electronic museum

Entries categorized as ‘design’

Ten things a web designer would never tell you

February 6, 2009 · 2 Comments

Following the barcamp (BathCamp) that we ran last year, I was looking for a way of maintaining some momentum around the local tech scene, and decided to put together a monthly evening meetup. The first of these was on Wednesday 4th Feb.

Talking at the event were two pretty well known people from the web industry: Paul Boag (Boagworld and Headscape) and Ryan Carson (Carsonified).

Paul did an exceptional talk entitled “10 things a web designer would never tell you” – a tongue in cheek (but scarily accurate) parody of the approaches taken in many web projects. I particularly liked “4. Form a committee to provide feedback…(before you know it you will have a design everybody can tolerate)…” and “6. Enforce corporate style guides to the letter”. Actually, the entire list is pretty easy to check off if you’ve been involved in this kind of stuff before. Comment if this all seems horribly familiar!

Interestingly, Paul followed the talk up with a blog post taking the same tongue-in-cheek tone and got so many comments from people who thought it was actually straight advice that he first of all had to move the “THIS IS TONGUE IN CHEEK” message from the bottom of the post to the top and I see just now has even had to add a new post: “For those of you hard of humour“. Funny stuff.

Anyway. Here’s a video of the talk that I took on a friend’s Flip. Quality is slightly poor (not the Flips’ fault but my failure to get a bigger file up to Vimeo..)

Ryan did a talk on the excellent Ubiquity plugin for Firefox. I’ll be posting the video of his talk just as soon as I can squeeze it through my limited home bandwidth.

Categories: content · design · museum
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Specification Hell

January 6, 2009 · 6 Comments

I just spent my afternoon working on a 50-page functional specification. 

Now that I’ve been on the agency side for more than a year, I’m confident in reporting that agencies hate reading specifications almost as much as clients hate writing them. 

The world is full of dry documents, and I try (probably like most people) to avoid them as much as I can. That’s why I spend as little time as possible on Mr. Nielsen’s site or over on the W3C. What always strikes me about specifications for websites, however, is the extreme contrast between the engaging, colourful, user-centric thing which is the intended end-result and the grim, stultifying 100-page dirge which is usually provided at the beginning of a web project.

Functional specs have emerged from a kind of pastiche of needs. On the one hand you have the client who is forking out tens or hundreds of thousands of pounds. Not only do they (obviously) want to know what they’re getting for their money, but specifications are impressive, aren’t they? Nothing like an enormous great fat wad of a document to really show the agency that you mean business. From the agency side, you have a bunch of project managers and web developers: the PM’s are desperate to assign days and the web developers are desperate to avoid those “ooh, you couldn’t just…” moments later on in the project.

Under the hood is also a kind of legal wrangling which everyone hopes they won’t ever need – what if it all goes to shit, relationships break down and all those “sure, I’ll just do X” or “they said they’d do Y” moments come back to haunt you?

The net result is grim, particularly when you take a step back and consider the impact on creativity, innovation or “moving things forward”. When developers and PM’s are working to the letter of a specification, it’s no wonder that those additional extras get left behind. When your document binds you so closely to a fixed output (”the dropdown on the right displays X, which when selected does Y to div Z”) you don’t have a hope of being flexible, let alone able to take on board user needs or requirements.

In my experience, the reality is far from the dotted “i” and crossed “t” scenario which forms the backdrop to specifications. Developers are terrible (as is everyone, IMO) at estimating effort, usually resorting to doubling their initial guess because they know someone somewhere is going to take the piss later on; PM’s are terrible at taking flexibility on board; clients are terrible at writing specifications (or reading documentation). 

People are, after all, human.

What actually happens in a successful web project is very different, very fluid, and relies on a series of largely undefinable communication strands between client and agency. Personality plays a huge role in this: I’ve worked, for example, with developers who are incapable of doing anything except working 100% to the letter (me: “this dropdown has 10,000 items in it” – them: “that’s what you asked for”), and I’ve worked with clients who are 100% happy for the agency to drive the entire process, just wanting “a website” and no further questions, thanks anyway. 

There is no golden bullet, but in my experience there are a few approaches that have proven themselves time and time again.

  1. Be prepared to be flexible, both as a client and as an agency. Rigidity is almost always going to go wrong. Start the process (as client) knowing what you want but be prepared to accept different approaches. If you’re on the agency side, be creative enough to think about (and suggest) approaches that you’ve seen out on the web – say AJAXy validation or particularly good ways of going through a sign-up process. Clients usually like nice things.  
  2. Put legal measures like contracts in place but remember that the chances are you won’t end up in court and it is usually better to devote more time to talking and meeting consistently and regularly during your project than to writing huge, hefty legal horrors. Use a standard contract, attach a design brief, get everyone to sign it. Then move on.
  3. Always (always!) have a single point of contact defined early on in the process. Never step outside of the golden rule – the contact is between these two people: one from the client, one from the agency; any other communication goes through you, with no exceptions. Make sure communications are logged (usually via email, but bug trackers, Basecamp, Google Docs etc etc ultimately do the same thing). 
  4. If you’re a client with a vision or an agency with a solution, create it as visually as you possibly can. Instead of writing vast documents, create the following (in increasing order of effort and usefulness):

    - hand-drawn sketches of the site map, key pages, user interactions, “pinch points”

    - wireframes, initially in Powerpoint but ultimately in something like Axure or Protoshare. You can also use wikis or tools like Google Sites to re-create key bits of the new site

    - if you have really hefty bits of functionality which can’t be explained easily with a wireframe, consider building a working prototype. I can hear the intake of breath here – yes, it’s a hell of a lot of effort, but if you have a friendly web dev who can knock out something in a day or two that explains functionality better than a 100 page document, it will pay for itself in no time at all.

The best web projects I’ve worked on have had a core document which clearly explains the overarching reason for the redevelopment, any constraints (either technical or otherwise), and then references a sitemap and a wireframe or prototype. Somewhere in the background is usually a contract, too.

That’s it. The rest is down to clear, open communication, flexibility and – perhaps most important of all – a shared committment to make the new site better rather than just “redesign” it.

Incidentally, if you hear (or use) the phrase “content migration”, the project has probably failed already :-)

Categories: content · design · innovation · museum
Tagged: , , , ,

Photosynth – the emphasis is wrong

August 6, 2007 · 4 Comments

Microsoft have released another demo for Photosynth, this time of space shuttle Endeavour on the launchpad.

To date I’ve *almost* loved this technology – the means by which the software automatically patches together bits of images is ridiculously cool. The end result is very slick, but feels slightly as if the presentation is more important than the content, and hence a slightly empty experience.

Photosynth screengrabWhen I was playing with it earlier, I realised why. Although they’re positioned as being the raison d’etre, the images aren’t actually the exciting thing about this demo. The exciting thing is when you click the “fly around” icon and see the 3D markers which have been generated automatically from the 2D pictures. If the software could go a little bit further and generate wireframes from the spatial and colour information in the pictures then an entire browseable 3D view could be built up. Instead of just flying around the shuttle, you’d be able to walk straight into it, under it or fly over it.

Now take this and extend the concept again – imagine if you could then take that generated 3D rendering and then build this out into existing virtual worlds – for example Second Life or Multiverse

Then you’d be able to take a bunch of pictures of the real world and have that rendered into virtual world pretty much automatically. Result: the entire real world world browseable online…

Categories: design · innovation · second life · virtual world · web2.0

Ticket to ride. Just.

August 2, 2007 · 3 Comments

The examination of what makes for a good user experience is absolutely vital, and as you’ve probably gathered, I – like many others – think we ‘providers of tech’ often get basics wrong. In fact, depressingly, web/tech products seem to get things wrong more often than they get them right.

In order for this wrongness to happen, one of two things must have been an issue during the project process:

1) Belief that the end user isn’t terribly important
2) A ‘project interface’ issue – a gap in expertise between various departments or a (perceived) lack of cash or time.

It is nearly impossible to believe that the first is true – that project teams put together end-user tech without considering end-user needs. Sadly though, for one reason or another – usually IT teams thinking the technology is *everything* (”it’s really cool the way we’ve interfaced the Z60 box and the AR39 switcher. Besides, *I* understand the user interface so why won’t Dawn in Accounts…?”) – it does happen.

Gaps in project expertise are related but different, and easier to understand. Typically this occurs between designer and techy: each assumes the other is responsible for usability (or just ‘the user’) and in the end it turns out that neither focuses on this, the most crucial part of the product.

Now’s the time to bring in a real-world example. I buy my tickets for London on thetrainline.com for delivery to a ‘fast ticket’ machine at Bath Spa, as I do every week. The tech between the website and ticket machine is enormously impressive: a timetable lookup, a credit card transaction, a central database of bookings networked to any station around the country. Nice, and my thoughts go out to the poor people who had to do it.

So why is it that when I arrive at the (newly designed) ticket machine, I can’t see how to collect my ticket? There’s lots of station names, and a few other buttons, but nothing that tells me where my ticket actually is.

In the end I, like many frustrated users in front of bad UI’s both on- and off-line, start pushing random buttons. Eventually I try one that says ‘Tickets on Departure’. It works.

Sorry? What? Pardon?

‘Tickets on Departure’…..?

Not:
- ‘Prepaid tickets, press here’
- ‘Bought online?’
- ‘Pre-ordered tickets’
- ‘Collect your tickets’
- ‘Ticket collection’
- ‘Fast ticket collection’

…or any other sensible, obvious, meaningful choice of words. ‘Tickets on Departure’…

There’s some other badness going on – a touchscreen keyboard that isn’t arranged in QWERTY layout and the phrase ‘print journey’ rather than ‘print ticket’, but ‘Tickets on Departure’ is horribly bad. Crucially, it’s also right at the beginning of the process: your commitment is low, and peer pressure (the crowd building and tutting under their breath behind you) is high. Your natural response when that button isn’t right there in your face? Abort the tech and go ask a man instead.

I stood for a few minutes and watched other people with the machine. It turns out I’m not alone – the majority gave up, some asked a member of staff (who looked like he’d been asked before..). A couple pushed the last button remaining to them, as I had, and battled through.

Now I’m not big on mainframe stuff but the infrastructure required to do all that on/off-line talking feels to me like maybe 5 million quid, minimum? I’d imagine each ticket machine is probably £30k.

Seems a shame, doesn’t it? All that effort and money culminating in a crap UI which frustrates the very people it’s apparently built for.

Tell you what, I might see what I can find out about the project process in building these particular machines, and I’ll then post about what (if anything) I find…

Categories: design · technology · usability

Visualising collections

July 24, 2007 · 1 Comment

I’m a big fan of the diagram. Anyone who has worked with me knows I tend to put ideas down as organograms, mind-maps and other scribbles: I’m pretty bad at understanding concepts unless I can sketch them. Visual cues, linkages, the ability to promote ideas, connect them together – all of these seem incredibly valuable when thinking about relationships between concepts, objects, web pages.

Visualisation of www.electronicmuseum.org.ukIn the same way, I find the means by which we browse collections of stuff online is usually wholly unsatisfactory. As Seb Chan said in his talk at Museums on the Web UK, the way in which hierarchies or search results are displayed on the web is almost always terribly pedestrian, and has no real-world connection at all. His example of the supermarket shelf struck a chord: we browse by casting our eyes over the range of products available, use visual cues to pick out the ones we think are interesting and then hone in on those.

Usually people talk in terms of two modes of findability: search (enter terms into box, get results as list) and hierarchy (follow increasingly specific taxonomical tree to your destination). I think there’s another, usually missed, which has at the heart of it the sense of serendipity. This is what “browse” is, really, when you think about it. It’s the means by which you can cast your eye over a whole range of things you don’t know you’re interested in yet and then focus in on things that catch your eye. This is probably why many people find the apparent chaos of a museum store as interesting as a set of interpreted objects in a museum gallery. The lack of order, the sense of finding something, is itself an important part of the experience.

Online museum collections often work on the assumption that people know what they’re looking for. Sometimes they do, in which case search and hierarchy work fine – but if they don’t, and are just “browsing” in the true sense of the word, then the tools at our disposal are slightly more interesting. As a diagram addict these particular tools and methods always interest me.

Here’s a few:

History Wired which has been around a long time but I still like it: A Java app (boo) developed by Smart Money lets you zoom in to objects – the size of which is influenced by the “votes” that have been received for that object. The application can be licensed but last time I asked it was frighteningly expensive…

The fabulous Music Plasma – a lovely Flash based app for finding and browsing bands – *please* will someone do this for museum collections??

Search Crystalblogged about by Seb recently, a slightly ragged-looking but quite satisfying tool for displaying search results visually

If you think about the ways in which content is searched for and used in “web 2 ways” it is often about this serendipity; jumping across from topic to topic, from object to object, often with little sense of purpose but just a desire to be entertained. Sometimes you’re after specific things, but sometimes you just want to have a fun time…

Categories: design · museum · search · technology · ukmw07 · usability

Techcrunch looks crap!

July 6, 2007 · 5 Comments

I just had a bit of a shock.

I’m an avid reader of TechCrunch – I like the topic matter, the bitchiness of Michael Arrington, the writing style, the fact that it’s a superb place for finding out about tech stuff.

But for about as long as I’ve read it, I’ve subscribed to their RSS feed and rarely, if ever, actually go to the site.

Techcrunch looks crap!This morning, though, I was looking for some stuff on internet TV for a blog post I’ve got planned. And bloody hell if TechCrunch isn’t completely awful…a terrible visual hell hotchpotch of random adverts, blog tech “stuff”, searchboxes, tagclouds…the design is terrible, the usability just completely shot…

The fact that I hadn’t noticed (because I haven’t been) says something pretty profound about the distributed web. If asked, I’d say TechCrunch is in my list of top 10 favourite websites, and yet actually – and I only just noticed – it’s not. The notion of a “favourite website” is completely wrong here. This is a great example of what I talked about at Museums and the Web conference – it’s only the beginning of a much more complex shift in what “having a website” means. TechCrunch is actually on my list of top 10 favourite content experiences – and the fact that it looks like crap doesn’t (usually) matter one jot to me. Except when I’m trying to find anything on the site. And if that’s the case – as is so often with on-site search engines – it’s actually much more effective to use Google’s “search this site” functionality than the in-built one on TechCrunch.

The fact that I’ve been reading this thing for years and haven’t even noticed how bad it is to look at says a lot about RSS but also about TechCrunch’s delivery of it: not only do they deliver the full story but it’s also HTML enriched. There’s actually little reason to go to the site itself.

What *really* bugs me, incidentally, is the way some blogs don’t deliver the full story via RSS but just the first few lines. The BBC are an example of this, and it’s a blinding example of organisational inertia (”we’ll get more traffic if we make people click through to the site”) vs user need (”I can’t be arsed to read this story if I can’t see it all here in my feedreader”).

Anyway. I’ll keep reading TechCrunch. But I might avoid the eyeglare and confusion by sticking to RSS.

Categories: content · design · technology · usability

Thought clarification: JUST DO IT but FOR A REASON

July 2, 2007 · 9 Comments

A long and interesting thread broke out on the Museums Computer Group mailing list today about how museums could use Facebook to their best advantage. As I said on the thread – although the question about how Facebook deals with organisations vs individuals is interesting, the key question to me is what we’re trying to get out of having a presence on social networking sites.

Although I spend a lot of time going on about how we should “just do it” (good tagline, that. Shame it’s been claimed by a global corporation of dubious ethics..), I’m also well aware that museums aren’t immune from the hype curve either. The suggestion we should “do something with Facebook” throughout the thread is terribly reminiscent of many requests I’ve had to “do web 2.0″. The conversation usually goes like this:

——————

Web team office, early morning. Somewhere a phone rings.

Web Team: “good morning, this is your friendly web team. how can I help?”

Important Person, usually somewhere high up in the organisation: “we need a blog/discussion board/wiki/podcast/facebook account/mobile website/[insert other new tech thingy here]“

WT: “why?”

IP: “because I read an article in the Guardian on Saturday and it’ll improve our productivity/sales/grooviness. Besides, it’s free”

WT: “what do you want to say on your blog/discussion board/wiki/[...you get the picture...] ?”

IP: “why does that matter?”

WT: “who is your audience?”

IP: “the kids, of course. da street. da yoof. innit?”

WT:

IP: “right, I’ll hope to see some serious re-alignment of our visitor figures by, say, a week Wednesday. I is expectin’ big fings in da hood. Bitchin’. “

——————-

There’s a fine line of course between what I push for – technology growth, user understanding, fast to market, flexible applications – and the Important Person’s vision. This is a subtle game, and one which often causes concerns.

I see it like this:

> the mashup environment is about playing with technology – it is therefore partially technology driven (a bad thing) but also understands and build on content and data from disparate sources in the hope that the thing which pops out at the end is useful (a good thing). It relies on a Darwinian process to determine what works and what doesn’t: if your users like it, they’ll take to it and it’ll succeed.

> the drive to make things happen – the push which I believe museums should be making to be more leading than lagging – should always come out of user centred design. Websites should come from a user need. Ultimately, they should fill a hole in people’s lives. The bitter pill to swallow is that the needs of the institution aren’t always the needs of the user, and that’s where conversations like the one above start to cause pain.

Sometimes the needs of the institution do match (or can be bent so they match) the needs of the end user – this is when the best things happen. Take for example the fabulous English Cut blog – a fascinating look into the otherwise closed world of the Savile Row tailor. Hugh Mcleod helped put this together and he writes wonderfully about the value of the “micro smarter conversation” vs the value of the “macro brand metaphor”.

This is where web teams need to be incredibly savvy about what is out there and how to make this stuff happen. Actually, the conversation above should have a moment where Web Team gets in quickly with “Good plan, Mrs Important Person. How about a personal blog written by X about the way in which we Y”, thereby cutting off any possibility that you’ll “just do it” in the wrong direction with some god-awful corporate nonsense.

So….should museums be on Facebook? Yes, probably, if that presence does something interesting and motivating for users. Should museums be on Facebook just because it’s there? Obviously not.

Categories: design · experimental · innovation · mashup · museum · social networks · technology · ugc · usability · web2.0

Virtually real

May 30, 2007 · Leave a Comment

I’m fairly sure I stole that title off someone, or maybe a bunch of someones. Let’s hope it’s Creative Commons.

Anyway, it’s one of the things I bang on about a lot of the time – bridging the gap between the virtual world (”sit forward, single-focus, move mouse, engage”) and the real (”sit back, multi-focus, move head, engage”). Mobile devices are the obvious contender for this kind of interaction – not only are they ubiquitous (especially phones) – but they also don’t tend to get in the way during any kind of experience. They are tending towards the “invisible technology” which Tom Standage focuses on in his book The Victorian Internet.

Surface computerThis kind of “overlaid on the real world” approach is where Microsoft is going with the new “Surface computing” project talked about all over the web today. See TechCrunch, Channel 10 and Brightcove as well as Google News for further coverage. There’s a bunch of videos on many of these, and if you can stomach the cheesy slowness of the MS promotional video, there’s that too.

The multipoint touch-sensitivity is groovy but nothing entirely new – we ooo’d and aah’d plenty when the iPhone came out with almost exactly this functionality. What really stands out here is the interaction with real world devices such as phones, cameras or anything else which you care to stand on the device. It has a bunch of sensors ~ apparently ~ which take input from whatever has been put on the top and, er, do stuff with that input.

Microsoft’s promotional video is multo-formaggio, as you would expect, pushing the device into both our living rooms and into pubs and bars (imagine this down your local – 6 pints later you’d be trying to steal the thing, or your lager would have seeped into the OS..)

I love this stuff – the BumpTop video on YouTube (apparently the most watched video, ever..) has a fantastic feel to it – the breaking of the mouse/pointer paradigm is going to be crucial as the technology and access to that technology improves. There’s some other similar technologies which I had bookmarked on YouTube here and here.

The issue of course is about what you actually do with the thing. It’s fine for photos, shuffling stuff about, showing off to your mates, music – but what about the dull stuff: typing, browsing, coding? I have a tablet PC and tried for a while to get it to recognise handwriting or voice. It’s amusing if you want to write weird off the wall poetry – the randomness of what it produces is pretty cool – but for actually *doing some work* it’s a bummer. I guess you could connect a keyboard to the Surface but then you’re going to be in a kind of weird environment to interface with your documents on a flat rather than vertical “screen”…

Arcade machineImagine the Surface in a museum setting, though – take an object and place it on the table: an RFID tag plays detail back about the object, what’s inside it, how it works. Fantastic…

The amusing thing here of course is that taking a computer and putting it into a table has been done a number of times before. Maybe the Surface will come with a retro gaming module for those of us old enough to remember those space invader moments…

Categories: design · museum · objects · technology

Google tweaks again..

May 16, 2007 · Leave a Comment

So much for not testing on a live evironment…

My Google search results just turned up looking a trifle different. First of all this:

Half changed Google page

…and then a couple of minutes later, this:

Full changed Google page

TechCrunch wrote about this a couple of weeks ago. I’ve seen the left hand nav change that is on their post a couple of times but the shaded bar and dhtml dropdown is a new one on me…

Categories: design · search · technology · usability

Good consuming

May 16, 2007 · 2 Comments

I’ve been dabbling on All Consuming over the weekend and admiring the way the site gets around too much of a sense of obsessive compulsive-ness with some great design (both visual and technical). One of the problems is that it takes a while to add stuff (unless you’ve got some kind of database already in place, which means you should probably be in talks with your psychotherapist) and also that you inevitably have an embarassingly short list of things you’ve consumed when you first start. (”Add this to your site: you have read 2 books”…). But in general it’s a very interesting way of gathering together stuff. And “consuming” as a tagline means it’s open for music, books, whetever else those fellas at 43 things come up with in the future.

Anyway, talking of books…(bit of an Eddie Izzard spurious link there..): here’s an alternative top 5. Books I haven’t necessarily admired because of their stunning plot, but because they really made a difference to the way I think about tech:

Design for Community Design for community: actually, a really good read and not just from the nerd perspective – Derek Powazek writes really well and engagingly about how to encourage community, and what not to do. It’s not often that a tech book still has currency in 2007 when it was written in 2002 (many’s the time I find an old one on my shelf which brings tears to the eyes..), but this one still seems pretty relevant today.

The Zen of CSS design. If you haven’t seen CSS zen garden then go there quick, click about a bit and then pretend you’ve known about it for years. If you don’t you’ll immediately lose any credibility you once had. Most of you will be seasoned visitors and you’ll be aware of the extraordinary focus which this site brings to people dabbling with the possibilities of CSS design. The book is more of the same, but picks a bunch of examples from the site and talks about how and why they work.

Next up is any of the Hacks books. I’ve picked on Google Hacks but most of them are pretty good. These get you right under the hood with many big player sites, delving into everything from URL hacking to API calls. If you’re looking for a better understanding about how Google maps works, or using the Yahoo search developer tools, these are for you…

Web standards solutions is an elegant “real world” look at the various hacks in CSS and markup application, and gives good advice on how these hacks apply to W3C standards. It’s reminiscent of A List Apart in many ways – each end-user problem has several approaches which are then deconstructed with pros and cons.

Last up (for now..) is Designing Interactions, a supremely interesting look at the history and approaches behind some of the foremost thinkers in interaction design, from the genius who first came up with the mouse to menus, Macs, and some other stuff which doesn’t begin with the letter ‘m’. For such a physically weighty (and deeply impressive tome – especially good to leave lying around if you’ve got some geeks round for dinner), this is a really great read.

These are all on a listmania list over here.

Categories: books · community · content · design · technology