Wednesday, March 28, 2007
Google Header
see a small screen shot at this link.
http://abhishek.iitr.googlepages.com/googleheader
Tuesday, March 20, 2007
Good UI ideas need not come from designers; but good ideas should also translate to good design…
Good UI ideas don’t just come from UI designers; they come from any where; at any time and by anyone. So why do you need a designer? Good question indeed. There is good reason why you should…
Now first thing to look about these “AHA! good idea” moments is there timing. If these ideas come very early in the conceptualization stage they are easier to accommodate. But the real problem comes when these ideas come at later stage. As I have been saying before design is built on decisions and they are like a pyramid of cards. If you try to replace a card placed some where at the bottom the whole pyramid can collapse. It becomes harder to design as we move up the pyramid. There are lots of dependencies that one has to take into account to add anything new to the design. Every thing in a UI is interrelated. Adding or changing can have a severe impact on the UI; a lot can change in order to do even some small changes.
This is where the designer comes into picture. Yes any one can get good ideas but what any one else can not do it to “translate” a good idea into good design. A good design fits into the scheme of things and blends perfectly with its interrelated elements. A good idea may look good in a specific use case; but may also spoil a bunch of others. A designer can make sure (if he’s good) to make that good ideas look good in all use case/scenarios/conditions. What designer can bring in is that multi perspective analysis to make sure it doesn’t conflict with any other elements on the UI and that the communication is not hampered. This is the beauty of design “make good ideas look good always”.
Thinking!!! Is all what ‘design’ is built on…the more you can ‘think’ the better (& more complete) design you can build. If you can think hard, your are already a designer :)
Thursday, March 15, 2007
Built on decisions
Design is all about design decisions…at every stage you are trying to decide what will work for your designs. These decisions came very early in design – be it deciding what product you want to make to how would it look to how would it work…
At all step you are involved in taking decisions; and success of your design closely depend on these decisions.
The most important part of design decision is how many parameters are involved in that decision. The more the parameters you are using to take the decision the probability of creating a good design is more. What it means is that your designs are designed for all those parameters. It like you have to create a protective cover for an art work; so you want to make sure that the cover takes care of ALL those things/conditions that “will or may” damage that art work. The same is for design; you try to make sure you cover all aspects that are going to affect the product you are designing.
Another critical aspect of design decisions is their “interdependency”. What do I mean by that? Well I mean is all along the design process you would be taking certain decisions at say ‘stage 1’. Now when you move to ‘stage 2’ you would be taking another set of decisions. But now these decisions will be highly depended on what you decided at ‘stage 1’. Thus all along the design you would be taking decisions which you be so inter depended that if you try to change a certain decision that you took at a lower stage the whole design would fall into pieces. It’s like a pyramid build of cards. If you remove a lower card the whole pyramid falls apart. This is because of these interdependencies of the design decision.
If you take one wrong decision you land up with a wrong design…and if you realize is late – you are dead!. Thus design is one profession where you need to be very sure of what you are doing. And to add to the complexity the decisions that are involved are very “subjective”, with each path/decision having certain pros and cons. This is where the real adventure lies? Is it?
But with thorough logic, analysis and understanding you can to a large extent reduce the unknowns of design and bring in some objectivity in design decisions. Thus design is not about creativity it’s also about analysis and research…find out the problem and the solution will find you…
Monday, March 12, 2007
'Degree of Freedom' in design depends on…
We have come close to launching a product in some time now. When I look back I realize that what I realize that my “degree of freedom” to design closely depended on – Product Manager and the Front end/Web developer.
The reason I say this is because these are the two important people who really defines what you can do as designers. The Product Manager is product owner of the product thus he is the one who take the final decisions in terms of Business strategy, Engineering and also Design. When I look back I realize that I could ‘explore’ so much because the Product Manager allowed me to do that. It’s very important for a designer to have confidence of the Product Manager and the team. How much you can explore depends on how much “trust” they have on the designer/design team. This is very critical. Also if the product manger is willing to experiment there is a lot of freedom that the designer gets. What’s important here is that both the Designer and to some extent the Product Manager should “own” up the experimentations and their decisions. The most difficult part in design is this ownership of design decisions because of the subjective nature of design. So both Designers should own both the success and failures of UI. And I know its easier said than done; it’s a great responsibility. But the PMs should also own a bit of it as they are also part of most decisions.
The reason I have mentioned the Web/front end developers is because s/he is the person who is responsible for the implementation of the designs. Design doesn’t end by building JPEG screenshots but in final HTML (that what people actually see). And I know building the Front End is whole new ball game. They are essentially two different set of operations with both work with “different parameters and different decisions”. Design is subjective while Web development is very much mathematical. If you are lucky to get a good front end developer you can experiment a lot; else you are restricted by the web devs limitations. Thus the degree of freedom closely depends on the web devs also.
There are a lot of other people also who influence designs. But I guess these are the two very important people who really define what a designer can do. Over all as I have been saying…
Saturday, March 10, 2007
Designing for the New Age Web
I recently spoke in “National Conference on Web 2.0” held in
Web is changing
Web is changing; and why should we be surprised by the change? Even the environment of the users is changing. Their economic, social and cultural environment has changed; and we web has been one of the instruments of this change. Even the other technologies have brought in new needs for web products. The famous examples are – Flickr and You Tube; if there hadn’t been digital cameras = digital photography/video these won’t have been existed.
These new found needs are pushing the way we have to think about the next generation of products. What’s important to know for designers is to be able to see these upcoming ‘needs’ and track these changing environment of users.
Designing for Web 2.0
Looking at the changing trends and evolution of web technologies are pushing the limits to how we design on the web. The two important aspects that
- interaction design
- information design
- One critical aspect that has been added to the arsenal of the design is TIME.
A better control on time has brought in a whole new change in the way we have to think about Design. Now with power to control elements in time a whole new concept of animation comes to picture. And with animation comes Story. Story that can be used to effectively inform the user about the change in the state of the system.
Let’s look at this new design paradigm change:
- In-context Operations
- Animation / Story
- Continuity
- Multilayer of information
- Multitasking
In-Context Operations
Operations that needed another screen now can be done “in context”; user can be present in the state where s/he wants the operation is done.
Animation / Story
A good example of animation is from My Yahoo! When the user click on the ‘Close’ button the section blurs out and is removed. The lower block moves up.
These 2 set of animations – blurring + movement is what builds the story. The story saying “I have closed and now the place emptied by me is taken by another section”. In this case the user doesn’t actively participate but witnesses the change of state of the system. Now when you are implementing this the developer will ask how much time we should give for this to blur and the lower block to move. Then suddenly you realize that you are now dealing with “time”. This brings in a whole lot of thinking.
Continuity
What In Context features have brought are a lot of controls on the screen for a user. User can do multiple operations on the same screen. What it means is there are now multiple “trigger points”. Trigger points are objects/behaviors on screens that trigger operations like buttons, hover actions, roll over actions etc. Not the designs have to thoroughly understand the various states of the UI.
- What if the user starts an operation and clicks on some other trigger point mid way through the first operation?
- What are the dependencies of one operation to another?
- Will or how will the other trigger points change if one operation is done?
- How will they conflict with one and other? How to solve it?
- How will the one operation conclude and how the next one will appear? What should be the feedback?
Multilayer of information
Now with
- Either the additional information came in a different layer
- It can be animated - removing one and showing another after an interval of time.
Multitasking
New web technologies are allowing the designers to think about allowing user to do multiple tasks at the same time. The one famous example is the new Yahoo! Mail which allows the user to do multiple tasks at the same time through its Tab design.
What does it mean for designers/product managers?
This means that the “Degree of Freedom” to think about design has drastically increased. The new aspects have added a lot for designer to think before they find a solution. Also it means that now there is more probability to go wrong in design.
- So as the degree of freedom has increased there is more need to think about design in product development cycle.
- More is the need to conduct User Testing to make sure you are on the right track.
- Create new set of Web 2.0 patterns for designers.
Tuesday, March 06, 2007
Design an Adventure?
Can design be adventurous? Yes of course, it actually is. When you actually work on design there are a lot of decisions that one has to take. And for most of these the designer doesn’t necessarily have user research data. Thus most decisions are built on intuition, experience, understanding etc. So for most of this part there is complete “Black out” about how will the users reacts to it. You can never be sure till you launch the product and start to get feedback. Thus design is pure adventure…you don’t know how the design will go with users. You will be biting your nails till the design goes out.
A lot can go against this as well; that ideally you should know every bit about the user and should design for it. But practically speaking this is impossible. My little experience in design has showed me that “most” UI designer are afraid of taking decisions in these case. I feel that’s the best part – a little “sensible” and “logical” experiment is what makes design so exciting, right?
Failure is just a step forward to success :)
Be a responsible adventurer…and enjoy your designs.