Why does so much modern technology confuse and trap us?

Business, Experience Design, Product Design, Research — Rebecca Cottrell on June 13, 2008 at 2:52 pm

In the last few decades, thousands of products have entered our lives with the intention to make them simpler. So, why does so much modern technology confuse and trap us?

“Technology changes rapidly; people change slowly”, writes Donald Norman, in ‘The Design of Everyday Things’. Interaction with things is governed by our biology, psychology, society, and culture. Human biology and psychology do not change much with time, and society and culture change slowly. The rate of new product creation is so high that some features aren’t tested thoroughly, or aren’t tested at all.

Bad design affects the super-complex to the dead simple: for instance, bad design is a door with a raised bar across it. The door only opens if you apply pressure on the right side of the bar, but there is no visual indication of this.

And what about a phone interface with a mysterious button ‘R’? Nobody knows what the button does, but the button remains for as long as a designer can provide a reason for its existence. Likewise, bad design is a door that has a handle which suggests twisting and pulling, but slides open.

I have been toying with the idea of modern (in)conveniences for a while before I read Norman’s book. The supermarket and the washing machine were subjects of a brief post.

Bad design, I’ve since learned, is used to confuse users intentionally. Why would a designer want to do this?

The Supermarket Maze

Supermarkets are complex, distracting, confusing. They are also exotic, amorphous and evolving ecosystems of products. The products displayed in the supermarket largely sell themselves with their packaging. Graphic design is key here – how can one peanut butter stand out from another peanut butter?

To do our shopping in the twenty-first century, we no longer need to visit individual shops. Products are gathered together within a single building. We enter a shop, pick up a basket of pre-determined size, and working from a mental or physical list, walk around the shop selecting items to put in a basket, before taking the basket to the check-out. The products are checked out by a human or a machine, or perhaps both. We exit the shop.

How can we design a supermarket to make it easy to find a desired item? Thinking in terms of pure design, I would use a clear supermarket layout, with low shelves so you can see over them, and make use of clear signposting. A shopper could, with clear layout and signposting, be sent from A to B.

A businessperson, however, would think in terms of both design and profit. It’s good business to send your shopper on a longer route from A before they reach B, so they pick up more things to take to check-out. Most shoppers are sent into a maze of distraction and advertising. In other words, supermarkets are deliberately confusing.

The Space-age Washing Machine

It shouldn’t be more complicated than putting your dirty clothes in the machine, putting in the washing powder, and pressing a button. But washing machines have become needlessly complicated, with some interfaces looking like spaceship dashboards. Norman suggests this is because ‘complicated’ looking products actually hold consumer appeal. Apparent complexity, at least in Korea, suggests status. More features, Norman argues, defies simplicity. More features sell products. A more complex washing machine is more attractive than one that appears simple. How many people try to understand how products work before they buy them?

A wonderful experience should be able to overrule these poor business tactics. Driving sales via confusion and advertising exposure is far from ideal, but it seems to work – at least in some places. Apparent complexity may always sell. The iPhone and iPod Touch, though, are examples of wonderful apparent simplicity when the device itself is complex: the good design masks the complexity of the functions.

Supermarkets rely on products selling themselves off the shelf. That’s interesting, if you combine this with the fact that product packaging is on its way out. Sainsbury’s in the UK is trying out the milk bag, which may eventually replace the plastic bottle. The milk bag is already popular in Canada (according to the article, 60% of fresh milk in Canada is sold in bags). Supermarkets are bending to the pressure of environmental awareness, but as the Times article points out, it’s down to whether consumers will want it.

It’s worth bearing in mind a scenario where packaging is severely limited, or where we simply no longer can afford to spend our resources on disposable packaging. Without products selling themselves with their packaging, will the current supermarket model work? If products can no longer sell themselves individually with their packaging, the model for advertising products in stock will have to change.

What makes design so compelling is how it emerges from seemingly conflicting motives: in these cases, the aims of the designer are at odds with the aims of business. Business itself is at odds with environmental pressure, availability of resources, the ideal of how they would advertise their product, and ultimately, what consumers want.

The Mobile Web

Internet, Mobile, Product Design, Web — Rebecca Cottrell on April 30, 2008 at 8:47 pm

Tim Berners-Lee says the web is in its infancy. We have only just begun to see how the internet is being used to overcome distance, share information, and connect people together. The future web, Sir Tim says, will put “all the data in the world” at the fingertips of every user.

Whilst desktop and laptop computers have defined how we experience the web, I believe that the benefit of the web is best when you can use it anywhere. McGuire’s law is that the value of any product or service increases with its mobility.

So, the mobile web…

Mowser

In many ways, I think Mowser was a great idea. I also think that in many ways, Mowser missed the point. This is aknowledged by its creator, Russell Beattie, in his leaving letter, which was widely and wildly misinterpreted after it was published. Beattie’s leaving note, far from being doctor’s autopsy notes for the mobile web, is actually full of vision and hope for what the mobile web should be like.

In a way, it heralds the death of a certain kind of aenemic mobile web, and one we didn’t want in the first place. Mowser’s failure, although sad, should help to guide others working in the shaping the future of the mobile web:

I think anyone currently developing sites using XHTML-MP markup, no Javascript, geared towards cellular connections and two inch screens are simply wasting their time. […]

Let’s face it, you really aren’t going to spend any real time or effort browsing the web on your mobile phone unless you’re using Opera Mini, or have a smart phone with a decent browser […].

Mowser depended on stripping down the web to make its content accessible to devices with primeval browsers. It’s a good thing that users are not happy with this kind of bloodless web. It’s definitely not good enough. Instead of working to strip the web down to work on limited, boring, terrible browsers, we should work to make devices better, and we should work to make browsers better:
What’s going to drive that traffic eventually? Better devices and full-browsers.

The future of the mobile web depends on giving people a great time while they’re using it. M-Metrics recently revealed that 85% of US iPhone owners use the web, vs 58% of smart phone users. Only 13% of the market as a whole used the web.


It’s not the mobile web, it’s the web…?

The mobile web should exist as a term. But it should not refer to a different web. We can’t deny that how we access and use the “mobile” web is different from how we might use it at home. This does not refer just to the device that the web is viewed on; it refers also to what we use the web for.

We need to make mobile web experiences better. To do this, we need to try and identify how we use the web outside of our homes; and how this is different from how we use the web inside of our homes. E.g., we might not want to do intensive research whilst out shopping; but at home, we might meticulously research and compare reviews for a restaurant.

Despite this, we cannot, and definitely should not, separate the web we view on our laptop from the web we view on our mobile device. Tim Berners-Lee is vehemently opposed to .mobi domain names for this reason:

The Web must operate independently of the hardware, software or network used to access it, of the perceived quality or appropriateness of the information on it, and of the culture, and language, and physical capabilities of those who access it.

Reformatting or splitting the web is not the answer. What we need is what Beattie described in his leaving letter: that is better browsers and better devices. That’s the only way the traffic is going to be there; and the iPhone, despite its scrolling, tapping, and zooming, has shown us what the mobile web should be like. In any case, the experience that the iPhone and iPod touch give us is far from perfect. But it’s far more enjoyable to use than the devices put out by its competitors.

I believe the popularity of the iPhone and the iPod touch has had very little to do with its marketing investment. The iPhone and iPod touch has posed a challenge to its competitors, and the iPhone killer, and not the iPhone catch-up, will be the one that pushes the device and browsing capability further.

Experience Machine

Experience Design, Graphic Design, Product Design, Research, Web — Rebecca Cottrell on April 19, 2008 at 2:08 pm

I’m a new student of “Experience Design”. Can you really design experiences?

One of the books I discovered in my flat a few months ago was the best-selling ‘The Seven Habits of Highly Effective People’ (by Stephen Covey). The book advocates the idea of a life that is governed by “principles”, by which positive outcomes are the natural product of this way of living, and not necessarily the aim. So according to Covey, a life led by positive principles leads to positive outcomes. A similar approach can be taken towards design, in terms of experience. The idea is similar: a designer focused on human experience of the finished object, rather than “designing an object”, will produce superior work.

I’ve just started to read Bill Buxton’s ‘Sketching User Experiences’. Here’s a quotation from Buxton’s website:

Ultimately, we are deluding ourselves if we think that the products that we design are the “things” that we sell, rather than the individual, social and cultural experience that they engender, and the value and impact that they have. Design that ignores this is not worthy of the name.


For me this is a totally new and very exciting way of looking at design.

We live in terms of experiences. We are surrounded by objects that give us an experience. Le Corbusier’s opening line in his 1923 book, ‘Vers une architecture’ (towards a new architecture), is “a house is a machine for living in“. I think this is a good approach to architecture. A house is a machine for living in, and a house is populated by various other man-made things such as a bed, a bookcase, a bedside table, a lamp. We experience a lamp when we attempt to turn it on and off. We experience a bed when we lie on it. We experience a bookcase when we put our books in it. If we can identify the components of what makes an experience good, then experiences are designable.

Objects we choose to surround ourselves with are, on the whole, man made; and they are objects which we have selected ourselves. We select these objects because they are easy to use, cheap, practical, aesthetically-pleasing, or all of these things. In other words, we choose to surround ourselves with objects that give us a pleasant experience. A designer who designs with this experience in mind is looking at the top of the hierarchy of everything a designer should be thinking about. Design exists to give human beings a good experience, whether it’s an entire city, a map to navigate the city, a dictionary, or a clear dictionary typeface.

I think a big enemy for designers is distraction, or approaching a problem with an existing agenda or idea in mind. Role-models (i.e. famous graphic designers, artists, architects) and inspirational objects (i.e. examples of existing examples that you admire by famous graphic designers, artists, architects) can distract and obscure, rather than clarify and help. By focusing on experience, the designer has a clear canvas. Good experience is the aim, and it doesn’t matter how you reach this aim. It includes both function and aesthetics, as both are necessary for a good experience, and both are necessary for a good design.

Experience design is very relevant to mobile design, and even more so as the small screen attempts an increasingly ambitious portfolio of capabilities that the desktop/laptop computer can already do. Designing applications that provide the user with a delightful experience is one thing. Working out how to deal with the desktop-scaled web on a small screen is another. I’m looking forward to giving this more thought…

When appearance is used to impact change

Product Design, Web — Rebecca Cottrell on February 23, 2008 at 2:44 pm

I’m trying to think of instances when appearance has been used to make a concept more attractive to users, when the concept on its own would not be popular or as popular as, say, music (but what is?). It is difficult to ‘sell’ something to someone if it is not desirable on its own.

I’ve seen a couple of ideas pop up recently which add incentive and fun to altruism:

1) Facebook application: Causes
One of the features I like on Causes is charity gifts, which are really nicely designed gifts that actually make a difference.

It was pointed out to me that there’s quite a surreal contrast between the shocking reality of the situation and giving a charity gift on Facebook from the comfort of your expensive apartment. But this way, at least something happens at all.


blanketsgift.jpg

2) Website: Free Rice
Free Rice is a fun and educational game that donates 20 grains of rice for every word you define correctly on the site. You learn, and the UN World Food Program helps end hunger. I even learned a few new words.

Next Page »
© Rebecca Cottrell 2008