do this will feel authentic.

• “Invent new objects, with new appearances, for new user behaviors, and for resulting behaviors.”

If there is no physical world analog for a desired behavior, don’t force fit a skueomorph when one doesn’t exist.  This is your chance!  Create something wholly new!

• Multiplex meanings.

This concept is borrowed from architecture.  We aren’t only good pattern recognizers, we’re very good at ordering and classifying objects according to patterns.  Among the thousands of makes and models of cars, planes and boats, we immediately recognize that a car is not a plane or a boat.  This gives us the creative freedom we need to thrive as designers.  We needn’t (and often shouldn’t) make something look precisely like other objects of its class, or a physical world analog.  We can create a digital object that improves on the physical one!

Now back to our fork.  Can a fork be something more than what we’ve always believed it to be (and still be a fork)?  I say yes!  And I, for one, can’t wait to see what new “fork” some undiscovered but brilliant designer invents.

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