Archive for the ‘web’ Category
Beauty in web design, part 3
Sunday, March 21st, 2010
The final part of a 3-part essay, based on my presentation at SXSW Interactive.
In Part 1 we saw that the web presents an ideal vehicle for beauty, and in Part 2 I argued that beautiful design is reflective, exploring message and meaning. How can we use this knowledge to create beautiful websites?
Making the web beautiful

We are certainly making progress, and perhaps I’m being harsh on a field still in its infancy. The web is only 7,000 days old, after all. Technological improvements such as new authoring tools, better screen resolutions, more bandwidth and technical convergence will free us to experiment.
We’re already seeing fresh visceral approaches courtesy of developments such as CSS3, typographic tools like Typekit and Fontdeck, Canvas and SVG. Even the death of web-safe colours freed us to try new visceral design techniques. Better understanding of usability, better design patterns and better web education has also freed us to try new behavioural approaches, such as the horizontal, keyboard-driven navigation on Thinking For A Living. It’s too early to know whether these paradigms will stick, but it’s heartening to see previously locked-in approaches challenged.
However, the key to creating beautiful websites that our users actually love, rather than merely tolerate, is to think at the reflective level.
1. Get emotional
Appealing to emotion is an important way to create reflective design. It means we must understand people, not merely user tasks. What makes them tick? What would they never dream of asking for? How can we improve their life beyond this one visit? The focus is therefore on experience, not just usability. These days I see calling a website ‘easy to use’ as like praising a restaurant for serving edible food. It should be a given, not an exception.
One way to engender emotion is through stories – an area where what we patronisingly call ‘old media’ is streets ahead. Advertisers, writers and film makers have long known the power of narrative and created emotional content to reinforce their message. Content strategists in particular should therefore take centre stage in our quest for emotion, using not just text but other content types. Some of the most emotionally resonant content on the web today is photographic, such as Pictory or the Boston Globe Big Picture.
2. Think bigger
User and business form the classic duality of design. We’re well accustomed to solving for the needs of both, making compromises and tradeoffs where appropriate. I now believe this model overlooks a third piece of the puzzle: the ecosystem. We should design systems that are good for the surrounding web and for society.
Many experienced designers already consider this intuitively through their work, but there’s benefit in explicitly considering these issues in our design process. Are we trying to make a genuine difference, or just churning out more wireframes to keep the client happy?
3. Lead
When did you last see a statue of a committee? The classics of design have typically been created by one person with strong vision and the technical and political skills required to execute upon it. In film, this is known as the auteur theory: the director is regarded as the custodian of the creative vision and the final product is his or her realisation of it. At the least we need to appoint leaders who formulate and communicate a vision for the site.
Assuming leadership can be difficult in real business contexts and can foster problematic attitudes, but without strong leadership, clear vision and faithful execution, we have no hope of creating beauty.
4. Think long term
It’s relatively easy to make something viscerally attractive, but how can we maintain interest after the initial lust wears off? Just as in a romantic relationship, we should consider long-term seduction. The odd surprise can be rewarding, bringing joy in unexpected moments of the experience. By varying things we prevent over-familiarity and the contempt that this can breed.
Possible approaches include rewarding people who explore to deep areas of the system – a tactic frequently used by game designers – or something as simple as unannounced free shipping on your tenth order. Google’s holiday logos provide a real example of how the tiniest detail can keep users interested.
5. Notice everyday beauty
My mother, a retired teacher, told me recently of the ‘golden moment’ in education. It’s the point you always remember, when you discovered something and suddenly your worldview was shifted – that “one way valve to a new way of seeing” again. Educational theory suggests that to create golden moments, you must recognise them for yourself. So notice the world. Where’s the beauty around you?
As we previously discussed, there’s beauty all around us: art, writing, architecture, music, products, nature. We should breathe it in and learn from it. It may even be that inspiration lies close to home. Perhaps web standards specialists could take inspiration from developments in the Flash world, and vice versa. Maybe designers can be inspired by developers. We should be aware and scan the horizon to find our own golden moments.
6. Be brave
Finally, since reflective design is about meaning and message, we needn’t fear making statements. We should stand for something and convey ideals through our work: both ours and those of our clients. Surprisingly, the web design community seems reluctant to do this. At last year’s IA Summit, Jesse James Garrett asked why there are no schools of UX thought. Why indeed are there no major schools of web design thought? Our movements and sub-communities are, instead, almost entirely technique-driven. To me, it’s sad that we’re more interested in endlessly debating topics such as HTML5 v Flash, rather than exploring the important philosophical approaches that drive our work.
Caveats
There are of course some dangers to these approaches. The demands of client work mean we’d be unwise to blindly apply these rules, and there are some difficult questions left unanswered. The most important is whether beauty is always appropriate. I suspect not. When I’m filing a tax return, I don’t want the system to speak about who I am; I just want it to work. When getting the job done is more important than enjoying it, beauty is cruft. Better for designers to let the task and usability have priority.
Reflective design shouldn’t become dogma. Fortunately, when we take time to truly understand users and what they want, it soon becomes clear when it’s appropriate to strive for beauty in design.
Hero design
It would be easy to misinterpret our discussion of leadership and bravery and overestimate our authority. Designers aren’t heroes; instead we must serve our industry, our clients and our users faithfully, discarding ego. Too frequently, I see design that is more about impressing other designers than solving the problem and making the web better. There’s no beauty in hero design, only narcissism.
That said, I think web designers should appreciate that we can play an important role in society. We’re lucky enough to work on the coalface of the most exciting innovation of modern times. We’re on the brink of wonderful things. So yes, we’ve underachieved, but given the evolution of beauty and the tools now available to us, the web is an ideal vehicle for beautiful design. We’re the generation to turn that promise into action.
I hope in five years to look back on this essay and laugh. If we work hard, aim for reflective design, and believe in the power of the web, I’m convinced we can create our own beautiful design landmarks.
Posted in creativity, design, user experience, web | 8 Comments »
Beauty in web design, part 2
Sunday, March 21st, 2010
The second part of a 3-part essay, based on my presentation at SXSW Interactive.
Three types of beauty
In Part 1 we saw that the web presents an ideal vehicle for beauty. But how will we know it when we see it? What is beauty anyway? I consider beauty to be presented in three main modes: universal, sociocultural and subjective.
Universal beauty
Universal beauty is based on timeless, globally accepted principles. It seems to hit at some innate response within us all, as demonstrated by the concept of human ‘averageness’. Here, we see a composite image of dozens of female faces created by Face Research. We might expect to see average attractiveness as a result, but this prototype is certainly more attractive than average. One theory is that prototypicality shows the mate has no defects and thus is likely to produce healthy offspring. Another theory claims that average faces are pleasing because the brain finds them easier to process. (Perhaps the average face is Plato’s ideal Form in the flesh).
Designing for universal beauty involves careful consideration of the fundamental aesthetic principles of design, such as symmetry, harmony, the rule of thirds and the golden ratio.
Sociocultural beauty
Sociocultural beauty is governed by the preferences of a particular time or place. This is most clearly seen in sexual attitudes.

Here we see Rubens’ Venus and a modern runway model: a clear depiction of changing sociocultural attitudes to beauty.
However, there are more subtle examples: fashion, music trends and even philosophical interpretations of the world all go in and out of style, regardless of their inherent universal beauty.
Subjective beauty
Subjective beauty is the wholly personal encapsulation of one’s likes and dislikes. If you like big butts and cannot lie, you’re merely exercising your right to a subjective opinion on beauty. While Rubens’ work is reflective of the Baroque era, it also reveals his subjective preference for larger models.
These three types of beauty are hierarchical. Subjective beauty can overrule sociocultural beauty: we can individually find beauty in things that society considers out of fashion. Sociocultural beauty can in turn overrule universal beauty: universally beautiful things may simply not be en vogue in a particular time or place.
Three modes of design
So how can we design for these types of beauty? Don Norman’s book Emotional Design gives a deep exploration of the role of emotion & beauty in design. Adapting an established model of cognitive processing, Norman claims design typically falls into one of three dominant modes.
Visceral design

Visceral design is aimed at our gut. We experience a visceral reaction when we bite into a sweet apple, see a stunning sunset or hear a harmonious chord – it’s entirely sensory, before the brain has a chance to shape the feeling. A positive visceral response is often called attraction – it’s what draws bees to flowers, or babies to a beautiful face.
To design for visceral response, we should concentrate on immediate properties of a system: shape, colour and form. These can make the instant impact required for a visceral reaction – we know, for instance, that visceral response to a website can occur in fractions of a second.
Visceral design was an early frontier of exploration for the web, once the technology was sufficiently mature. This early landrush of artistic, highly visual sites was helped by the advent of visually-oriented authoring tools such as Dreamweaver, which helped graphic specialists make the leap into the web arena with familiar UIs.
It is easy to belittle visceral design as ‘eye candy’, but without this immediate attraction, sites struggle to succeed in other modes of design. That said, visceral design’s clear failing is that it rewards attraction over usability and real beauty. Command-Shift-3, which describes itself as the HotOrNot of web design, has all the depth of a wet T-shirt contest. Since we can’t use the sites it features, we must judge solely on aesthetics. Visceral sites often win awards (since awards are rarely concerned with use) and appear in those ‘Top 20’ lists we all know and dread.
Behavioural design

Behavioural design is concerned with use. Does the system work? Is it easy to perform my tasks? Does it sustain flow, or make us suffer constant interruptions by not doing what we expect? To achieve successful behavioural design, we can call on our nearest ergonomist or usability specialist. She will ensure our design has appropriate dimensions, is well mapped to user mental models, is forgiving of improper use, sends clear messages about function, and so on.
No one can deny that the web usability movement has been successful. However, understanding the user’s tasks and crafting a site around them isn’t sufficient to bring us genuine beauty. The reason is that behavioural design doesn’t always trump visceral design. Social psychologists have found, for instance, that women prefer prototypically attractive men (square jaws, broad shoulders etc) for one-night stands and flings, but they choose more feminine, ‘nicer’ men for commitment: the so-called “cads and dads” theory. This pattern is particularly pronounced at certain points of the female ovulation cycle. In short, we don’t always plump for reliability; sometimes we need something more exciting.
Perhaps the usability movement has created too many dads, and too few cads. Critics often claim it has ‘made the web boring’ – and it’s true that, when misapplied, usability approaches can create very mediocre products. For a slightly daft example, look at the work of artists Vitaly Komar & Alexander Melamid, who surveyed the musical preferences of the general public. They asked opinions on instrumentation, tempo, pitch, duration and lyrical subject and assembled these into two musical extremes: the Most Wanted Song and the Most Unwanted Song.
The Most Wanted Song features a soft rock / R&B sound, using well established instruments. To quote the artists, it creates “a musical work that will be unavoidably and uncontrollably liked by 72% of listeners”. Unsurprisingly, this crowdsourced composition, designed for maximum ‘ease of listening’, is anything but beautiful.
Listening to The Most Wanted Song, we can almost understand why some people equate usability with tedium. While it can help our sites to become useful and profitable, it can’t make them beautiful. For that, we should aim at the third, most complex mode of design.
Reflective design
Reflective design reaches beyond visceral and behavioural design to look at message and meaning. It asks difficult questions. What does this system say about who I am? Does it improve my life? Am I glad I did it? These questions are subjective and complex, and our responses will vary with experience, personality, culture and even mood. But there are strong benefits to asking them. Successful reflective design makes us feel good: we show it off, tell others and repeat the experience. It can even change the way we think about things. In short, I believe that successful reflective design and beautiful design are one and the same.

Consider the Nextime Word Clock. It’s made from two cylinders that rotate so that the time can be read from the face: “Five minutes to ten” or “It’s about four”. It’s less accurate than a cheap digital watch and hence less usable – and, while it looks good, it’s not as elegant as an analogue clock. But, to me, this clock is an excellent example of reflective design. Its accuracy is appropriate for the living room (do you really need to know the difference between 2:57 and 2:58?) and its unconventional design is a conversation starter. I see beauty in the concept, and the product says something about me. It’s for these reasons, rather than usability or attraction, that I count this clock as one of my favourite possessions.
Where usability focuses on behavioural design, reflective design is more the domain of user experience. It involves truly understanding what makes people tick and what makes them excited. It involves creating something meaningful that changes perceptions. Reflective design is a relatively recent focus on the web, which is perhaps why we’ve not yet created beautiful websites. But with sufficient focus on experience, I believe we will.
Rate of change

These three modes of design – visceral, behavioural and reflective – move at different speeds, creating shearing layers (familiar from Stewart Brand’s How Buildings Learn).
Visceral trends come and go in a matter of months. Top 20 trends are quickly dated, be they illustration, fat footers or any other pattern du jour. Behavioural innovation is slower. Interaction design patterns and de facto standards (search box in the top right, logo and link to homepage in top left) emerge over the course of years and require more traction and mass support to become established. Reflective design moves the slowest of all. This is best demonstrated by ‘movements’ that define how we interact with the web – social media, the realtime web and so on – which take many years to emerge and stabilise.
Concluded in Beauty in web design, part 3.
Posted in articles, creativity, design, user experience, web | No Comments »
Beauty in web design, part 1
Saturday, March 20th, 2010
The first part of a 3-part essay, based on my presentation at SXSW Interactive.
The underachieving web
I think we’re underachieving. And I’m not alone in that belief. Armin Vit’s Landmark websites, where art thou? contended that the web design field has created nothing to rival the greats from other design fields, giving the examples of the NYC subway map, the Se7en titles and Paul Rand’s IBM logo. Jonathan Harris of WeFeelFine fame infamously contended at Flash On The Beach that there have been no masterpieces.
These acts of criticism stung the community. “But the web has changed the world!” This protectionist instinct is understandable, but while the web has indeed shaped modern life, I agree with Vit and Harris. The web’s sum is substantially greater than its parts. No one site stands as a landmark of design. Looking at some likely candidates – Google, Amazon, eBay, Facebook – we would all agree that they’ve changed how we interact with information, commerce and each other, but are they truly design classics or, instead, disruptive business models?
The web is full of cool, impressive and useful sites, but beauty is missing from modern web design. This is a surprise, given its prominence in other design fields.

Automotive design gives us beautiful cars that arouse passion and extraordinary desire. Product design also gives us 1954’s Fender Stratocaster, one of the most important cultural artifacts of the last century.

We see beauty in architecture, for example the Beijing National Stadium, which inspired a city, a country and a global watching public in a way no website has.
In visual fields, Harry Beck’s beautiful 1933 Tube map (which I’ll take over the NYC subway any day) clarified the complexity of the Underground through the metaphor of wiring. Not only is it a classic of wayfinding, but it has become part of the collective consciousness and emotional fabric of the city.

We also see a more chilling beauty in Charles Minard’s map of Napoleonic advance, made famous by Edward Tufte. The beige line represents the French army’s advance to Moscow; the black their ignominious retreat. The width of the line demonstrates the size of the army and hence the appalling human cost.
The point of beauty
But why focus on beauty? Why does it matter that other design fields lead the way? Because beauty affects us in profound ways, however we may try to resist.
Studies have shown, for instance, that attractive people are more likely to be acquitted by a jury. We transfer this lenience to content, as demonstrated in the 1960 Nixon-Kennedy presidential debates. The radio audience believed Nixon to have won the debate, while the TV audience felt the more attractive Kennedy had the upper hand. Surprisingly, this isn’t a learned bias; it seems to be hard-wired, even seen in infants.
Beauty also makes things easier to use. Our brains literally work in a different way, becoming more flexible when using a thing of beauty. This is the aesthetic-usability effect. Apple know the value of this effect more than most. The colour iMac heralded the first mainstream melding of beauty and hardware. When combined with the good user experience of the Mac OS, the iMac brought previously unengaged users to computing for the first time.
Beauty is also infectious. Because it makes us feel good, we naturally want to share it. Why do we put art on walls and take photos of sunsets? Because it allows us and others to relive the experience. This pattern of telling others about beautiful things is the cornerstone of loyalty and advocacy, powerful and much sought-after concepts.
But I believe the most powerful aspect of beauty is that it can change our perspective on the world. In the classic How Designers Think, architect and psychologist Bryan Lawson describes this as a “one way valve to a new way of seeing.” Not only could a beautiful web make our users happy, productive and loyal, but it could help to change the way the world thinks.
But can the web, an abstract, impermanent and functional medium, truly be beautiful? Let’s answer that by looking at a common vehicle for beauty: art.
The evolution of beauty

In Greek and Roman times, art (and the ideals of beauty it contained) was mimetic: that is, intended to mimic and replicate nature. This is consistent with the philosophy of the day. Plato’s Theory of Forms proposed that there exists one idealised, perfect instance of everything in the world – the perfect cow, the perfect grape – that exists on a plane that none can see. With beauty resident only in these ideal forms, art and sculpture were a means to study them. Every (literally) chiselled jaw is an exploration of the heavenly ideal. It’s from the Roman era that the word ‘art’ originates, tellingly coming from the Latin ars, meaning ‘skill’.

This style continued into Renaissance times; but while religious influence continued the thought that beauty exists in a heavenly plane, the Renaissance also introduced the earliest stirrings of humanism. From this point, beauty became apparent in things that mankind created.

As we advance into the Romantic era, art is no longer literal. Representation becomes central. Turner’s 1839 The Fighting Temeraire is beautiful but not accurate. Instead, the viewer finds joy in the colours and emotive qualities of both the scene and the meaning. This abandonment of the literal was catalysed by 19th century technology. The invention of the daguerrotype, the microphone, and the printing press some centuries previous, allowed reality to be easily replicated for the first time.

As we move into the modern era, art takes a jarring yet consistent turn. Duchamp’s concept of objets trouvés (such as Fountain) mean anything can have artistic meaning in the right context. Subjectivity dominates: it’s beautiful if you find it beautiful.

Contemporary conceptual art now sees execution as secondary. Beauty lies within the thought, while the artifact itself can be banal and everyday. Tracey Emin’s Everyone I Have Ever Slept With 1963-1995 stitched the names of former lovers, friends and unborn children into the fabric of a cheap tent. Damien Hirst’s diamond-encrusted skull (For The Love Of God) was made by technicians and interns: Hirst himself was director and project manager only. Duchamp himself permitted several replicas of his work. The idea is all.

Finally, we can examine installation art, designed for a specific space and a specific duration. It is by its nature temporary, and often interactive. 2005 Turner Prize winner ShedBoatShed (Mobile Architecture No. 2) was disassembled and reconstructed as a boat and sailed down a river. Tate Modern’s helter skelter ‘Test Site’ created enormous school holiday queues. Is it art? You choose.
Classification aside, it’s certain that many people find this work powerful.
So our understanding of beauty has broadened and shifted. Beautiful things can be abstract, temporary, duplicate and interactive.
The web is all of these.
Continued in Beauty in web design, part 2.
Posted in creativity, design, web | 6 Comments »
I blame the designer
Tuesday, December 8th, 2009
[In which Cennydd has a downright sense of humour failure over a silly web comic.]
Here’s an excerpt of a comic that recently did the rounds in the web design community.

You know what? I’m tired of this attitude.
Clients From Hell is admittedly pretty funny. Sometimes clients say stupid things; but hey, so do designers. I’ve said lots of them myself. But this sort of thing is different. It’s not an amusingly misguided email. Rather, it epitomises a harmful arrogance and entitlement that pervades the design community. It carries a bitter subtext that clients are idiots with no design skill, and it’s a designer’s duty to disempower them by any means possible.
And I’m tired of it. Of course clients aren’t skilled designers; that’s why they had the foresight to hire us. But you know what? They know business. They’re as passionate, committed and talented as anyone. Many of them put their livelihoods on the line to make the web happen. And let’s be blunt: they also pay our salaries.
If a web design project goes to hell this way, I usually blame the designer. He wasn’t skillful enough to make the situation work. He didn’t provide the force of argument required, couldn’t handle the politics, or couldn’t convince the client of the value of good design. On the rare occasion when the relationship with a client goes entirely rotten, the designer should end the relationship gracefully rather than passive-aggressively working to rule.
Unconvinced? I suggest you read Scott McCloud’s excellent post about criticism and the equally insightful comment from Mike L:
“The most common misconception about criticism is that one has to be on a similar skill level as the creator in order to have a valid opinion. I read stuff from many different artists from many different disciplines who cannot abide ramblings of people that couldn’t compete with them in some way. If said person is not an artist, their opinion doesn’t matter. But isn’t art, all art about communication? And who is the artist generally trying to communicate with? … My #1 critic is someone who cannot draw at all. He tells me things I can’t see because I overthink them as an artist.”
(Oh, and here’s what ‘pop’ means.)
Posted in design, web | 16 Comments »
Why designers should care about HTML5
Wednesday, October 14th, 2009
Concurrently published on the quite excellent HTML5Doctor site.
After a while on the fringes of our collective consciousness, HTML5 is finally getting the attention it deserves. The development community (as typified by the SuperFriends) has come together to debate practical elements of the spec, argue over the inclusion of controversial elements, and assess the timeframe over which we can unleash HTML5 in the wild.
However those of us more accustomed to the world of Post-Its, sketches, and .psds – the designers – haven’t been so vocal. Perhaps we’ve been distracted by the bright lights of CSS3 and those surface thrills we’ve longed for. (Rounded corners! Gradients! Transparency!) Or, alternatively, we’ve been in the thrall of @font-face and looking forward to the coming age of passable web typography.
Understandable. But it’s time designers got excited about HTML5 too.
Partly, it’s just good practice. Whatever your flavour of design – visual, web, interaction, user experience – knowing the native technology makes you better at your job. Just as composers should understand the capabilities of the orchestra’s instruments, designers need to understand the language of the web.
But there’s more to HTML5 than simply keeping our skills sharp. It could make a big difference to the way we design for the web.
Semantic elements
Information architects (and, by extension, user experience designers) should be excited by the new HTML5 elements – <nav>, <header>, <aside> and so on. While they won’t immediately revolutionise today’s web, they’re an investment for the future. Doing useful stuff with information is the central theme of IA, and therefore its practitioners should be at the forefront of the new experiences that machine-readable semantics will offer. HTML5 allows us to mark text up in a more meaningful way than a sea of <div>s, meaning we’ll soon see applications appearing at a sub-page level. We’ve started to scratch the surface – think about the Operator toolbar or customisable UIs à la iGoogle – but we’ll need detailed design thinking to work out how to bring the benefits of semantic richness to the end user.
APIs and other extensions
While it’s clear that some of the HTML5 APIs are far from perfect right now, when they’re refined they will offer us intriguing new opportunities and challenges.
Designers of location-based services should of course find the geolocation API invaluable. [I stand corrected. See isgeolocationpartofhtml5.com.] The contentEditable attribute gives us further power to make the web truly read/write without resorting to JavaScript and custom interfaces. New input types (eg type=”search”) can provide extra visual cues about input function, although of course this depends on the solutions chosen by the browser manufacturers.
Until now, it’s been easy to consider our domain as bounded by the viewport and the web server. But HTML5 is another step toward seamlessness: the merging of desktop, offline and online. For instance, the drag and drop API could see the line between online and desktop experience blur further. Local storage could allow for a web-like experience in areas of poor connectivity. This convergence is clearly a good thing, but we must also design how to expose those hidden seams at the user’s request. Users should stay in control of how their locations are published and what data is synchronised to their machine.
<video>, <audio>, <canvas>
There is of course something of a reported schism between the standards world and the Flash world. Some see the advent of these new media elements (particularly <canvas>) as heralding the death of Adobe’s poster child.
I don’t think this is either likely or desirable. Neither technology is perfect. Flash is, of course, proprietary and thus subject to the whims of a third party that stands between browser and user. <canvas> has known accessibility problems. But the two can live in harmony, if we play to their respective strengths. Some current Flash applications might be better suited to <canvas>, particularly those based around dynamic visualisation: graphs, animations, infographics. Some applications will benefit from the powerful capabilities of Flash: games, heavily interactive widgets.
This aside, there’s clearly a user experience benefit in not having to rely on an external plugin to play rich media elements, and it will be interesting to see the uptake of the <video> and <audio> elements. Although it will initially be down to browser makers to define the interface elements involved, we will need to figure out how to integrate them into everyday web experiences. The good news is that they can be styled in the same way as any other HTML element. If your visual aesthetic relies on slanted images with box shadows, it’s trivial to apply this to video too.
That said, we can’t ignore the elephant in the room: the thorny codec issue. I’m sure we’d all agree that the sooner it’s resolved, the better.
What can designers do?
Only the most patient and detail-oriented designer will relish the idea of reading the spec in full and arguing the finer points on the WHATWG list. That’s just not the way designers roll.
But as a community it’s important that we start talking about HTML5. If you’re new to HTML, now’s a great time to learn. HTML5Doctor and A preview of HTML5 give useful guidance on the differences between HTML5 and its predecessors. Above all, designers should get chatting with their developer friends: there can’t be many left who no longer have an opinion on this technology. How do they see their practices changing? What can we do today to prepare our sites for the advent of HTML5? How can we build on its strong points to make the web a better place?
We don’t yet know what we’ll accomplish with HTML5, but then it’s not often that the vocabulary of the web changes this deeply. However, one thing is clear: if we prepare now, we have a great chance to bring innovation to our users’ online lives.
Posted in development, web | 1 Comment »
A brief promotional message
Tuesday, August 18th, 2009
A curious seasonal habit of the web designer is the August Supplication, during which the internet reverberates with the sound of begging, back-scratching and unfettered harlotry.
I’m sure it’s a system that works excellently for the organisers. The pleas for votes market the conference, and those who plead well are likely to fill a room easily. Most importantly, it reduces the numbers from 2,000 to something considerably more manageable.
On one hand, I’m unsure how a conference with such sprawling breadth can be relevant to many professionals. I’m also not convinced a global desert get-together at which the alcohol takes centre stage is a Good Thing during a recession.
On the other hand, like Glastonbury, perhaps everyone should go once. So let’s make this quick. I’d appreciate your backing for my two proposals:
- Beauty In Web Design (solo)
- Design Perfect Site Navigation (panel member)
While you’re at it, feel free to have a poke around at The .net Awards. Clearleft have been nominated for Agency Of The Year, and our work for the WWF has been put forward for Redesign Of The Year.
Posted in conferences, personal, web | No Comments »
The angst of the user experience designer
Wednesday, July 8th, 2009

My work is used by millions.
When the thought first struck the numbers were lower, but I was stunned. I quickly surmised the only way I could retain objectivity and impartiality was to bury this thought, but it wouldn’t leave me alone. I’m hoping that I can now make sense of it by voicing it.
Of course the scale of the web excites me; I’m delighted and humbled that my work can communicate with so many people. Very few roles have such scale. Architecture, perhaps. Journalism. Politics too, although I’m hardly comfortable with that comparison.
While I admit that it’s something of an egocentric thrill, I’m no household name and nor do I wish to be. Web design is far less important than, say, teaching or healthcare. What matters more to me is that I do great work, and having a large canvas provides me with fascinating ways to achieve this.
However, while the web makes it easier for one person to reach millions, it doesn’t make the relationship easier to comprehend. My excitement is tempered by vertiginous apprehension. From these millions, there will be thousands who love my work. There will also be thousands who hate it: people who relied on the old site, who appreciated a section I removed, whose needs I’ve overlooked in the hurry to get the job done.
With such scale, these users are anonymous to me, just as I am to them. While I work hard to understand them and design to support their needs, there’s no way I can know I’ve improved things for an individual user. I hope I’ve done right by them.
The angst of the user experience designer.
Posted in creativity, personal, user experience, web | No Comments »
The making of Tourdust
Monday, February 9th, 2009
A few weeks ago, a new travel startup called Tourdust quietly slipped into public release. It was my first major project for Clearleft, so I’d like to explain a little about the design process, challenges and decisions involved in its development.
Information architecture
The Tourdust proposition is a classic exploration of the long tail: linking offbeat, authentic tour experiences with travel geeks across the world. Think olive oil tours or bear watching, not package deals; a shared platform for small operations that may not even have websites of their own.
Since the site intends to house thousands of travel experiences, IA was a primary concern from the outset. Holidays involve a broad information space, with extensive metadata: duration, location, activity, organiser, price, availability, cost, and so on. Slicing through this data could be a daunting challenge for users, so an early task was to focus on how people understand and find travel experiences.
After design research, personas, scenarios and considerable thought, we concluded that the two critical factors in choosing an ‘active’ holiday (as opposed to a week sunbathing) were what the activity is and where it happens. It’s therefore no accident that these two variables are featured prominently on the site, as both navigation and headings. For a while, I even pressed (gently) for the site to be called everythingineverywhere.com.
Navigation
Since what and where operate independently of each other, they lend themselves well to faceted navigation. However, many faceted systems aren’t good at conveying their function, so we made the decision to split these two key variables off and turn them into primary navigation by means of dual nav bars, part breadcrumb and part hierarchical menu.

The other metadata is mostly taken care of by a “refine bar”. I believe it’s far better to show many results (particularly so in the early days when product numbers are low) and allow the user to trim the scope, than to create a bulky and elaborate “advanced search” feature that could confuse and easily return no results.
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Unusual controls like these can be a risk; they’ll only be successful if users understand what they do, and how. The designer has to quickly suggest and demonstrate their operation through affordance and example. The affordance is largely visual: arrows, 3d overlap, and the behaviour of the menus as new options are selected. Demonstration by example occurs when a product is selected, possibly off the homepage. The dual nav is updated to show the intersection of activity and location (eg. “Cycling in Germany”), quickly establishing an understanding of how the controls work independently.
Of course, since these were uncommon controls, the proof was in the user testing. Paper prototypes were the order of the day here, mostly for budgetary reasons. Had more time been available we would have undoubtedly created HTML prototypes using Polypage to be watertight in our conclusions. However, they tested well for an unusual UI element and we felt confident this approach would allow for simple yet powerful navigation through this complex array of products.
Visual language
Another factor we agreed early on is that visual impact plays a huge role in the travel industry (not a massive leap of imagination, given the glossy large photographs seen in printed brochures). It was therefore very important for us to make the products as visually exciting as possible.

My early sketches involved very large, widescreen photos, and this detail was carried all the way into the final product. The widescreen format allows for some great detail of landscapes and panoramas, without the vertical overhead.
It also involves some tricky cropping mechanics. Most cameras take pictures with a 4×3 ratio (landscape) or 3×4 (portrait). The site halves the short side and instead uses an 8×3 ratio. Therefore, when a user—in this case, a tour operator—uploads an image, the system prompts them to crop the photo to show the top, middle or bottom half (the Maths is more complex for portrait shots). This cropping is initially done by clever CSS, repositioning the image vertically behind the 8×3 slot. Once a choice is made, the crop is made server-side for improved performance.
Process
We designed and built Tourdust as an Agile project, in collaboration with our Rails dev partners, New Bamboo. I’ve discussed the challenges of Agile design on A List Apart, but I believe that despite a few teething problems mid-project (mostly a cause of us not allowing enough lead time for design), the site is better than we could have created under waterfall methods.
In particular, since the clients were still exploring the business space whilst the site was being built, the business model changed halfway through development. With waterfall, this would have been beyond the point of no return, but with Agile’s flexibility we were able to accommodate the new requirements with only modest difficulty.
We also found ourselves fulfilling a strategic role as well as just designing the site experience. Frequently this involved reaching into the realms of service design, advising on features, functionality and proposition. One of the outcomes of this liaison was that great swathes of functionality were cut en route. “Worry about it when you need to worry about it” became a useful answer for many scalability questions. I think taking these bold decisions gives Tourdust more focus and a better user experience.
Endgame
Lest I paint too glowing a picture, the site isn’t perfect. Had we had more time, there are dozens of tweaks we’d have made. Imperfection is usually a tricky proposition for designers, particularly so at Clearleft: we do believe the devil is in the details, and our work is usually subjected to high scrutiny. Despite this, we’re proud of what was achieved on a modest budget, and hope we’ve given Anna and Ben the best platform to make Tourdust a success.
Of course, it’s a potentially difficult time to launch a startup. The recession is likely to dent the high-end, luxury travel market, meaning the site’s primary focus is currently on local, UK-based tours. But I do think, if the range is broad enough to gain traction, Tourdust can emerge on the other side in a strong position. I also couldn’t think of better people to take on this challenge than Anna and Ben. People who’ve put everything on the line to follow their dream are an inspiration, and it was a pleasure working with them. They’re true travel geeks and I think their confidence and love for the field will stand them in great stead.
Of course, it’s also down to the users, so I’d encourage you to have a play and I’d love to hear any comments you have about the site.
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