Doing more together than we could apart.

Familiar
There is a great batch of insights in the presentations given at the Carson Workshops Future of Web Apps event.

In particular, I highly recommend the making of Google Calendar (PDF). I’m particularly mindful of the advice regarding “Build products for people who don’t want to use them”.

Cal’s preso (PDF) is chock full of excellent tips (own the process, not the feature).

Ryan Carson’s preso (PDF) is visually really nice and has some great tips (obsess about your website copy), but also some tips I definitely don’t agree with (work with people in the same time zone – I know from experience that there are many advantages to working with people in different time zones).

Another visual treat is Tom Coates’ preso (HTML). Again, full of great ideas (Doing more together than we could apart, Expose every axis of data that you can).

All of the presos are also available as mp3 podcasts, which I haven’t had a chance to listen to yet (please comment with recommended items if you do listen to them!).

There are recurring themes that really resonate strongly with me:

  • prototype, iterate, and stay agile
  • release early, release often
  • track everything and be smart about how you track usage
  • always communicate with users clearly, directly and politely

Doing more together than we could apart.

The Magic of Kool Aid

I just came across another UX designer looking at magic in UI design. It was really interesting coming across that post. For one, because I’ve recently been considering ways of injecting ‘magic’ into user experiences.

The other big reason that the post hit home for me is that he refers to General Magic throughout his presentation (630K PDF). I happen to have been the first intern at General Magic. One of the first things I did when I arrived was user testing. I absolutely hated everything about it. They laughed at my feedback, treating it as the rantings of a naive kid. Didn’t I realize that the legends of Silicon Valley can do no wrong? The kool aid was being consumed in heavy doses by everyone there, it seemed. Seeing that magnitude of arrogance in action has been an important life lesson I reflect on often.

Mediaphone
One of my design concepts at General Magic.

General Magic screenshot
A screenshot from MagicCap (not my work)

The interesting thing is, Sony was one of the partners in General Magic. I spent a bit of time with the engineers from Sony and told them honestly how I felt. I pleaded with them to forget about the lame psuedo virtual reality concept. Instead they should use the technology to build a digital Walkman that can download music wirelessly: any song, anytime, anywhere. Those pesky naive kids, what do they know, eh?

As it turned out, I also worked alongside Tony Fadell while at General Magic. Tony is often credited as the father of the iPod. To me, it was an obvious idea that clearly many other people must have thought of as the technology emerged. I’m always amazed that it took so long to happen, and that so many other bad ideas were pursued instead. That’s been another important life lesson.

Rules To Live By

My design roots are in industrial design. It was my major at university. Midway through university it became clear that a new, emerging form of ID would define my career: interaction design.

I wanted to share an artifact that I’ve managed to keep from those industrial design days. It’s a promotional booklet for a then new ID firm, Tonic. The products featured in the promotional booklet were groundbreaking designs. The original Powerbook. The Newton. The Knowledge Navigator. While aspects of the designs might appear a bit dated and are likely to get a snicker or two today, the words and ideas expressed in that manifesto resonate as strong as ever.

I’m really glad I kept this booklet. It manages to succintly and eloquently articulate fundamental ideals that define my own design philosophy.

The seductive pleasure of games

I’m in the process of designing various user interfaces that deal with some tedious business tasks. I’m looking for ways to convert the pain and annoyance of these tasks into genuinely pleasurable experiences. Game play seems like an obvious approach. As I see it, there are three key elements of game play that really make games successful, fun, and addictive:

  • They seduce you with a simple challenge
  • The challenge leads to some type of discovery, giving you an intoxicating sense that you are skilled and clever
  • The discovery is the reward, points are the proof of your mastery and status

At this stage, I’m more interested in studying classic puzzle and strategy games, rather than video games. It’s easy to get distracted by video games. Games that have survived the ages obviously have some enduring qualities. One game that I’m examing is Boggle, specifically this online version of Boggle. Sudoku is another game that I think could be useful to analyse.

Weboggle

Some keys to Boggle’s success that I find relevant include:

  • It’s an itch you need to scratch. Fundamentally, the game premise is based on the human compulsion to sort, match, collect, complete, and compete. This pattern seems to apply with most games.
  • It sucks you in, because you have an immediate sense that it’s easy to win. With Boggle, the answers are all right there in front of you.
  • Discovering a winning strategy is fun. Once you get past the initial learning phase, the real fun is coming up with clever strategies to win more efficiently and effectively. I think this is even more critical to Sudoku’s success.
  • Changing your view boosts your success. Simply rotating the game board suddenly gives you an injection of new possibilities. It ignites your imagination. Having a fresh new perspective on the same data dramatically helps you recognize patterns you never noticed before.

The online version of Boggle provides these additional payoffs:

  • It provides realtime feedback with a running total. You get realtime feedback for the words you found, both correct and incorrect, plus the points per word, plus your running total. Every success fuels your desire for another.
  • It inspires you to improve your technique and discover new solutions. At the end of the game, it shows you all the words you didn’t find. This helps you learn new strategies for finding words on the board, plus learn new words.
    Weboggle words
  • It inspires you to stay competitive and get better. You see how well you scored compared to other players from around the world doing the same puzzle.

And the ultimate payoffs:

  • It provides a sense of magic. There is magic in the way that the system responds to you in realtime as you interact with it. Magic is play in its purest form. We love to be dazzled with treats for the senses. Magic also captures our imagination by giving us a glimpse of new possibilities.
  • It provides a sense of power. Letting people actually control the magic, seeing the immediate impact you have on the outcome, gives people a strong sense of power. Nothing is more addictive than power.

I think most videogames follow these same patterns. Of course, they ratchet it up with rich visual design, animation, hyper realism, role playing, and storytelling to appeal to the senses and emotions. Lot’s of games, video and otherwise, also use charm and humor (think Charades or Katamari).

How does this translate into a web based app? I see eBay and Trade Me as full on game systems: points are gained through money and reputation, you compete against other bidders, you devise winning strategies, there are time limits and leader boards, to name just a few parallels. People often get hooked more by the ‘game’ than the items for sale – people ‘win’ bids for items they don’t really want at prices they would never otherwise be willing to pay. AdWords, MySpace, LinkedIn, Flickr, and Digg are other web apps that also have many game qualities.

LinkedIn.com connections TradeMe.co.nz Won Lost

I think the process for adding play and magic to a web app is:

  • Make the screens seductively simple, with clear objectives and clear payoffs
  • Show incremental progress in realtime
  • Enable people to dynamically interact and affect the outcome
  • Allow room for creativity – the ability for people to discover different approaches and solutions to the same problem

For further reading, I highly recommend reading 17 Game Design Principles.