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RailsConf 2014 - Discovering User Interactions by Cameron Daigle

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    CAMERON DAIGLE: Oh. There it goes.
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    The big red clock is counting down. I have
    to start.
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    Hey guys. My name is Cameron Daigle. I'm the
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    senior designer at HashRocket. We are out
    of Chicago,
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    Boulder, and Jacksonville Beach is our main
    office. I'm
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    the longest senior member of the design team.
    And
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    we build Ruby on Rails apps. We build iOS
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    apps. We do a lot of different things.
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    So what I'm gonna talk to you guys about
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    today is, well, this is gonna be yet another
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    code-free design talk, so I hope you guys
    didn't
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    want to see anymore code today. And it's almost
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    an app and website-free talk as well, because
    what
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    I'm really talking to you about today are
    not
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    interactions that you're gonna have in a normal
    context,
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    like on a, on a, on your phone or
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    your laptop. But I want you to discover the
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    interactions around you.
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    So what that means is that I want, I
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    want you guys to be able to build up
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    the ability to actively participate in interactions
    and, that
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    might not, that you might not otherwise think
    about,
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    that may be your habits or that kind of
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    stuff. And be able to quantify those and what
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    you do and don't like about them, and hopefully
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    apply that to how we design products.
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    So, my first example. So this is Publix. Who
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    likes Publix? Is anybody from the Florida
    area? OK.
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    Publix is a really nice grocery store. I don't
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    know what you guys in Chicago have. But Publix
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    is, Publix is the best we've got in, in
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    Florida.
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    And it's a really nice grocery store, really
    nice
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    user experience, getting your groceries there
    and everything. You
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    go to pay, at Publix, and this, this is
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    a regular occurrence for me. You go to pay,
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    you go play with plastic because it's 2014.
    You
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    don't have any cash. And you, this is the
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    last screen that you see.
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    So I've, I've, I've swiped my card, I've seen
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    the total, I have agreed to everything. I
    get
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    to the cash back screen and Publix, the little
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    thingy at Publix says, cash back? And if I
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    tap no here, the purchase is completed. That
    no
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    is a, is a form submission, essentially.
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    And it drives me nuts every time, because
    the
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    last thing to tell Publix to get my, my
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    weekend beer or whatever, is no. And so it's,
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    it's this grating experience. But it's, it's
    just a
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    little detail that, that really does matter.
    I mean,
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    that every single person that goes to Publix
    and
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    interacts with them as a store encounters
    this screen
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    where, just for a half a second, you know,
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    they stop breathing and they're like, wait,
    what? And
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    then they press no and they're OK.
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    In contrast, Target, which for me is about
    a
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    hundred yards from Publix, their final screen
    looks like
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    this. Now, there's a separate issue here which
    is
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    that this kind of feels like a weird question
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    to ask. I literally never wanted it all on
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    my card. Like, I don't, I don't know why.
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    And the no is super angry. You notice the
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    no is all caps. It's like NO! But, but
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    I mean the, it's a big red and a
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    big green button. You press the big green
    button
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    to buy your stuff. I mean that, that feels
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    better. And now, the wording is a different
    issue.
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    But my point here is that the world is
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    full of forms. There, that we are constantly
    putting
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    information into something and getting some
    sort of a
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    result. And it, so, the interactions that
    we encounter
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    when we're trying to build apps, whether we're
    developing
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    or designing for them, have a lot of parallels
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    in the actual world. And paying attention
    to these
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    will help you pay attention to those.
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    So, I was in Vegas a couple of years
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    ago, and this is mostly what I remember of
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    Vegas is the, the traffic and the concrete.
    But
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    I took a cab ride. I was there with
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    Daniel, our other designer, at a design conference.
    Took
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    a cab ride and ended up paying like, eighteen
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    dollars to go two blocks or something. And,
    and
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    when I swiped my card, this was two or
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    three years ago, I swiped my card and the
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    little thing inside the cab calculated my
    tip for
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    me.
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    And I thought, that's fantastic. You know,
    it, on
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    my otherwise miserable cab experience is made
    nicer by
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    the fact that when someone built this thing,
    it
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    didn't matter, necessarily, what it looked
    like, so I
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    hate to say it was someone designed it, cause
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    then you think it's visual. It's really just,
    when
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    someone built this, the, the software for
    this, they
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    thought to take, put, take advantage of the
    fact
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    that there's an extra step here that's always
    going
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    to happen. And you might recognize this, I
    mean,
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    this is in Stripe now. So you see any
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    businesses with Stripe, see that kind of stuff
    all
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    the time.
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    Now, in contrast to that, I took a monorail
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    later, cause after two or three days of spending,
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    like, fifty dollars a day on cabs, it turns
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    out there's a monorail that's, like, way less
    money.
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    So we, we were like cool. We're gonna take
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    the monorail.
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    Now, we walk up to the monorail display, and
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    this is what we see. I wish I had
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    a better picture, but I was. We were in
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    a hurry. And this is, this is the screen.
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    So, single ride tickets, five dollars each.
    First question.
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    Would you like more than one individual ticket?
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    No?
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    Or. Yes, two, three, four, five.
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    So all this has to be is just like,
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    buttons of one, two, three, four, five, and
    it
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    was this completely baffling thing that we
    were just
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    floored by. But it was something we noticed.
    You
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    know, who knows. So who knows why this came
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    to be? So the, the, I, I mean, it's
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    fun to send all this stuff up, but, what
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    this talk is about is understanding why this
    might
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    have happened.
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    In this case, I have no clue why the,
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    they chose to design it this way. I feel
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    like there must be a reason. But, so I
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    play a lot of video games. This is from
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    Super Mario Galaxy a few years ago. I wish
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    I had a better photo of this, but I'm
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    not going through Super Mario Galaxy again
    just to
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    find this one dialogue box.
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    So this, this, this fat star man says, you
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    gotta save her? Am I right? And my two
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    options are that's right and yes. And I was
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    like, heh. You know. That's, that's cute.
    Like, cool
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    job, Super Mario Galaxy. Fun joke.
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    But then I thought, like, maybe the reason
    that
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    they did this was because there's like a dialogue
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    prompt object somewhere and it expects, like,
    two answers.
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    You know. So maybe it was a funny joke
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    and maybe they were just, like, we're not
    rewriting
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    the dialogue prompt thing. You know. Just
    to have,
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    like, an OK button at the corner.
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    So who knows? But, I mean, sometimes you,
    you
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    get a glimpse into, like, behind the curtain,
    and
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    sometimes you don't.
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    Here's an example of getting a glimpse behind
    the
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    curtain that I never, ever wanted to actually
    see.
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    This is from the Amer app, a few versions
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    ago, and it is, too date, the most terrifying
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    error message I've ever seen in iOS.
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    In case you can't read it, it's an unexpected
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    token wanted and then a really strange list
    of
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    symbols and commands, including the word string
    with double
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    quotes around it, within single quotes. And
    things like
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    that. So, I, you guys are the people that
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    would know why this would happen or where
    it
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    was coming from. I just took a screen shot
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    and tried to get on with whatever I was
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    trying to do.
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    So, and honestly iOS is full of really fun
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    stuff like this, where, you know, Siri sort
    of,
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    I mean. She seems confident. But she parsed
    that
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    sentence in a certain way that makes me wonder
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    about, like, how that's being implemented.
    Like, how is
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    this stuff being parsed. And, really, I can
    tell
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    you one thing, the way that it tries to
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    parse phrases is really more trouble than
    it's worth,
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    you know.
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    So, someone, they've decided to try to, you
    know,
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    underskirt oats is what it says. It says that,
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    not me. And what they're trying to do is
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    parse spaces. But of course, as soon as you
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    start throwing spaces into your grammatical
    checker, you're running,
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    you're increasing the difficulty of doing
    this accurately versus
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    doing it hilariously wrong. By an order of
    magnitude.
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    And, man, I got, I got these for days.
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    So, I feel like the, the one on the
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    right, I really feel like iOS is getting tired
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    of me making fun of it, a little it.
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    I love Siri. We have a very intense relationship.
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    But, my point here is that we judge truly
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    good design not by its beauty or innovation
    or
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    efficiency, but rather by how well it responds
    to
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    its original problem. At what point are you
    sacrificing
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    complexity, or sacrificing simplicity - either
    one - to
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    confuse what problem you're actually responding
    to.
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    I don't feel like I need iOS to, you
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    know, to correct an entire phrase for me.
    It's
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    very impressive when it works, but it's very
    frustrating
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    when it doesn't. So at what point is, is
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    the actual goodness of the design being hurt
    by
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    that?
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    So we're gonna look at three separate types
    of,
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    of ways to quantify this stuff. So, it's one
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    thing to be able to, to notice it and
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    to get, to make, to laugh about it or
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    to figure out a better way to do it.
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    It's another thing to actually be able to
    do
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    so on the basis of, like, a principle. So
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    these are some basic principles, I think,
    that you
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    could take and use when you, when you notice
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    this stuff.
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    Respect for intuition, having a common language,
    and having
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    a sense of place. Respect for intuition is
    very
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    simple. All I mean is, does it do what
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    I think it will do? Which you think would
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    be very basic, but honestly it's very easy
    to
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    find stuff, all the time, where you put yourself
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    in the shoes, in someone else's shoes, or
    even
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    your shoes before you learned how to use the
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    thing, and you, you realize some things are
    just
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    not what they seem.
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    So, this is two coffee makers ago for me.
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    This guy broke. The guy after this wasn't
    good.
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    And my current one. But this one, I, this
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    is a very old photo, but I can not
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    get over this button. All right, I'm gonna
    ask
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    the room. The brew button. What do you think
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    will happen when I press the brew button?
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    AUDIENCE: It will brew a pot of coffee.
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    C.D.: No, that says zero. None of you guys
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    are gonna. All right, so, you press the brew
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    button, and it wakes up the display, cause
    this
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    coffee has a sleep mode. So the coffee maker
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    has a sleep mode. So, the button says brew.
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    It's on the front of the coffee maker. It
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    looks aesthetic. You know, it's symmetrical,
    it looks good.
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    But the button doesn't do what it says it
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    will do.
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    You actually have to press it again and then
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    it lights up, and that means it's brewing
    coffee.
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    So you've got two issues here. One, that the
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    button straight up just doesn't do what it
    says
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    it will do. It's a lying button. Number two,
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    that the button now is lit up, which actually
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    makes, makes it more of a call out. But
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    it's actually an indicator.
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    So what you have here is something where you,
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    you've gotta talk about where something's
    an indicator or
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    a call out. This is an app that I
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    designed a really long time ago, in iOS years.
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    This, this came out on iOS 3 I think.
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    And it was a recording app. This came out
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    before the Apple voice memos app was a thing.
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    And we designed it, we said, hey, this app
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    only needs to do one thing. It needs to
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    record. So let's just make it a big red
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    button that says press to record.
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    Well, the issue with the app that we found
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    after the first couple versions wasn't the
    press to
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    record. It was what would have after you pressed
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    press to record. So, initially, you press
    press to
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    record, that button would turn bright green.
    Cause we
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    said, or I said, it was my fault. We,
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    I said red means record, like, I meant have,
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    you gotta have the button say record. And
    green
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    means go, so it's going. It's recording something.
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    But we were confusing people, because they,
    they thought
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    red meant recording and then. So people were
    like,
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    it needs to turn red when it records, and
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    I'm like, well then the record button will
    be
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    green initially. That, that doesn't make any
    sense. Even
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    though green is brighter. That's.
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    So, there was this disconnect. And really,
    the solution
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    that we ended up with was, after a couple
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    of versions in the app store is, the button
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    pulses. So the button pulses slowly brighter
    to darker.
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    And so sometimes the, the, the solution that
    you're
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    looking for is, you're just using the wrong
    format.
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    I was in photoshop. It didn't occur to me
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    to use animation at the time.
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    So that's, that's that story. We're gonna
    talk a
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    little bit about microwaves. And we're gonna
    talk a
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    lot about microwaves, actually. Because microwaves
    are probably the
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    single most-often used bad interface that
    there is, I
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    think. That's probably way too strong. I,
    you know,
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    it's worked well for this talk so I'm gonna
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    go with it.
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    This is a wall of controls. I mean, there's
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    just a thousand things to do on a microwave.
  • 11:50 - 11:52
    This, by the way, is the inside of a
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    boat from ages ago, and there was a guy
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    who stood there and did that. Whatever it
    was.
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    So, I really like this quote from Gary Bernhardt.
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    Programmers are good at building machines
    with seventeen meta-knobs
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    that turn the ninety underlying knobs. They're
    bad at
  • 12:08 - 12:11
    asking, why are there so many knobs? And I
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    don't think that's just a, I mean, you can
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    say that about programmers. I think it applies
    to,
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    to anyone. So I'm not just trying to call
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    you guys out.
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    But, all right. So we have this microwave,
    and
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    we have the, the intuition test. What. Does
    it
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    do what I think it will do? Now, if
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    you've never seen a microwave before, you've
    never seen
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    this microwave before, and regardless of the
    fact that
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    we've all sort of learned to bypass what the
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    microwave says it will do, like, immediately.
    You might,
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    you might say you try to start pressing buttons
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    or whatever.
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    Well, the top left button on this microwave
    says
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    cook, right. So it's in the top left, which
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    is normally a good place to put an important
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    thing, and it says cook, which is normally
    what
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    a microwave should do. So, maybe you try to
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    push, you know, the cook button in the upper
  • 12:51 - 12:53
    left. You press the cook button and this is
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    my, obviously my beautiful hands. You press
    this, the
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    cook button, and the microwave goes, Ac - 1.
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    I don't know what Ac - 1 is. I
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    didn't actually press start for fear of, of
    hurting
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    something. This, this microwave fails the
    intuition test. It
  • 13:11 - 13:14
    also fails the other test we'll get to that,
  • 13:14 - 13:15
    let's finish this section with a button that
    does
  • 13:15 - 13:16
    do what it says it's going to do, which
  • 13:16 - 13:19
    is, this is from my xBox. That button returned
  • 13:19 - 13:20
    me to what I was doing and I was
  • 13:20 - 13:23
    like, all right. Thanks xBox.
  • 13:23 - 13:26
    Kind of hilariously wordy but, that's why
    I took
  • 13:26 - 13:27
    a picture of it, but.
  • 13:27 - 13:30
    Second. Common language. So, and, and, by
    common language
  • 13:30 - 13:34
    I mean, consistency both within interface
    and also outside
  • 13:34 - 13:36
    of the interface. Like, a consistency with
    a user's
  • 13:36 - 13:40
    common language. So let's look at a, a car
  • 13:40 - 13:42
    dashboard really quick. Car dashboards are
    also, you know,
  • 13:42 - 13:45
    this really crazy, like, heavy interface that
    tends to
  • 13:45 - 13:48
    vary widely and things like that.
  • 13:48 - 13:50
    This is actually Daniel, the other designer,
    this is
  • 13:50 - 13:53
    his car. I think it's a Mazda. And every
  • 13:53 - 13:54
    person that gets in this car does the same
  • 13:54 - 13:56
    exact thing I did, which is they try to
  • 13:56 - 13:59
    use that middle knob to adjust, like, the
    volume,
  • 13:59 - 14:02
    or anything really. But that left knob is
    the
  • 14:02 - 14:02
    volume.
  • 14:02 - 14:03
    Let's break it down. So we've got three knobs
  • 14:03 - 14:08
    here. This left knob. You push it to turn
  • 14:08 - 14:09
    the stereo on and off. You turn it for
  • 14:09 - 14:12
    volume. We could argue that it shouldn't be
    on
  • 14:12 - 14:13
    the left. Someone else could say, but it's
    closer
  • 14:13 - 14:14
    to the driver, so it should be on the
  • 14:14 - 14:17
    left. So that one can go either direction.
  • 14:17 - 14:20
    This middle knob. You push it to go to
  • 14:20 - 14:23
    the next menu item. Like, cycle through, like,
    bass
  • 14:23 - 14:25
    and treble and balance and stuff like that.
    And
  • 14:25 - 14:26
    you turn it to change the value. So what's
  • 14:26 - 14:29
    important about that is, it's not a toggle.
    The
  • 14:29 - 14:30
    first button, when you push it, is a toggle.
  • 14:30 - 14:32
    The second button, which looks more or less
    exactly
  • 14:32 - 14:35
    the same, that walks you through a set of
  • 14:35 - 14:37
    menu options. And the turning changes the
    value, which
  • 14:37 - 14:39
    is sort of like volume, but it's important
    to
  • 14:39 - 14:41
    remember that until you push it, this button
    doesn't,
  • 14:41 - 14:44
    this knob doesn't do anything. Cause it hasn't
    selected
  • 14:44 - 14:44
    anything.
  • 14:44 - 14:47
    So, the initial interaction with that button,
    it was
  • 14:47 - 14:50
    fifty percent non-functional until you know
    how to activate
  • 14:50 - 14:52
    the button. The third one over here doesn't
    push
  • 14:52 - 14:56
    in at all. And it's, and it tunes, when
  • 14:56 - 14:58
    you turn it, which doesn't apply to like half
  • 14:58 - 14:59
    the thing that you're, that you're doing with
    the
  • 14:59 - 15:02
    car. So, I mean, there's an in, there's a
  • 15:02 - 15:06
    severe lack of internal consistency here.
  • 15:06 - 15:08
    Here's another example we're gonna go back
    to a
  • 15:08 - 15:11
    couple times. This is the terminator-esque
    expensive coffee maker
  • 15:11 - 15:14
    that we have in the Jacksonville office. It's
    very
  • 15:14 - 15:16
    fancy and nice, but there are also some very
  • 15:16 - 15:20
    fundamentally non-nice things about it. Let's
    look at the
  • 15:20 - 15:20
    top.
  • 15:20 - 15:24
    So, I've got controls over more than I probably
  • 15:24 - 15:26
    ever would need. I've got nine sizes of cup.
  • 15:26 - 15:29
    I'm sure you have nine sizes of cup for
  • 15:29 - 15:33
    your. I've got flavor and shrink. Flavor goes
    from
  • 15:33 - 15:36
    light to bold. I, I don't know what, I
  • 15:36 - 15:38
    honestly don't know what flavor really does.
    We just
  • 15:38 - 15:39
    crank it all to bold.
  • 15:39 - 15:42
    And strength, strength goes from mild to strong
    to
  • 15:42 - 15:46
    intense. So, there's three, there's, look,
    you can do,
  • 15:46 - 15:49
    you can make a panopoly of coffees with this
  • 15:49 - 15:51
    thing, apparently. But, so our buttons down
    here, our
  • 15:51 - 15:53
    ways to interact with this coffee maker. We
    have
  • 15:53 - 15:55
    a single cup button, caraf button, and up
    and
  • 15:55 - 15:58
    down and a strength, all right.
  • 15:58 - 16:00
    So, say I want to change the strength of
  • 16:00 - 16:02
    my coffee. I press the strength button, which
    actually
  • 16:02 - 16:06
    cycles between strength and flavor. And the
    proper one
  • 16:06 - 16:07
    is lit up. And then I press my up
  • 16:07 - 16:09
    and down arrows to, like, crank up the strength
  • 16:09 - 16:12
    or crank down the strength. Whatever. By the
    way,
  • 16:12 - 16:16
    intense is way too strong. It's really strong.
  • 16:16 - 16:17
    So I go over here to the cup, and
  • 16:17 - 16:19
    maybe I want to crank up or down my
  • 16:19 - 16:22
    cup size. That button, you press that button,
    the
  • 16:22 - 16:23
    up and down arrows don't do anything. That
    button
  • 16:23 - 16:27
    actually cycles. It actually walks all the
    way through.
  • 16:27 - 16:29
    Those two arrow buttons, they do set the clock
  • 16:29 - 16:31
    and they do, like, obviously we didn't set
    the
  • 16:31 - 16:34
    clock. No, I took all these pictures at exactly
  • 16:34 - 16:37
    twelve o' clock. And they do change the strength
  • 16:37 - 16:39
    but they don't, they don't, they don't function
    for
  • 16:39 - 16:42
    those other two buttons, even though those
    buttons function.
  • 16:42 - 16:45
    They do the exact same actual thing in the
  • 16:45 - 16:47
    software side. They're cranking a value up
    or down.
  • 16:47 - 16:51
    So, there's internal inconsistency there.
    Oh, yeah, so I,
  • 16:51 - 16:54
    so, yeah. So there you go. I'm up to
  • 16:54 - 16:54
    XL.
  • 16:54 - 16:57
    Video games, again. Video games are great.
    I think
  • 16:57 - 17:00
    they're really, I, I like playing video games,
    but
  • 17:00 - 17:03
    also there's a re-invented UI all the time
    in
  • 17:03 - 17:05
    video games, so I think it's really interesting
    how
  • 17:05 - 17:08
    often those guys start from zero and work
    their
  • 17:08 - 17:10
    way up into a completely different interface
    depending on
  • 17:10 - 17:12
    what kind of game you're playing. It's tough.
  • 17:12 - 17:16
    But, outside of the software, the controller
    has been
  • 17:16 - 17:18
    the same for a relatively long time. There
    are
  • 17:18 - 17:20
    more shoulder buttons and stuff but you have
    a
  • 17:20 - 17:23
    directional control and you have A, B, X,
    and
  • 17:23 - 17:25
    Y. Generally speaking, it's safe to say that
    A
  • 17:25 - 17:29
    means cool, and B means no. Most of the
  • 17:29 - 17:32
    time, right. Would you agree? I mean, since
    like
  • 17:32 - 17:35
    1985 or whenever the NES game went out. Or
  • 17:35 - 17:38
    actually, those buttons are reversed. But
    that's kind of.
  • 17:38 - 17:40
    So, for example, in Mass Effect, this is old,
  • 17:40 - 17:42
    in Mass Effect one, I think, which explains
    why
  • 17:42 - 17:46
    the iPhone photo is bad quality. A is land
  • 17:46 - 17:49
    and B is leave orbit for this part of
  • 17:49 - 17:50
    the game where you are in orbit and you
  • 17:50 - 17:52
    need to land or not.
  • 17:52 - 17:56
    So, cool. Like, A, basically does the thing.
    B
  • 17:56 - 17:59
    backs you out of the thing. Same exact game.
  • 17:59 - 18:02
    Different screen. Same space ship, whatever.
    A is enter
  • 18:02 - 18:05
    system, B doesn't do anything, and X is exit,
  • 18:05 - 18:09
    which actually backs you out of the menu.
    So
  • 18:09 - 18:11
    there's no particular reason for this, other
    than somebody
  • 18:11 - 18:15
    didn't think about maintaining a common language
    with basically
  • 18:15 - 18:17
    all of video games. At least I, I assume
  • 18:17 - 18:18
    there isn't a reason. I don't know. I'm, I'm
  • 18:18 - 18:21
    the user on the other side accidentally hitting
    B,
  • 18:21 - 18:21
    right.
  • 18:21 - 18:23
    So on this screen, my loud out screen, I
  • 18:23 - 18:26
    think this is Mass Effect two, A doesn't actually
  • 18:26 - 18:29
    bring me to the next screen here. It actually
  • 18:29 - 18:31
    walks the weapon with another weapon. So there's
    a
  • 18:31 - 18:33
    bunch of stuff going up on this page, but
  • 18:33 - 18:35
    you're eventually gonna choose weapons and
    then go into
  • 18:35 - 18:37
    the mission.
  • 18:37 - 18:41
    A doesn't do that. A actually changes your
    weapon
  • 18:41 - 18:44
    selection. X modifies, so it actually activates
    this weapon
  • 18:44 - 18:48
    mod screen. Y toggles a, a flavorful sci-fi
    description.
  • 18:48 - 18:51
    And B confirms and sends you into the mission.
  • 18:51 - 18:54
    So I hope you weren't expecting to, like,
    back
  • 18:54 - 18:55
    out of this screen, because you're just gonna
    get
  • 18:55 - 18:58
    landed on a planet with angry people shooting
    at
  • 18:58 - 18:58
    you.
  • 18:58 - 19:00
    So, I mean, this, these are off. I mean,
  • 19:00 - 19:02
    this is from the next game in the series.
  • 19:02 - 19:05
    This a common language that is there that
    needs
  • 19:05 - 19:08
    to be paid attention to and isn't. So, really,
  • 19:08 - 19:12
    I like this quote. Innovate as a last resort.
  • 19:12 - 19:15
    In that, that applies in so many different
    ways,
  • 19:15 - 19:17
    but the context I'm talking about here, it's
    that
  • 19:17 - 19:20
    before you start doing something different
    than maybe you've
  • 19:20 - 19:23
    already done or, or, or other people have
    already
  • 19:23 - 19:24
    done, you need to justify it and you need
  • 19:24 - 19:27
    to be aware of like the, the existing languages
  • 19:27 - 19:31
    that, that, or the commonality of the, the
    history
  • 19:31 - 19:34
    of whatever you're using.
  • 19:34 - 19:38
    So, obviously, accidentally, semi-accidentally
    putting a button on X
  • 19:38 - 19:40
    instead of B is not innovation so much as
  • 19:40 - 19:43
    an oversight. But this speaks to the respect
    that
  • 19:43 - 19:45
    you need to have for existing patterns and
    existing
  • 19:45 - 19:47
    user assumptions.
  • 19:47 - 19:50
    Number three, we're gonna look at here is
    a
  • 19:50 - 19:54
    sense of place. So, what I mean here is
  • 19:54 - 19:57
    the navigation of an item. Where is a user
  • 19:57 - 20:00
    when they're using your thing. Where are they
    in
  • 20:00 - 20:01
    your website, for example.
  • 20:01 - 20:05
    So Steve Krug says, navigating isn't just
    a feature
  • 20:05 - 20:06
    of the website; it is the website, in the
  • 20:06 - 20:08
    same way that the building, shelves, and cash
    registers
  • 20:08 - 20:12
    are Sears. So like, navigation is everything
    when it
  • 20:12 - 20:14
    comes to helping your user understand where
    they are.
  • 20:14 - 20:17
    And this quote's pretty old. So he means like
  • 20:17 - 20:20
    navigation between pages and stuff. We, with
    a lot
  • 20:20 - 20:22
    of fat client apps and things like that, it's
  • 20:22 - 20:26
    not just pages. It's modes of interface, it's
    states,
  • 20:26 - 20:29
    it's what is active and available at any time
  • 20:29 - 20:31
    to me. Maybe my url hasn't change for awhile,
  • 20:31 - 20:33
    but there's all of these different ways and
    navigating
  • 20:33 - 20:36
    and walking into and out of states of interface
  • 20:36 - 20:38
    and flows.
  • 20:38 - 20:41
    So, button modes might get you thinking about
    something
  • 20:41 - 20:45
    that you're familiar with, which is VIM. And
    one
  • 20:45 - 20:47
    of the reasons that I, I started using VIM
  • 20:47 - 20:50
    like a month ago. I like it, I guess.
  • 20:50 - 20:53
    So, the, all the HashRocket guys are making
    fun
  • 20:53 - 20:56
    of me. So, VIM, if you've ever tried. How
  • 20:56 - 20:59
    many of you have not tried to use VIM?
  • 20:59 - 21:02
    OK. So there's a few of you. So when
  • 21:02 - 21:04
    you try to use VIM, for you five guys,
  • 21:04 - 21:09
    VIM is really popular. When you try to use
  • 21:09 - 21:11
    VIM, you might try to just start typing a
  • 21:11 - 21:13
    word. But it's not going to do anything. It's
  • 21:13 - 21:14
    not going to do what you think it's going
  • 21:14 - 21:15
    to do, even though it looks like a text
  • 21:15 - 21:18
    editor and your keyboard looks like a keyboard.
  • 21:18 - 21:22
    You actually have to, you actually have to
    go
  • 21:22 - 21:24
    into insert mode, which is a specific mode,
    so
  • 21:24 - 21:26
    the reason that VIM is so complicated is because
  • 21:26 - 21:29
    the modes are not immediately apparent. And
    that's fine
  • 21:29 - 21:30
    for an expert tool. You can do an incredible
  • 21:30 - 21:33
    amount of powerful, incredible amount of powerful
    things with
  • 21:33 - 21:36
    VIM. But it is so heavily modal that it
  • 21:36 - 21:38
    is very fundamentally confusing and it can
    be really
  • 21:38 - 21:41
    hard for someone to get the hang of initially.
  • 21:41 - 21:44
    So, something else that's heavily modal is
    my microwave.
  • 21:44 - 21:47
    And it is a lot worse designed than VIM.
  • 21:47 - 21:51
    Let's, let's be clear. So say I want to,
  • 21:51 - 21:55
    for some reason I want to soften something.
    So,
  • 21:55 - 22:00
    I, I, I press soften with my well-manicured.
    That's
  • 22:00 - 22:06
    my wife's hand. Press soften, and the, it
    says
  • 22:06 - 22:07
    one.
  • 22:07 - 22:10
    So, through trial and error, I was able to
  • 22:10 - 22:12
    discover what it wants you to do here. And
  • 22:12 - 22:13
    what the soften button wants you to do is
  • 22:13 - 22:15
    select a value from one to four and then
  • 22:15 - 22:18
    press start. All right. So the reason that
    that
  • 22:18 - 22:20
    is confusing is not only, well, not only is
  • 22:20 - 22:22
    there no indicator of that, what that, what
    is
  • 22:22 - 22:24
    going to happen there, it's that the microwave
    has
  • 22:24 - 22:25
    switched modes.
  • 22:25 - 22:26
    And the reason I blacked all this out is
  • 22:26 - 22:28
    once you press that soften button, you're
    no longer
  • 22:28 - 22:33
    in microwave mode. You're in softness selector
    mode, right.
  • 22:33 - 22:35
    So while all of these other buttons are still
  • 22:35 - 22:37
    there, but the mode of the entire thing is
  • 22:37 - 22:39
    switched. I'm actually, I've actually walked
    a step down
  • 22:39 - 22:42
    into, I've navigated somewhere. Walked a step
    down into
  • 22:42 - 22:45
    a flow, without getting any feedback or, you
    know,
  • 22:45 - 22:48
    unless you count one on the screen as feedback.
  • 22:48 - 22:50
    I have very little feedback that I have actually
  • 22:50 - 22:55
    gone anywhere. So what the, what badly designed
    modes
  • 22:55 - 22:57
    can do to you is that they result in
  • 22:57 - 23:00
    a secret sequence of actions, like I, unless,
    till
  • 23:00 - 23:03
    I discovered what the app or, or interface
    or
  • 23:03 - 23:06
    microwave wants me to do, I don't know what
  • 23:06 - 23:09
    it is. And if it's a mode, then that
  • 23:09 - 23:11
    will drive me down what is, potentially, can
    be
  • 23:11 - 23:14
    a long chain of, of sequential actions.
  • 23:14 - 23:16
    So, for example, with this microwave, I like
    cooking
  • 23:16 - 23:18
    things on power five, cause then, like, it
    heats
  • 23:18 - 23:19
    it a little bit more evenly and you don't
  • 23:19 - 23:23
    end up with, like, lava combined with ice,
    if
  • 23:23 - 23:27
    you're cooking a Hot Pocket or whatever. So,
    like,
  • 23:27 - 23:29
    I would say, with this microwave, and this
    is
  • 23:29 - 23:31
    very specific to this microwave. Don't go
    back and
  • 23:31 - 23:32
    think that this is, it will apply to your
  • 23:32 - 23:36
    microwave. Because this, this microwave, you,
    you can't push
  • 23:36 - 23:37
    the buttons first. You have to press cook
    time
  • 23:37 - 23:40
    in order to put time in at all.
  • 23:40 - 23:42
    Then, you actually have to press power, after
    you
  • 23:42 - 23:44
    have time entered into the display. Then you
    can
  • 23:44 - 23:46
    press five and change the power to five and
  • 23:46 - 23:51
    then start. So this microwave has, like, there's
    so
  • 23:51 - 23:53
    much here, but like, in order to do what
  • 23:53 - 23:55
    is a relatively basic feature of the microwave,
    you
  • 23:55 - 23:58
    have to know a specific chain of commands.
  • 23:58 - 24:00
    I, I really don't want to compare that to
  • 24:00 - 24:04
    VIM, but that is pretty much like VIM. But
  • 24:04 - 24:05
    VIM is an expert tool and this microwave is
  • 24:05 - 24:07
    supposed to be for, for everyone who needs
    to
  • 24:07 - 24:09
    use a microwave. So, you know.
  • 24:09 - 24:11
    But after entering a mode, you have to do
  • 24:11 - 24:13
    one of two things. You have to either force
  • 24:13 - 24:15
    completion of the mode, which is what my microwave
  • 24:15 - 24:17
    does. None of the other buttons will work
    until
  • 24:17 - 24:19
    you, you know, cancel out and panic and just
  • 24:19 - 24:22
    cook on ten. And, you know, cook your thing
  • 24:22 - 24:25
    too much. Or destroy your existing progress.
  • 24:25 - 24:29
    So I actually checked with a very similar
    microwave
  • 24:29 - 24:30
    at my parents' house when I was there over
  • 24:30 - 24:32
    Easter. And their microwave, if you start
    typing and
  • 24:32 - 24:35
    you press something else, it just kills whatever
    you
  • 24:35 - 24:37
    were doing before. So what'll happen then
    is that
  • 24:37 - 24:39
    you'll switch the power to five, but then
    you'll
  • 24:39 - 24:40
    type in time and it'll start cooking at ten
  • 24:40 - 24:43
    because when you switched to put in the time,
  • 24:43 - 24:45
    it just canceled whatever you did before.
  • 24:45 - 24:49
    So, microwaves. You know.
  • 24:49 - 24:52
    So, let's go back to the coffee maker, because
  • 24:52 - 24:57
    destroying progress can have very real-world
    implications aside from
  • 24:57 - 25:00
    accidentally cooking a thing stronger than
    you wanted to.
  • 25:00 - 25:05
    So this microwave has a very rich user experience
  • 25:05 - 25:08
    when it comes to actually getting coffee into
    and
  • 25:08 - 25:09
    out of the thing.
  • 25:09 - 25:11
    So you press the open button. This flips out.
  • 25:11 - 25:14
    That thing unfolds. You've got all of this
    different
  • 25:14 - 25:18
    stuff going on there. Well, it's got, it's
    a
  • 25:18 - 25:19
    grinder, too. I should point this out. It's
    out
  • 25:19 - 25:21
    of frame. Up there at the top, you put
  • 25:21 - 25:23
    your beans in there. You close, you get a,
  • 25:23 - 25:25
    you get the filter emptied out. You close
    it
  • 25:25 - 25:27
    up, you hit start. It goes whirr, and it
  • 25:27 - 25:29
    starts grinding your coffee.
  • 25:29 - 25:33
    Well, here's the problem. Is that open button,
    fully
  • 25:33 - 25:37
    functional the whole time. So, and this has
    happened,
  • 25:37 - 25:38
    I would say, this has happened a handful of
  • 25:38 - 25:40
    times and it's really bad, because you, you
    end
  • 25:40 - 25:42
    up wanting to fight somebody before the day
    has
  • 25:42 - 25:44
    even started. But you're standing there with
    your mug
  • 25:44 - 25:46
    next to it. You're first in line. You know,
  • 25:46 - 25:49
    you've just started the coffee. It's finished
    grinding. It's
  • 25:49 - 25:50
    started to brew.
  • 25:50 - 25:53
    And some guy walks up and he goes boink,
  • 25:53 - 25:54
    and he hits the open button and the coffee
  • 25:54 - 25:59
    maker's like, pfft. You put it back in, you
  • 25:59 - 26:00
    press start and it goes whirr, and it starts
  • 26:00 - 26:03
    grinding a new batch of coffee. So you can
  • 26:03 - 26:06
    destroy. That one button will destroy an entire,
    like,
  • 26:06 - 26:08
    entire thing of coffee. Like, you don't, it,
    it
  • 26:08 - 26:12
    doesn't know what it, why it's doing that.
    It's
  • 26:12 - 26:13
    really annoying. You have to go in and empty
  • 26:13 - 26:15
    the filter and reset the whole thing. So you
  • 26:15 - 26:18
    can destroy an entire pot of semi-brewed coffee
    just
  • 26:18 - 26:21
    by pressing the open button.
  • 26:21 - 26:22
    So that's awful.
  • 26:22 - 26:25
    Here's a, here's the coffee maker I have at
  • 26:25 - 26:28
    home now. It is simple. It was, it was
  • 26:28 - 26:30
    not expensive. It's not, it doesn't look like
    as
  • 26:30 - 26:32
    much like a terminator as the other coffee
    maker
  • 26:32 - 26:35
    does. You, it doesn't have a grinder in it
  • 26:35 - 26:37
    or anything like that. We're talking pretty
    minimal. It
  • 26:37 - 26:40
    makes water hot and it puts it on the
  • 26:40 - 26:40
    coffee.
  • 26:40 - 26:42
    On the inside here, this is a, this is
  • 26:42 - 26:45
    the spout. So this is your little water spout
  • 26:45 - 26:48
    that's actually gonna put the, the water into
    the
  • 26:48 - 26:51
    coffee. It flips over here. So, like, you
    fill
  • 26:51 - 26:54
    up the thing, the tank with water. You pull
  • 26:54 - 26:57
    that over. Close the lid. It puts water on
  • 26:57 - 27:00
    the coffee like it's supposed to, you know.
    Not
  • 27:00 - 27:01
    very glamorous.
  • 27:01 - 27:03
    But here's one thing that I discovered on,
    completely
  • 27:03 - 27:05
    on accident that I thought was great and I
  • 27:05 - 27:07
    got probably way too excited about it. Let's
    watch
  • 27:07 - 27:11
    a cinematic recreation of, of this, of this
    coffee
  • 27:11 - 27:15
    maker and what I discovered.
  • 27:15 - 27:20
    I should have. I should have had music.
  • 27:20 - 27:26
    Oh my gosh! I was so excited. I was
  • 27:26 - 27:28
    like, oh, whoever designed this but a little
    tab
  • 27:28 - 27:31
    thing right there, and it's slanted just a
    little
  • 27:31 - 27:34
    bit, and it cost probably almost zero dollars,
    but
  • 27:34 - 27:37
    it was. That pushes the little arm in there
  • 27:37 - 27:39
    to keep you from accidentally just putting
    hot water
  • 27:39 - 27:43
    back into your tank. And I was like, this
  • 27:43 - 27:49
    coffee maker has developed a lowfi like very
    non-technical
  • 27:49 - 27:51
    solution to a problem, and this was probably
    done
  • 27:51 - 27:54
    by whoever engineered the coffee maker. Like,
    it was
  • 27:54 - 27:55
    probably not done by the guy who designed
    the
  • 27:55 - 27:57
    outside of the coffee maker. It was done by
  • 27:57 - 27:59
    the guy who designed the inside of the coffee
  • 27:59 - 27:59
    maker.
  • 27:59 - 28:03
    But he's avoided a very basic kind of user
  • 28:03 - 28:06
    error. So let's, let's do a, let's do a
  • 28:06 - 28:07
    feature comparison here.
  • 28:07 - 28:11
    This coffee maker was $200. This coffee maker's
    #35.
  • 28:11 - 28:16
    This coffee maker has a one-button self-destruct,
    right.
  • 28:16 - 28:20
    This has a one-tab coffee saver.
  • 28:20 - 28:21
    This thing's got a thermal carafe.
  • 28:21 - 28:22
    This thing's what I like to call a visual
  • 28:22 - 28:26
    quantity indicator. That means, that means
    you can see
  • 28:26 - 28:27
    how much coffee is in it, which is a
  • 28:27 - 28:29
    whole other thing.
  • 28:29 - 28:32
    All right, design is the decision making in
    the
  • 28:32 - 28:35
    presence of constraint. You give somebody
    $200 and you
  • 28:35 - 28:37
    want a coffee maker with this giant list of
  • 28:37 - 28:40
    features, versus a #35 with, with like way
    less
  • 28:40 - 28:43
    features. You're, maybe, well the design on
    the, of
  • 28:43 - 28:46
    the later might actually be better. You know,
    it's
  • 28:46 - 28:49
    not. Constraint is not necessarily a bad thing.
    I
  • 28:49 - 28:50
    really like this quote.
  • 28:50 - 28:51
    So here's what we're not talking about. I've
    got
  • 28:51 - 28:53
    to speed it up. Here's what we're not talking
  • 28:53 - 28:55
    about. We're not talking about button styles
    or what
  • 28:55 - 28:58
    things look like. That's important, but generally
    speaking we
  • 28:58 - 28:59
    know what a button looks like. We know where
  • 28:59 - 29:02
    it is. You know, buttons have looked more
    or
  • 29:02 - 29:04
    less the same up until this year.
  • 29:04 - 29:10
    So, like, that's, that's decoration. It's
    ridiculously important, but
  • 29:10 - 29:12
    that's not what you'd have to worry about
    in
  • 29:12 - 29:14
    order to have an interaction feel good. And
    it's
  • 29:14 - 29:17
    also. I also just want to say that, like,
  • 29:17 - 29:20
    as a designer, I wanted to facilitate good
    experiences
  • 29:20 - 29:23
    and not have them get hurt at the expense,
  • 29:23 - 29:25
    or, at the expense of my design preferences.
  • 29:25 - 29:27
    So Ancient City Ruby was at this hotel last
  • 29:27 - 29:29
    year. This is, or, this year, too. This is
  • 29:29 - 29:33
    the Casa Monica Hotel in Saint Augustine.
    So, beautiful
  • 29:33 - 29:35
    on the outside. Absolutely gorgeous. Really
    nice architecture in
  • 29:35 - 29:36
    the whole place.
  • 29:36 - 29:37
    We walk into the room, and this is our
  • 29:37 - 29:41
    window. All right, so our window is like three
  • 29:41 - 29:43
    feet tall. It's this little square window.
    The room
  • 29:43 - 29:45
    is all dim. There's just, if you see up
  • 29:45 - 29:46
    here, there's a little plaque. This is what
    the
  • 29:46 - 29:47
    plaque says.
  • 29:47 - 29:51
    These uniquely shaped and placed windows,
    blah blah blah.
  • 29:51 - 29:53
    As to why some windows are regularly shaped
    and
  • 29:53 - 29:55
    low to the floor is known only to Franklin
  • 29:55 - 30:00
    Smith, who is the, he was the amateur architect
  • 30:00 - 30:02
    that designed this building. So he was really
    into
  • 30:02 - 30:03
    the outside of the building and not so much
  • 30:03 - 30:05
    the inside, at the expense of his users, I
  • 30:05 - 30:06
    should say.
  • 30:06 - 30:09
    Here's something that's actually well-designed,
    but it's not well-decorated.
  • 30:09 - 30:11
    So this is the hotel receipt, or. Hotel receipt?
  • 30:11 - 30:16
    Or, the parking receipt at the airport. It's
    ugly,
  • 30:16 - 30:18
    you know. I would like to redesign it from
  • 30:18 - 30:22
    a decorative sense. But the actual fundamental
    design of
  • 30:22 - 30:24
    it is actually all right. Because it's probably
    really
  • 30:24 - 30:26
    low-cost to print these things, like, that's
    like nine
  • 30:26 - 30:29
    lines of dot matrix, right. So there's probably
    a
  • 30:29 - 30:32
    lot of money saved just in terms of the
  • 30:32 - 30:34
    complexity of the hardware and things like
    that.
  • 30:34 - 30:36
    And here's the, here's the thing you put it
  • 30:36 - 30:40
    in. This thing, also really ugly. But, it
    performs
  • 30:40 - 30:42
    great. There's one slot. You put your ticket
    in.
  • 30:42 - 30:45
    You put your card in after your ticket. It
  • 30:45 - 30:47
    spits out your card and your receipt. So there's
  • 30:47 - 30:49
    almost no way to screw this up. They actually
  • 30:49 - 30:52
    have instructions. It says insert ticket.
    Insert credit card.
  • 30:52 - 30:54
    Take credit card. Take receipt. You almost
    don't need
  • 30:54 - 30:57
    instructions for that, but I appreciate it.
  • 30:57 - 31:00
    It's well, it's not pretty. It's not well-decorated.
    But
  • 31:00 - 31:04
    it's well-designed and that is solving the
    right problem.
  • 31:04 - 31:07
    Good design solves the right problem. So this,
    when
  • 31:07 - 31:08
    we come back to things like this, we look
  • 31:08 - 31:13
    at the, the microwave. Why? Like, why did
    this
  • 31:13 - 31:15
    end up like this? And I, I really think
  • 31:15 - 31:17
    that it's because microwaves are not designed
    the way
  • 31:17 - 31:19
    we design soft- or, hopefully not designed
    the way
  • 31:19 - 31:22
    we design software. And, like, this industry
    doesn't necessarily
  • 31:22 - 31:24
    work the same way we do. And I think
  • 31:24 - 31:27
    that the process can have all the influence
    in
  • 31:27 - 31:29
    defining the product.
  • 31:29 - 31:32
    So, with that said, let's design a microwave
    the
  • 31:32 - 31:35
    way we would design a product really quick
    here.
  • 31:35 - 31:38
    So, I want to design to solve a problem.
  • 31:38 - 31:40
    I want to design it feature by feature, to
  • 31:40 - 31:42
    justify the most important stuff that you
    would need
  • 31:42 - 31:43
    to have a microwave work well.
  • 31:43 - 31:46
    So let's start with a clean slate. So the
  • 31:46 - 31:47
    first thing I'm gonna need on my microwave,
    is
  • 31:47 - 31:49
    I'm gonna need to know how much time, cause
  • 31:49 - 31:51
    the microwave counts down, and I'm gonna need
    to
  • 31:51 - 31:53
    know I'm gonna be able to start and stop
  • 31:53 - 31:54
    it.
  • 31:54 - 31:56
    So that's the first thing we'll need. Well,
    I
  • 31:56 - 31:57
    need to be able to increment and decrement
    the
  • 31:57 - 32:02
    time. So let's do that. I probably don't have
  • 32:02 - 32:05
    a use case for less than ten second increments
  • 32:05 - 32:08
    for cooking something. So that seems reasonable.
  • 32:08 - 32:10
    I do have a use case for, like, defrosting
  • 32:10 - 32:11
    or something like that, where I might have
    to
  • 32:11 - 32:14
    hammer that button a bunch of times. So let's
  • 32:14 - 32:16
    add minute selectors as well, so we can go
  • 32:16 - 32:19
    up to, you know, five minutes relatively quickly,
    with
  • 32:19 - 32:21
    very little fuss. It makes sense immediately.
  • 32:21 - 32:24
    And I also need to adjust the power level.
  • 32:24 - 32:27
    Well, let's do that too. Let's use our existing
  • 32:27 - 32:30
    design metaphor. Let's use our existing design
    language, and
  • 32:30 - 32:34
    we'll put a power selector right there. And
    that's
  • 32:34 - 32:35
    it.
  • 32:35 - 32:39
    So, what we've done is we've, we've followed
    user
  • 32:39 - 32:42
    needs and we've followed specific feature
    needs. We've avoided
  • 32:42 - 32:48
    inconsistency. We've avoided confusion. We've
    also avoided modes. So,
  • 32:48 - 32:50
    hypothetically, if you were to design something
    that, that,
  • 32:50 - 32:53
    that backed this up, hardware wise, you should
    be
  • 32:53 - 32:55
    able to just change power on the fly. I
  • 32:55 - 32:56
    mean, maybe there's something I don't know
    about microwaves
  • 32:56 - 32:57
    where you can't do that and you wouldn't be
  • 32:57 - 32:59
    able to use those buttons, but as far as
  • 32:59 - 33:02
    I know, there is no, like, there's no secret
  • 33:02 - 33:05
    sequence of events to set time and power and
  • 33:05 - 33:07
    start. You should just be able to do it.
  • 33:07 - 33:09
    So that's the kind of thing that we could
  • 33:09 - 33:13
    do instead. And, so this talk is about, I
  • 33:13 - 33:15
    mean. Hopefully at this point you know what
    this
  • 33:15 - 33:17
    talk is about. But, we need, we need to
  • 33:17 - 33:18
    look at things, and we need to look at
  • 33:18 - 33:20
    the interactions around us and we need to
    learn
  • 33:20 - 33:23
    from them, even if they don't apply to our,
  • 33:23 - 33:25
    even if they're not software based.
  • 33:25 - 33:28
    Because the way that you design something
    in the,
  • 33:28 - 33:30
    fundamentally, like the way you think about
    it and
  • 33:30 - 33:31
    the way you think about your users is gonna
  • 33:31 - 33:34
    affect the final product every step of the
    way.
  • 33:34 - 33:36
    And I feel like that's some, that's our obligation.
  • 33:36 - 33:38
    We can show people that we value their experiences
  • 33:38 - 33:41
    top to bottom and that we're constantly thinking
    about
  • 33:41 - 33:43
    how to solve problems, ease friction, remove
    barriers, and
  • 33:43 - 33:46
    serve them in world-class ways. And we have
    a
  • 33:46 - 33:49
    huge opportunity to change someone's expectations.
  • 33:49 - 33:50
    So what I want you guys to do is
  • 33:50 - 33:53
    discover the interactions around you, no matter
    what they
  • 33:53 - 33:56
    are. Respect your user's intuition, language,
    and their sense
  • 33:56 - 33:59
    of place, those basic, fundamentals of understanding
    where those
  • 33:59 - 34:02
    things can go wrong. And I really do think
  • 34:02 - 34:05
    that interactions are for everyone. This isn't
    just design
  • 34:05 - 34:07
    stuff. This isn't, this isn't based on some
    science
  • 34:07 - 34:09
    that you don't know. There's a certain level
    of
  • 34:09 - 34:13
    awareness and a certain level of active experiencing
    of
  • 34:13 - 34:16
    interactions that I think apply to anybody
    in our
  • 34:16 - 34:16
    field.
  • 34:16 - 34:23
    So, that's all I got. Thanks a lot guys.
Title:
RailsConf 2014 - Discovering User Interactions by Cameron Daigle
Description:

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Duration:
34:45

English subtitles

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