Archive for March, 2009
IA Summit – Days 2 and 3
Tuesday, March 24th, 2009

Maybe we’re finally getting back at all those cheerleaders.
The closing comments of Eric Reiss’s session A house divided summed up the IA Summit’s descent into angst, self-doubt and jealousy.
The tenth year of the Summit saw our field struggling with the onset of puberty. We’re stumbling towards an adult identity, while battling the conflicting voices amongst our ranks. It won’t be pretty but, like puberty, the necessary transformation will take us to new maturity.
But first, the content. Conference highlight Karl Fast used analogies from Tetris to describe usability testing. Studies show that skilled players over-rotate blocks to get a feel for how their shape will integrate with the current board. Yet classical usability theory would regard this as inefficient. How do we discriminate between errors and this epistemic action?
Fast also gave an overview of embodied cognition. In short, Descartes was wrong. Cognition is not just in the head; we also use our bodies to help shape our thoughts. This new theory of cognition presents problems. Our tactics, metaphors and patterns have been set up for a mind and body isolated. A finger here, an eyeball there. Mice, keyboards, touchscreens. None reflect the monism of embodied cognition.
Miles Rochford discussed the under-reported issues of IA for the rest of the world. It was a fascinating and sobering session that, like Fast’s, showed us how far we still have to go. Fred Beecher and Jared Spool also gave popular talks, but the Saturday focus was Eric’s. In this notorious session, he mixed mild personal censure with more welcome criticism of the IxDA’s divisive tribalism and the cult of ego over community. Applause and anger from the audience, which was probably the desired effect.
A similar sentiment was picked up by Jesse James Garrett in his closing plenary, in which he sounded the overdue death knell of division by job title. The information architect and the interaction designer are no more: we are all user experience designers, and we always have been. Amen.
JJG also called us out on our flimsy cult of celebrity. We have practitioners famous for what they say, rather than what they do. What great works of user experience have there been? Who made them? How have they made a difference? It’s a polemic that will surely go down as an important turning point for our profession. Every practising information architect user experience designer should listen to it at the soonest opportunity.
The adversarial mood, no doubt exacerbated by economics, meant that the majority of off-stage discussion focused on the politics. However, it was mercifully balanced with a determination to unify and move on.
I’ve little interest in the petty politics of job titles, of IA Institute versus IxDA. However, I do care strongly about our combined future. It’s natural and healthy to air and resolve these conflicts rather than pretend there’s nothing wrong. Indeed, I see it as a mark of our growing maturity. But we must unify. In times of weakness, we need the strength of numbers, and this can only come from reversing the entropic breakdowns we’ve seen in recent years. Indeed, at the Sunday night meal there was a grass-roots movement to rename the conference (“The Memphis signatories”?) to simply The Summit, to reflect our new common agenda. Whether it works is to be seen, but I agree we need to change and broaden our focus if we are to find our true place in the world.
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IA Summit – Day 1
Friday, March 20th, 2009
Seriously, 8.30am for a keynote? Not easy, particularly for those still getting used to Central Standard Time.
Michael Wesch’s “Mediated Cultures” started laboriously, making points we’re all hopefully familiar with by now: changing media changes relationships, and so on. To quote the disillusioned Generation Y-er Wesch frequently referenced, “Whatever”. However, he soon livened up as we dived headlong into his preferred territory: internet counter-culture. Any keynote featuring 4chan’s Pedobear has to be deemed pretty interesting, and a welcome tone of openness and iconoclasm was set for all.
These themes have continued throughout the day. There does seem to be a genuine willingness here to tackle the issues and neuroses of the IA community, and perhaps even to overcome some of the divisons that we’ve so carefully constructed over the last few years. Whisper it quietly, but some even posited that, you know what, IA has been design all along. Eric Reiss’s session “RoI: Speaking the Language of Business” broke through some of the voodoo economics our forefathers* have been passing off for years, and implored us instead to sell the value of our services. The conclusion – focus on close, trusted relationships rather than mythical dollar values – seems dangerously close to that employed by design consultancies for generations. Similarly, Donna Spencer’s Design Games session was pithy and direct, skillfully ignoring any nervous questions of process (“Why design games?” “What’s the deliverable?”).
Other sessions were patchy, as is to be expected of a blind review process, but the breaktime discussions as ever proved to be the really valuable moments. It’s been fantastic to connect with some very smart people, and I hope to continue in the same vein tonight and throughout the weekend.
It’s just one day, but it’s been fascinating and I’m sensing the stirrings of a breakthrough. Perhaps the pendulum of specialisation is swinging back, and the days of arguing over job titles and definitions can soon be dropped in favour of discussing what we have in common, and how we can all be better.
*Well, Jakob.
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At the IA Summit
Friday, March 20th, 2009
After six years, I’ve finally made it over to the Information Architecture Summit. This year it’s Memphis, and again it’s drawn an exciting group of people whose names (but not faces) are so familiar to me from all those articles, mailing lists and Twitter streams. Of course I’m here to learn from them, but I’m also here to network. As local UX types may know, I’m frustrated with the coy nature of the British scene and am hoping to pick up some tips on how we can raise our profile.
As the conference proper starts tomorrow, today was mostly set aside for settling in and meeting people. Inevitably, this included a group trip to Graceland, 8 miles down the road. Graceland is everything you’d expect: garish, crassly commercial, yet strangely intriguing. Part of the fun is analysing whether the lack of taste on display is representative of Elvis or merely the decade that dominates the property.
I’m hoping to give a daily wrap-up once we’re underway (liveblogging is too much like work, I’m afraid). If there’s sufficient demand, I might look into a quick “IA Summit recap” session back home for those unable to make it.
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Architecture of the stadium
Tuesday, March 3rd, 2009
People are often surprised to hear I’m a devoted football fan and Cardiff City supporter. Perhaps it doesn’t gel well with people’s perceptions of me (whatever those may be); however, I find football gives me an exciting break from daily concerns, and a chance to be part of the tribal culture inherent within us all. It’s a way to feel friendship with total strangers, an outlet for anger, joy and happiness, and an opportunity to mix with a wider cross-section of people than my limited horizons otherwise offer.
I also have a huge love for the stadiums and they remain one of the reasons I prefer to follow Cardiff at away games.
Stadium architecture has a clear effect on the physical presence of the club and atmosphere at games. The psychological effects on fans, referees and players are well-documented, but home advantage is also believed to give a genuine physical edge, hypothesised to be caused by testosterone increases in players. This effect is especially strong in defenders and goalkeepers, for whom the battle is particularly territorial.
Stadiums must also have logistics and facilities for up to 80,000 visitors (around the population of Shrewsbury), hundreds of police, stewards and officials, media and players. The range of requirements is pretty astonishing.
Clubs are known by the reputation of their grounds and the atmosphere they inspire. Some teams are known for poor support and quiet games (the “prawn sandwich” brigade). Cardiff, on the other hand, have a reputation as a very intimidating club. There are many reasons for this: passionate fans, unfortunate hooliganism, and the constant battle to be noticed against Wales’ supposed national sport of rugby. However, the stadium plays a huge part too.
Ninian Park is a classic ‘old style’ stadium, well beyond its useful life yet still possessing the hallmarks of bygone eras: terracing, woeful facilities, and some intangible ‘character’. High among Cardiff fans’ many concerns for the future is the worry that atmosphere and indeed a piece of the club’s identity will be lost as we move into our new stadium (at top) in May.
On my travels with Cardiff I’ve been to some dismal grounds, and loved them all (a foggy January week night in Mansfield where you couldn’t even see the other end of the pitch comes to mind). Below, Watford’s stadium: ugly and an easy target for ridicule, but possessing far more character than many other grounds I’ve visited.
And then there’s always the rare occasion when your team performs and suddenly you find yourselves part of something huge:
This is my best shot from last year’s FA Cup Final, which Cardiff pretty much fluked our way into. Wembley is of course enormous, and again the atmosphere is shaped by the architecture. Expensive facilities and location make for expensive tickets. This (and the sponsorship derived from TV coverage) means money spare for banners, flags and other paraphenalia. Huge crowds make for huge expectations, high ceremony and lengthy big build-ups, but they also make co-ordinating singing impossible. Many Cardiff fans said they didn’t get the same sense of atmosphere as at a traditional away game, since the noisiest fans were spread across the ground rather than, as is common, concentrated in a group.
The nosebleed-inducing height also changes one’s experience of the match. From here you can see the sweep of the game, like a general, but not the blood and sweat of the touchline.
This post is clearly an excuse for me to indulge a slight stadium fetish; however, I do think they provide great examples for how our identities, attitudes and actions can be shaped by the built environment. A branding exercise writ large in brick, if you will.
Posted in design, personal, psychology | 2 Comments »
Review: Sketching User Experiences
Monday, March 2nd, 2009
As did many cities, London chose Bill Buxton’s Sketching User Experiences as the subject of the inaugural UX Book Club. I kicked off the discussion with my take on the book, and have hence decided to transform my notes into a written review for the benefit of anyone not present.
I found Sketching User Experiences to be an intelligent, far-reaching book that expanded my horizons but also left me somewhat frustrated. Buxton uses an inverted pyramid style, beginning broad and narrowing as he goes. This splits the book into what I felt were three sections (although Buxton himself declares only two parts: Design as Dreamcatcher and Stories of Methods and Madness).
The first section, an analysis of the role of design, innovation and its business ecosystem, is to my mind the strongest. The ubiquitous iPod example surfaces early, but Buxton finds a way to inject this familiar narrative with fresh interest, by focusing on design strategy, acquisitions versus innovation, and the fundamental need for companies to create new stuff (faintly reminiscent of Marty Neumaier’s Zag). Buxton also elegantly dispels the myth that we cannot predict the future, demonstrating by historical example that supposedly new technologies typically have a minimum twenty year adoption curve.
The book then narrows to a discussion of process, asserting that “sketching is the one common action of designers”. I initially struggled with this definition, feeling it focused too much on visual output rather than our cognitive process. However, it soon becomes clear that Buxton isn’t interested so much in the sketch as artefact, but in sketching as an activity and a gerund. This culminates in his strongest chapter Clarity is not always the path to enlightenment which describes how sketching acts as a social object; the product of thought but also the catalyst for fresh ideas.
Sadly, from here, the book’s relevance declines. Examples and methods illustrated towards the end, while interesting, are clearly academic in their origin. As such, they may be fine for an M.A. project but, despite protestations of low overheads, they aren’t suitable for the fixed budgets and quick turnaround of agency user experience design. The latter sections are therefore at their best when they focus on simpler techniques. Chapters on tracing and photographs to as aids to sketching, and a convincing chapter on storytelling stand out.
I also remain unconvinced by the book’s overall stance. Buxton is a wonderfully knowledgeable author but his strong opinions often make Sketching User Experiences a paean to what I see as elitist practice. Big design up-front is regularly reinforced as the only worthwhile approach:
“Jumping in and immediately starting to build the product… is almost guaranteed to produce a mediocre product in which there is little innovation or market differentiation” (p141)
As a known Agile sympathiser, I have had Sketching User Experiences used as a weapon against me (“that’s not how Buxton says we do it”) and I found this narrow view hard to reconcile with my personal design ideology.
There are also small doses of intellectual arrogance that diminish the book’s impact. At the end of an unrealistic chapter on physical prototyping, Buxton asserts that any qualified interaction designer should be able to replicate this example in under thirty minutes. It’s a claim that begs the question of whether Buxton, or indeed anyone, has earned the right to impose their view of interaction design upon our community. The net result is that, although the book certainly helps designers, I’m not sure it helps the cause of design.
These ideological quibbles aside, I do recommend Sketching User Experiences. It was a strong choice for a book club and provided some good discussion points. It has also motivated me to draw more, to buy new Moleskines, improve the visibility of my sketching and sketches, focus on stories as important design tools, and to watch The Wizard Of Oz (you’ll see).
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