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Rewilding your attention
Rewilding your attention
our truly quirky dimensions are never really grasped by these recommendation algorithms. They have all the dullness of a Demographics 101 curriculum; they sketch our personalities with the crudity of crime-scene chalk-outlines. They’re not wrong about us; but they’re woefully incomplete.
The metaphor suggests precisely what to do: If you want to have wilder, curiouser thoughts, you have to avoid the industrial monocropping of big-tech feeds. You want an intellectual forest, overgrown with mushrooms and towering weeds and a massive dead log where a family of raccoons has taken up residence.
For me, it’s meant slowly — over the last few years — building up a big, rangy collection of RSS feeds, that let me check up on hundreds of electic blogs and publications and people. (I use Feedly.) I’ve also started using Fraidycat, a niftily quixotic feed-reader that lets you sort sources into buckets by “how often should I check this source”, which is a cool heuristic; some people/sites you want to check every day, and others, twice a year.
Other times I spend an hour or two simply prospecting — I pick a subject almost at random, then check to see if there’s a hobbyist or interest-group discussion-board devoted to it. (There usually is, running on free warez like phpBB). Then I’ll just trawl through the forum, to find out what does this community care about?
·uxdesign.cc·
Rewilding your attention
How Video Games Inspire Great UX
How Video Games Inspire Great UX
Games felt like they were about sparkles and tension. Great app UX is about minimalism and simplicity. Fortunately, I found Raph Koster, the author of A Theory of Fun. Raph is known as a “Game Grammarian” and deeply deconstructs how games are made.
Another more modern example is this landing page for PayPal. Notice how the page clearly invites you to choose. Are you a “Personal” user or a “Business” user? As you mouse over each section, the story unfolds, expanding your choices, offering you things you can easily understand and identify with. Each branch has a clear call to action. This is a beautiful story telling sequence that pulls you in and gets you to become an active part of the on-boarding process.
There are clearly 3 distinct versions of jumping going on here: Initial jump. Simple button pressLong jump. Long button pressLanding jump. Timed jump What’s so interesting here is that there is only one ‘thing’ you’re learning: jumping. But by stressing subtle aspects of how to jump, the game builds up variations of it. A basic jump gets you over things, a long jump can “open” and landing a jump can “attack”. A boring app designer like me would assume you’d need 3 different verbs/buttons for this but Super Mario does this with a single “Jump” action.
APPSEach feature is in isolation, how it is done usually has little relation to other features (other that using a style guide).GAMESBuild a game through a single, mechanic that grows in expressive power by adding modifiers like time, special keys, or timing.
APPSJust throw in a bunch of features into a pot.GAMESUnderstand everything is a journey. Work hard to make everything a closely connected arc of events that help the user create a narrative that matches the overall story.
APPSAssume users are at a constant skill level.GAMESUse hints constantly and patiently to move users to the next level.
APPSTend to offer users a large toolbox and let them figure out how to get started.GAMESHave a clear understanding of the journey and say “Start here first”.
The Mac took a very hardware driven concept, turning on your computer, and turned it into theater. Yes it had the boot sound, but it then showed a promise, a compromise of the final desktop and as it booted, ‘inflated’ that promise with the final working model. Why people loved the Mac is often misunderstood. I’d claim that it’s this dedication to taking people on a carefully crafted story, one which allowed users to craft a compatible narrative, that is at the heart of this devotion.
To win the level you must first cross the street. To cross the street requires that you move the frog. To move the frog requires that you understand joystick timing. Each of these sub levels have their own feedback considerations: Street: the cars movementFrog: How it moves, how far it jumps each timeJoystick: Direction and speed of movement (it’s quite slow actually) Games understand that each of these levels has their own set of feedback, motivation and learning that must take place. This level of deconstruction, in a 30 year old game no less, blew my mind. Games were complex! They really paid attention to detail. There was a lot here to understand.
The computer example here is desktop menus. “Selecting a menu item” is actually a fractal cascade of skills where you first start horizontally browsing the menu bar, with a click, you shift into a vertical mode but keep the same basic highlight approach. For hierarchical menus, you need to understand the graphic hint that there is something deeper and then navigate over to reveal and then select that menu. Anyone who has taught beginning computer users the menu system knows how hard it is to master hierarchical menus. It’s takes practice to find, reveal and track over to that menu. There is a fractal cascade of skills required.
Raph has a great quote in his book for this: “Fun is just another word for learning”. In order to have fun, you must learn. I find this inspiring as app design wants your users to learn but we’ve rarely appreciated this could be fun. Games understand that in order to learn you must start thinking in layers. Begin with a basic skill and slowly add more, getting better one layer at a time.
·jenson.org·
How Video Games Inspire Great UX
Systems thinking is what makes designers great — Tanner Christensen
Systems thinking is what makes designers great — Tanner Christensen
Poor design meets one need while creating a dozen others. Good design resolves problems without negatively affecting anything else in its ecosystem. We call this lens of thinking "systems thinking." It tends to separate the genuinely great designers from the pretty-great ones. The designers who do tremendous work know that what they're creating does not exist within a bubble. They understand that the context of what they're making plays a vital role in how the team should build it. They know how what they create affects everything it touches, particularly the people. The design is intentional. Trade-offs are known, weighted, and decided on. Not only in the immediate problem space but in the surrounding spaces too.
·tannerchristensen.com·
Systems thinking is what makes designers great — Tanner Christensen
Back to the Future of Twitter – Stratechery by Ben Thompson
Back to the Future of Twitter – Stratechery by Ben Thompson
This is all build-up to my proposal for what Musk — or any other bidder for Twitter, for that matter — ought to do with a newly private Twitter. First, Twitter’s current fully integrated model is a financial failure. Second, Twitter’s social graph is extremely valuable. Third, Twitter’s cultural impact is very large, and very controversial. Given this, Musk (who I will use as a stand-in for any future CEO of Twitter) should start by splitting Twitter into two companies. One company would be the core Twitter service, including the social graph. The other company would be all of the Twitter apps and the advertising business.
TwitterServiceCo would open up its API to any other company that might be interested in building their own client experience; each company would: Pay for the right to get access to the Twitter service and social graph. Monetize in whatever way they see fit (i.e. they could pursue a subscription model). Implement their own moderation policy. This last point would cut a whole host of Gordian Knots:
A truly open TwitterServiceCo has the potential to be a new protocol for the Internet — the notifications and identity protocol; unlike every other protocol, though, this one would be owned by a private company. That would be insanely valuable, but it is a value that will never be realized as long as Twitter is a public company led by a weak CEO and ineffective board driving an integrated business predicated on a business model that doesn’t work. Twitter’s Reluctance
·stratechery.com·
Back to the Future of Twitter – Stratechery by Ben Thompson