Archive for March, 2007

Karim Rashid and Such

Tuesday, March 27th, 2007

I was lucky enough to get to see Karim Rashid speak last weekend. I suppose if I were a few years younger I would have left feeling very inspired as Karim is very convincing when he pontificates about designers being a changing force in the world. I am so over inspiration at this point and am more interested in the juicy details. At any rate it was a good talk and certainly well received by the college students in attendance, and it got me thinking about a few things.

Branding.
There is no better example of somebody who has branded themselves better than Karim. I have long thought branding yourself (or your style) is an important part of starting a design business right from the get-go. Having said this, and having a firm understanding of the concept, I have never been able to pull it off myself. I have had two mildly successful design businesses (neither were so wildly successful that I wasn’t easily lured away) and have struggled with the concept. Why is this? Generally, I needed every client that I came in contact with and was willing to do just about anything to get them, and keep them onboard even if it meant sacrificing my style. It should be noted that while I’d sacrifice my style, I’d rarely if ever sacrifice my design ideals — appropriately sized logos, consistent fonts, and such. While it seems logical, it initially is a big risk to create things that fit squarely into your style, but don’t mesh with the clients goals. I’m sure it gets easier after you get a few works out there and start getting hired because the client likes and wants your style. Good examples of successfully branded designers/photographers are: electricheat.org, nopattern.com, Dan Winters, David LaChapelle.

Usability.
While Karim is a very visual person, it seems that most of his process starts from a place of usability. In other words, it seems that he often strives to make products more user friendly when designing. After looking at a great deal of his work, I’d have to say that he doesn’t always hit this mark but you can see many of the arguments behind his designs. This begs two questions in my mind:

1. How much of the user experience is strictly usability?

There are many elements to the user experience and usability is only a small part of that. O.K., maybe a little bigger than small, but it’s not the whole deal. As outlined by David Liddle, there are three phases in adopting a new technology: enthusiast, professional, and consumer. In this instance, I am only interested in the last, the consumer phase. In the consumer phase of adoption, usability becomes a smaller part of the equation than say the professional phase. Sure the object needs to function as advertised, but it plays a much larger role in the lives of a consumer. The product needs to be something that the consumer can identify with — it has to be part of their style. Sure it needs to work (at least as good as anything else of equal price), but it also has to be cool. In the past, I’d agree with Liddle when he says that a technology moves up the chain from enthusiast to professional to consumer, working out the kinks of usability in the process. However, I’d argue that in today’s world, services and products can start at the consumer level through the use of rapid prototyping. So, when designing one of these products or services, where does usability fit in the picture? Do you sacrifice usability to make something cooler, or more visually stimulating? Is it left up to the consumer to decide just how well they need something to work? These are some of the questions that the industry must answer as the demands of products and services as a whole increase and the time to market decreases.

2. How many risks does one take to change the way an object is used by the masses?

So, somebody asks to you to redesign their service-based web site. Where do you start? Do you simply do a redesign, collect your check and move on? I have always been, and always will be interested in making things work better. As Karim stated, we live in an interesting time, because the design of many things is stagnant and it is up to us as designers to get products and services out of their rut (totally putting words into his mouth, but that’s what I took from it). That being the case, are you willing to take the responsibility of changing the way something works? In short, you should … but you better be right, or close. The best example of this is the Apple iPod. It had all the same functions of any other mp3 player, but it completely changed the way we use the mp3 player. It required an investment from the end-user to learn a new way to do things. And, the end-user was willing to do this because it was just so damn cool. In generally big corporations are very nervous about making big changes to their product line or service. And when they do, the changes happen really slowly. This is all going to change over the next 10 years as start-ups (like Google) and giants (like Apple) become hugely successful by challenging how things work. With the quick rise and progression of technology I am expecting to see a lot more businesses take chances.

It is indeed an interesting time to be alive and thinking about the issues of design in the world. As technology changes, so too does everything else.

New Music Thursday, pt. 2

Thursday, March 22nd, 2007

OK, I wasn’t planning on doing this every week, but, ya know how these things go. Here is a new piece of music. Still with the piano theme, still loopy, and still pretty chill. Hope you enjoy.

http://www.mentalx.com/music/longstory.mp3

Design Inspiration

Wednesday, March 21st, 2007

As of late, there has been much talk about design and inspiration (see: Luke Wroblewski and Jason Santa Maria). I am sure this is often the case, especially in graphic / web design. In the field of design, being prolific is often just part of the game. You can either get better or worse by churning out a ton of work. I personally feel that the idea of inspiration is a little overrated. Design, and the process of becoming a better designer is much about the personal growth of ideas and style. As somebody who really had to fight to become a better designer, I will outline a few things that have helped me along my path.

Environment
One of the biggest things that has helped and hurt me has been my design environment, and the people I surround myself with. There is enough internal pressure when working as a designer that the last thing you need is a boss or a co-worker who is constantly bringing you down. If you are in such an environment, get out now. You may be surprised at how good you can be in the right place.

Criticize Wisely
Criticism is part of being a designer, but it has to be constructive. In other words, if you are going to say something sucks, give a reason that is founded in sound design argumentation. No design is universally perfect. Look at everything with a critical eye, and always go one step further. If you say, “That image just doesn’t work for me,” ask yourself why, figure out what you would do to change it, and then explain to yourself why your ideas work better. Once you start this process, it will become second nature. For better or worse, you will be asking questions about web sites, billboards, menus, packaging, etc.

Practice
Just like anything else, you must practice design to get better. One of my favorite tricks (more when I was just starting) was to take a design I really respected, and rebuild it in Quark or InDesign. This allowed me to see firsthand why design choices were made by some of the best designers in the world.

Research, Look, and Think
Always keep learning. Learn about design history. Learn about color. Learn about what other people are or have had success doing. Think about society and how design fits in, or better yet, think about how your designs are a part of society. Learn new techniques. Learn about fonts. Learn about the printing process. Learn about programming. Learn new coding languages. Learn about HCI. Learn about interaction design. Think about your users (whether they are magazine readers, or internet surfers). I guess, in short, be engaged.

Do What Comes Naturally: Design Ain’t the Boogieman
Don’t worry about producing crap. In fact, produce as much crap as you want. I learned a long time ago that design is not paint-by-numbers, it is about being original and creative. Sure, know the rules but don’t let them dictate your design.

You Are What You Design
Your style is your brand, period.

Play: Do Creative Things Outside of “Work”
This should be pretty easy, but it’s often overlooked. Do something creative that is not work related. Much of design is about being engaged in your life and the world around you. The easiest way to do this is to: paint, or write, or take photographs, or make furniture, or re-decorate your house, or color, or make music, or think. Whatever you do, do something. You will thank me for it.

Grid-o-licious
Are you stuck? Start with the grid. The first thing that the grid is going to force you to do is organize your information. After all, information, and the organization of it, is at the root of design. After you get your information organized, it should be easy enough for you start building creatively. This is a much different process than starting from a kick ass concept. It is all about creating a base and moving little by little toward a finished product. It works every time.

Create Multiple Designs
Design fast, and create several different versions. There are few people that I know that can kick out one design and get it right every time. Even if you wind up using your first of five designs, I bet you learn something from doing the additional work. Design is not like a well, it will not run dry or be used up. In fact, usually it’s the opposite — the more you put in, the more you get back.

Listen to Music
Create three to five different designs for one project, listening to five different types of music. Notice a difference? Many designers I know have their favorite music and stick to it. I typically like to listen to the type of music I feel matches the tone of the project the best. If it doesn’t make the project better, it generally doesn’t hurt.

New Music Thursday

Thursday, March 15th, 2007

There is a new tune posted in the personal section of my site. You can find it here: http://mentalx.com/music/railroad.mp3

Still just dinking around. All music is composed with Logic Audio and the m-audio Axiom-25.

Happy New Music Thursday.

Downtempo Documentaries

Wednesday, March 14th, 2007

For as long as I have been working at HerbergerOnline, we have always used audio lectures for our courses. The majority of the classes the utilized audio when I joined the crew were music-based: Bealtes, Pop Rock, Elivs, and the like. It wasn’t until later that we considered expanding the audio lectures into the realm of Art. The biggest problem with art is that you really need to see what piece of art the instructor for the lecture to have impact. My solution was basically to create a digital slideshow, or Downtempo Documentary as I like to call them.

When I started my research into the technological options, I first started with Flash, as I figured it give me the best chance to create something scalable that could changed or updated by simply editing a txt or XML file. While I did create a working model using cue points, I realized it would never be able to offer me the portability that I desired for my users. In other words, the end-user wouldn’t be able to load this thing up on an Ipod and take it for a ride. HerbergerOnline has been built on several ideals, one of them being that an online class (especially one that needs to function on a large scale) should never be tied to a time or location. This flexibility to learn whenever and wherever is part of our success as a whole. With this in mind, I dumped the Flash model and decided to take a more traditional media approach in order to export the videos as both .mov and .mp4 files.

The process for production breaks down like this: The instructor records the audio lectures on an Edirol R-4 with a Rode NTK microphone. During the recording process, the instructor makes a verbal notes indicating where a slide needs to be changed. The audio files are pulled from the R-4 in WAV format and edited in DSP Quattro or Logic Pro (I generally use Quattro for this process as it is much quicker at redrawing the waveform — Logic is pathetically slow at this). During the editing process I create documentation of insert points for each denoted slide change. Generally we receive the images in an easy to follow Powerpoint. Once the audio has all been edited, they are brought into Logic to be bounced to an aif file with effects applied. The audio is now ready for use.

The powerpoints are then painstakingly converted to nice looking 480 x 360 slide in Photoshop and batch-exported as jpgs. These are then imported into Final Cut Pro and paired with the audio. The finished product is exported from Final Cut Pro to a Quicktime .mov file. These are then exported through Quicktime with the appropriate compression: I use H.264 compression, quality of Medium, 15fps (automatic key frames), IMA 4:1 / 44.1 / mono for audio. This seems to be perfect, and (depending on the number of key frames needed) will generate an 8-9 minute .mov file that is always less than 15MB. The original .mov files are next exported as .mp4 files for Ipod playback. These are very good quality and readable if you keep you font size at 10pt or above depending on the font you choose to use.

Lastly, pdf files are made from jpg images using InDesign, and the audio files are compressed to MP3s using Cleaner 6. This is to allow the content to reach everybody even if Quicktime is not installed or working properly.

So, there is a general overview of these movies. They have gotten rave reviews over they last year or two and in my honest opinion are a fantastic learning tool that we use in several of our classes. You can find an example of a these on my site at: http://www.mentalx.com/interaction_02.php

To Button, or Not To Button

Saturday, March 10th, 2007

We are in the process of updating all of the gallery modules for the online courses at HerbergerOnline. There are several improvements that will be made during the overhaul. I designed and coded the originals. They are scalable and pull images and text dynamically from external jpgs and txt files respectively. They are however, procedural and require an individual compile for each gallery. They also lack the ability to print.

So, I decided that since there was so much work to be done, we might as well re-address design choices to enhance the user experience. The biggest was certainly the redesign of the previous and next buttons on the interface. The initial buttons were a hack job to be perfectly honest. They had an over state and that’s about it. They didn’t disable when there were no options available, and though you could tell where you were in the gallery via the “image __ out of __” information, this was still a huge design flaw — updating was a must.

The question is basically this; If a button is not functionally available, do you leave it on screen and visually disable it, or do you get rid of it all together?

The argument for leaving it, is that in doing so you are presenting the user with the information of potential functionality — I may not be able to do this now, but I will be able to do so in the future. This could aid a user who may be apprehensive about moving forward (in our case), for fear that a return view might be disallowed. The argument for taking it away altogether, is simple, if there’s not an option, the option shouldn’t be available as it may create confusion.

In the end, I think my decision came down to trust. I believe that users are at the point where they should not only be able to trust the application, but should expect to only be given options the are functionally available or inform a decision. I truly believe that the deduction to the smallest common denominator (for lack of better description) reduces potential confusion. In other words, I believe (without scientific evidence) that something not being available creates less questions than something being available and not functional. An office vote had 4 on the side of removal, and 3 on the side of disabled. (note: it was mainly old men that voted for the disabled — I’m just sayin’)

I will say that this is a case-by-case basis and the decision should be based on whether the information about potential use is important to the user, now or in the future. Photoshop is a good example of where disable tools and menu functions convey important information to the user. In some cases, this information will lead the user to an action that must take place before potential use is made functional. For instance, Hey, why aren’t these disabled effects available to me? Well, maybe if I shift over to RGB mode I can change that. Sure enough! In this instance, a disabled button gave me the information I needed to take action.

To conclude, I believe that if there is no extra information being conveyed by a disabled button or function that is potentially essential to a user engaged in a decision making process, then that disabled button or function has the potential of creating more confussion than clarity. In other words, a disabled button needs to have a reason to be there, otherwise get rid of it until it’s of use.

Just a Start

Thursday, March 8th, 2007

I really don’t expect anybody to be peeking in on the blog just yet, but if you are … hold your horses. I will be doing some cleaning in the next few days and will have my first official post (of many) up this weekend.