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