Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Wednesday, August 25, 2010

Mobile interfaces

Well never done this before, but just loved this post from the Amnesia Blog that i had to copy the whole thing here. Awesome mobile interface stuff and yet another reason why i'm backing Android to be the dominant, universal OS of the future. Thanks @eunmac and @razorfish


The future of the mobile UI is behind a velvet curtain

I have seen concepts from this company before (more about this below) and they always seem to be taking different approaches to the rest of the world.

The Astonishing Tribe (TAT) has yet again showcased a UI they call Velvet – pull out a widget or Google Maps query, and a sheet of your desired result waves with the virtual wind, before stretching out flat for you to more comfortably interact with.

This is what TAT has to say about the Tablet UIs out there and why they are different:

On one hand we have companies that scale phone UIs to tablets. On the other hand we have companies offering the full blown desktop experience scaled down to tablet size. We believe that both of these approaches will result in crippled user experiences. For example, the tablet form factor is perfect for media consumption and this could be manifested in the UI. TAT recognizes tablets as a radically different type of device – personal and mobile yet powerful and creative. We are now on a quest to design fantastic UIs that are optimized for this device space.

Here is the Velvet UI in action

As I said before these guys have some pretty awesome, yet radical ideas – check this augmented reality ID out – TAT augmented ID

I have an Android phone and I have been looking for a decent home screen and I really hope this little beauty will hit the market at some time soon – TAT Home

These guys are definitely someone to look out for in the future – if you want to learn more about them, check out their blog


Tuesday, June 8, 2010

Online retail awards - finalists

OK, it's often the business, rather than the sexy end of digital, but it's where the ROI rubber hits the pixel road... and these guys are being recognised as getting it pretty right. Worth checking some of these out

Thanks Alf, courtesy of http://www.onlineretailer.net/

1. Best Pure-Play Online Retailer

This category is open to new and established pure-play online retailers without a physical store, who demonstrate best practice in merchandising, service, functionality and customer experience. Judging will be based not on overall size but on efficiency, ingenuity, dedication to customer experience and return on investment.

SHORTLISTED NOMINEES

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2. Best Multichannel Retailer

Multichannel is open to retailers demonstrating best practice in integrating traditional retail with online retail in an innovative, effective way to grow the overall retail business. Judging will be based not on overall size but on efficiency, ingenuity, dedication to customer experience and return on investment.

SHORTLISTED NOMINEES

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3. Best New Online Retailer

This award is for the best new start-up (launched post Jan 1, 2009), be it pure-play or multichannel, who demonstrates a sound, innovative and effective business strategy and a growing customer base.

SHORTLISTED NOMINEES

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4. Best Use of Technology

For the online retailer who best utilises available technologies or proprietary systems that deliver improved efficiencies for the business, better customer experiences and valuable analytical data to continually improve.

SHORTLISTED NOMINEES

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5. Most Innovative Online Retailer

We're looking for the most imaginative initiatives in the online retail space, whether that be in site design, usability, customer experience, service, fulfillment or any other area of the retail discipline. What we're looking for is something original, exciting and practical. Must be able to prove demonstrably how innovation has led to tangible, positive results.

SHORTLISTED NOMINEES

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6. Best Online Retail Marketing Initiative

An award for the best online retail marketing initiative, via a single channel or an integrated campaign, such as email, mobile, social media, search, offline, live events or a combination of many. Must be able to show a link between the marketing initiative and increased traffic and sales.

SHORTLISTED NOMINEES

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7. Best Customer Experience

Site usability, product and content, efficiency of delivery, customer service and marketing are among the factors that will be taken into consideration when judging the customer experience award, with contenders requiring high scores in all areas.

SHORTLISTED NOMINEES

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8. Emerging Star

This is for the fast-thinking, entrepreneurial innovator (either individual or company) whose new ideas, approaches and strategies have had an impact on the industry in the last 12 months and will help influence the future of online retailing.

SHORTLISTED NOMINEES

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9. Best Site Design

This award is for the best overall site design from an aesthetic, usability and technology perspective.

SHORTLISTED NOMINEES


Thursday, March 25, 2010

Form Usability and UX goodness

Nice UX/ usabaility tips/links from John Van Der Loo, our front end developer. Enjoy

When we’re designing forms there are some simple things to keep in mind with regards to the UX and usability side of things that will make them that much better for our audiences.

Good Usability has two very useful articles about validation and preventing issues on web forms, well worth a read.
Preventing issues on web forms: http://www.goodusability.co.uk/2010/03/preventing-issues-on-web-forms/
Form validation: http://www.goodusability.co.uk/2009/08/form-validation/

Alistapart has an article regarding inline validation that shows us the wonderfulness of using real-time inline validation vs. validating by submission. By giving people an indication that their input is correct (or not) while they are filling in a form results in a far greater success rate and of course there is a much better experience for users.
http://www.alistapart.com/articles/inline-validation-in-web-forms/

Some other excellent websites to read where UX/Usability is concerned:
- Boxes And Arrows
- UI Scraps
- UX Booth
- Smashing Magazine has a few articles about usability and user experience that are worth reading.

Wednesday, July 15, 2009

Eight Ways to Improve the ROI of Online Games

Thanks Nat Factor for sharing this post on game ROI

Jun 30, 2009 6:02 AM, Patricia Odell for PROMO Xtra

The Subway Scrabble game, which incorporates hundreds of millions of game pieces on Subway cups and sub wraps, has just begun its annual run. Each year the response has improved significantly. So, how do they do it? Take a look at these eight best practices from Catapult Action-Biased Marketing.

1. Attainability Boost the odds of winning by offering more lower-level prizing. Last year, an online instant-win chance was added to every game piece, which doubled the number of game codes entered online and sent more people back to the stores to buy product.

2. Communicate Emphasize the number of prizes and odds of winning at all touch points: P-O-P, mass media, FSIs, tip-ins, paid search, search engines, banners etc.

3. Give away a free code This gets consumers to register for the first time, try the promotion and then drives them back to the store to collect more game pieces. It’s also a significant opportunity to boost op-in and build the in-house database.

4. Split registration Optimize the registration process by collecting only the necessary data up front—name, e-mail address, age—then on the back end collect redemption information—address, phone number. The benefit? A consumer who has privacy concerns is more likely to complete the registration, minimizing drop-off rates. “The last thing you want is for someone to come to your microsite and then drop off because its not a good experience,” says Jason Katz, executive vice president of emerging media for Catapult Action-Biased Marketing.

5. Offer multiple ways to enter Expand entry points for an online promo with a text-to-win option. Some 10% to 50% of sweeps entries now come in through SMS, according to John Ross, account supervisor at Catapult.

6. Virtual prize partners Build excitement by seeking a partner to use for prizes that can be instantly won online, like music downloads or ring tones. This allows for an immediate reward to the players and increase response and viral sharing.

7. Build relevant landing pages These pages should be grounded in insights about your target audience; how, when and where would they like to be intersected and what’s the most compelling message. For example, a female, 35 plus should see a very different landing page than an 18-year-old male.

8. Paid Search This also allows marketers to optimize response by moving marketing dollars around based on response to key search words.

Friday, March 27, 2009

How Google Is Showing Off Chrome

Cheers Businessweek for this report on google's Chrome Experiment contest. Some pretty cool stuff, sans flash, being done here. I presonally love the browser. Just wondering how long before it hits critical mass and doing some of this cool stuff is worthwhile

A new project spearheaded by the search giant calls on designers and developers to exploit the potential of its Chrome browser

http://images.businessweek.com/story/09/600/0318_google.jpg

The Google (GOOG) home page has been ransacked. The familiar, colorful logo is upside down. The search box and the "I'm Feeling Lucky" tab have been uprooted and now point up at a rakish angle, jutting into white space. Other links have tumbled from the top navigation bar and lie in a heap on the side of the browser. What on earth is going on? Have the hackers taken over?

Yes, actually they have. But they were invited to do so. The screwy design is part of a new series, Chrome Experiments, that Google launched on Mar. 18 to demonstrate the potential of Chrome, the search giant's much-trumpeted yet little-adopted browser, which itself was updated with a handful of new features the day before.

The jumbled home page is actually a program called Google Gravity. British interactive design firm Hi-Res! recreated the search giant's regular home page, giving users the ability to wreck the joint. With the mouse, a user can spin the traditional elements into space. They soar, they careen, they bounce, until they settle higgledy-piggledy at the bottom of the browser window.

Whimsical, Fun—and Pointless

There are a further 17 inventive devices displayed in Chrome Experiments, which was commissioned by tech lead Aaron Koblin, who works in Google's Creative Lab at the company's San Francisco office. He handed a simple brief to his chosen anarchists: "Here's this browser. Make something cool with it."

In Browser Ball, you casually bounce a beach ball between different windows on the screen. Twitch loads a series of windows to guide you through the levels of an infuriatingly addictive game. In BallDroppings, the user plays around with an interactive sound-generation device to produce artistically atonal results. A couple of the experiments use data from the micro-network Twitter as a starting point to create intricate visualizations. Not all of the projects are entirely clear. The overall results are whimsical, fun and, well, ultimately fairly pointless.

There is, however, a serious mission beneath the sense of play. Google wants consumers and advertisers to see the sophistication and reliability of Chrome's technology. These toys are built using the ubiquitous development language JavaScript, which has caused browser performance problems in the past. Given that many of Google's own Web programs, such as Gmail, rely heavily on JavaScript, Google is signaling that it's serious about building a strong, sturdy platform for cloud applications.

"There has been a steady flow of new releases and features [for other browsers]," wrote Gartner analysts David Mitchell Smith and Ray Valdes in a paper published on Mar. 13. "But the speed is not enough to keep up with Google's rising goals for Web applications." With Chrome, the company has taken matters into its own hands.

Slow Uptake of New Technology

Still, it's early days for Chrome, which is available only for PCs and currently boasts merely 1.15% of the browser market share, according to the latest figures from Net Applications. In contrast, Microsoft's (MSFT) established Internet Explorer (IE8 will likely be announced soon) has nearly 68%.

More serious for Google, as the company continues to build its case for cloud-based business apps, is the slow pace of enterprise adoption of new technology. According to Forrester Research, 60% of companies were still using Internet Explorer version 6.0 in the second half of 2008. That means they haven't upgraded to the latest version of the software they have, let alone contemplated shifting platforms altogether.

"There's a lot of effort and potential risk in moving off a browser," warns Forrester analyst Sheri McLeish. "Upgrading your company to a new browser may break customized enterprise applications." Design-focused programs build buzz and goodwill from early adopters, and a consumer-driven push could even help to drive buy-in from the bottom of an organization upwards. But McLeish notes, "Chrome is certainly not secure enough for prime time."

For now, Koblin says, he hopes the project will take on a life of its own and form a library of JavaScript experiments and a community of those constructing them—a "submit experiment" form is built into Chrome Experiments' interface. So is he volunteering to monitor the submissions personally? Koblin laughs. "The worst-case scenario of too many to look at would be wonderful."

Wednesday, November 12, 2008

Project splitwheel - user designed car

Thanks again Contagious for this great, if extreme example of people-involvment in product development.



How many of you remember that episode of the Simpsons where Homer is reunited with his long-lost half-brother, Herb, who also happens to be the CEO of a major US car manufacturer? Keen to create a car for the average Joe, Herb puts Homer in charge of a new project and relies on his distinctly common touch to create the next American classic. However the ‘Homer’ which looks like a cross between a lime green hearse and one of George Jetson’s wet dreams proves to be disastrous flop - ruining the company and prompting Herb to disown his brother.

Now that crowd sourcing and corporate transparency are hot topics, The Simpsons once again proves to be curiously prophetic, raising the valid question - do consumers really know what they want? It is with slight trepidation therefore, that we approach Project Splitwheel - described as a ‘revolutionary online project to design and build a new performance car based on collective decision-making.’

www.splitwheel.com

By signing up to join the online community, users will be able to vote on every significant stage of the car's development - making the finished article a truly collaborative creation. However, to avoid another ‘Homer’, Splitwheel’s creators have been careful to gently steer participants in the right direction; for those who are unsure which way to vote, the website contains a blog with expert articles and breakdowns of the trickier technical aspects. There are video podcasts showing performance tests of rival cars, along with forums where members can argue - or rather discuss - the finer points of automotive design. (God forbid someone should suggest running twin sequential turbos without a sufficient intercooling system. Pah!)

However, this is no conceptual exercise; the final design will be submitted to British sports car manufacturer and Splitwheel partner Caterham, which will turn the prototype into a fully-fledged production car by the year 2010.

Splitwheel is the brainchild of Wikitanium - a UK-based company operating online projects to design and build new products in partnership with manufacturers and consumers. Contagious spoke to founder and managing director, Piers Drake:

‘Whether you refer to it as "prosumerism" or "transparency", the fact is that consumers are now better informed, better connected and more willing to get involved with products - from design through to development. The automotive industry is perfect for such an initiative because people are spending large amounts of money on an extremely familiar product. There are countless owners’ clubs, online forums and message boards where people passionately discuss the merits/downfalls of their cars. Our thinking was to channel this activity into an actual outcome and gives consumers the chance to put their money where their mouth is.’

Exciting stuff this - we couldn’t help thinking that it was only a matter of time until someone stepped up and really put crowdsourcing to the test, building collaborative brands from the ground up. One thing’s for sure; projects such as this require a delicate balance between dictating consumer conversations and facilitating them. By harnessing the existing social networking activity and providing users with useful, engaging ways in which to learn and contribute, Splitwheel looks like it may have just struck the perfect balance. We’ll be sure to keep you ‘up to speed’ with any updates *contribute to crowd-sourced groan here*

www.wikitanium.com


Tuesday, September 16, 2008

Is your website ready for a handheld world?

Thanks again to iMedia Connection - breathe in, this is a long one but worthy

Is your website ready for a handheld world?

Handheld devices are more capable than ever, but their capabilities remain extremely limited in comparison to the kind of desktops and laptops most commonly used to browse the web. With their relatively tiny screens and slow connections, sending a handheld device the code for your normal website is likely to produce confusion and frustration in those you're trying to serve, leading to severely curtailed responses.

In theory, of course, any website can be accessed by any mobile device. But in reality, many websites are coded with much more robust devices like desktops and laptops in mind. The trends to rely on network- and CPU-intensive technologies -- and to have the web browser in continuous communication with the web server (a la Ajax) -- further limit the compatibility of many standard websites with mobile devices.

Important differences
The three main differences between handhelds and larger computers are the:

1. Much smaller screen size
2. Relative scarcity on handhelds of support for advanced browser-related technologies like cookies, Java and Flash -- without which many standard websites just don't perform well or look good
3. Intrinsically slower and sometimes spotty nature of the networks serving handhelds
All this is why the most successful websites aimed at mobile browsers are now being optimized for this class of equipment.

Why is this important? One reason is the sheer size of the opportunity. For example, more people have internet access through cellphones than through computers. In addition, Nielson Mobile reportedly tabulated some 9 million purchases from cellphones during the month of April. That's up more than 70 percent, year over year.

Not everyone agrees on the best designs and technological underpinnings for successful websites targeted at mobile users. But there are broad swaths of concurrence on what's best and what's not. 

Focus on minimizing website size

Because of the slower speeds and smaller screens associated with mobile devices, every bit of data you attempt to serve deserves consideration. That's why it's vitally important that you reduce the amount of content on your mobile-optimized site, removing extraneous information, animation and all other eye candy. Tables, so handy for coding standard websites, require too many bits to be beneficial for mobile websites.

With bit rates for 3G handhelds hovering under 15 Mbit/sec, there's a strictly limited amount of data that can be transmitted if your website is to load in 10 seconds or less. Think "dial-up" rather than broadband.

Fortunately, most handheld browsers show the incoming material bit by bit as it arrives, and mobile browsers that use proxy servers tend to load whatever data the screen is trying to display at the moment. Still, users won't sit still for long delays at home, and they feel even less inclined to do so when they're on the go. So cutting website sizes to the bone is central to optimizing for handhelds.

Serve only the most important content

On mobile-oriented websites, it's critical to keep content concise so the need for users to scroll is minimized. Content developers and marketers often have a desire to overkill -- they want to make literally everything available. But for mobile websites, right now that's just not practical.

The quantity of content you should offer on your mobile website(s) obviously depends on your reader base. For example, experience shows that "pop culture" content doesn't captivate users enough to keep them scrolling through long articles on their cellphones. Articles that are 200 words or fewer are the most likely to be completed. On the other hand, travelers seeking specific details about a locale have shown themselves willing to scroll the small screen as many as 20 times or so. On many mobile websites, checklists with only half-a-dozen items have proven to be particularly well received.

It's also important to understand the kind of information your mobile customer wants. Why are they accessing your site from their mobile, rather than their laptop or desktop? Usually, it's because they're not browsing for deep learning, but looking for a quick hit of specific information. Many mobile users simply want a phone number or address, directions, a schedule of events, perhaps a restaurant menu.

Understand why users come to your mobile website rather than your standard website, and put the information they are most likely to want up front.

Layout and graphics

Go for practical layout. Design is critical because mobile devices vary so greatly. The iPhone and 3G devices are much faster than older technologies, of course, but when you're optimizing for mobile, you must consider and cater to the lowest common denominator. For example, with less real estate available on a mobile screen, websites optimized for mobile should generally look very different from their desktop cousins. Ideally, you want your mobile content in a more vertical format, minimizing overlooked information as well as the need for horizontal scrolling -- frustrations that tend to drive people off your site. Putting everything in more of a columnar format leaves users with the more natural task of scrolling down, rather than across.

Pare graphics

Specific capabilities for viewing graphics vary greatly from one handheld to another, with the iPhone leading the charge toward a whole new generation of graphics-friendly mobile devices. But even there, the largest screen size is just a few inches. Next generation devices may have 5-inch screens, but that's still pretty small. While there is no hard and fast limit on the graphics you can attempt to deliver, these days most optimization experts suggest you limit all images to no more than about 120x120 pixels.

RSS and .mobi

Enable RSS Feeds. RSS is designed to deliver the newest content on a site, stripped of graphical elements and other impediments to transmission. It's often the easiest and fastest way to send your content to handhelds. For some websites, enabling RSS may be all you need to do to convert your website for mobile users.

Consider whether or not to go ".mobi"

Companies looking to serve the mobile market should design a version of their sites for these devices, and many argue that implies switching to a ".mobi" domain name. The top-level domain ".mobi" was conceived and launched at a time when many felt the need to separate websites for mobile from standard websites. As a result, a lot of big name advertisers now support sites on the ".mobi" domain.

But with growing technological sophistication, others now argue that ".com" can serve just as well. For example, today it's possible for a server to do a browser detection every time a user hits it and then deliver an appropriate website for each class of device. For what it's worth, however, the W3C says that staying with ".com" for mobile sites breaks the web's convention because not all ".com" sites are suitable for handhelds.

As handhelds evolve from today's 2.5G and 3G into tomorrow's 4G technology, the gap between handheld and desktop user experiences will certainly narrow.

Navigation

Standard websites have evolved toward placing navigation along the top and sides. For mobile optimized websites, this just doesn't work. Mobile screens are so small that top navigation could easily cover much of the screen and force users to scroll before seeing the first elements of your site's content. It's counterintuitive, but in most situations mobile websites play better with navigation at the bottom of the page. This way, users see the vital content they want with the very first screen full of information. And because they are used to the idea of scrolling down to see more, scrolling to find the mobile site's navigation makes more sense than it does on a standard website. In many cases, that first screen can display a content menu with links to half-a-dozen sub-topics or categories of content that mobile users are likely to want.

Incidentally, users of the standard web are far more forgiving of "under construction" or "coming soon" signs than mobile users, who absolutely hate broken links. Even if you have plans to expand or modify your mobile website very soon, make sure everything you put up for mobile users actually works. Add any new or changed links into the site's navigation only after you flesh out their content.

It's also useful to include a "mobile site map" somewhere on your site. Having one from Google helps your ranking in Google's mobile directory, and it also helps Google keep up to date as you change your website's pages. With the link in place, Google will often register page changes in a couple of days rather than a couple of months. Similarly, Yahoo has a "yahoo mobile submit" page where you can register your site and help them track your mobile pages more closely.

Designers, testing and going local

Work with a mobile site designer. A substantial number of designers believe they can design and develop for any device. You'll hear arguments that it's unnecessary to develop an additional site for handhelds, and that it's better to come up with one site that displays nicely on desktops, laptops and handhelds. Sad to say, designers' beliefs are not always accurate. The limited capabilities of handhelds should not restrict what you do on other platforms. That's why, in many cases, it's more fruitful to have one designer creating your standard websites and another working off that design to optimize different coding for handhelds.

Test extensively before launching

You don't have to be a rocket scientist to understand that testing a site -- any site -- is very important. There are lots of testing services available, as mentioned on the next page. Point some of these tools at your mobile site and you'll quickly discover whether or not it meets all the applicable standards. It's also possible to use handheld emulators to make sure that pages load correctly on each of the devices you expect to be serving.

Plan to exploit localization

One of the most exciting aspects of the mobile web is its capability for localizing each user. Right now, Google Maps can pinpoint a user's location within about 2500 feet (the distance to the nearest cell tower), but GPS-enabled phones are far more accurate. Why not explore the best ways to leverage this technology? From a marketing perspective, localizing can be incredibly powerful because it allows you to compete for a person's business as they walk or drive down the street. The trick, of course, is to get people to opt in, so you have their permission to deliver localized offers to their phones.

Conclusions

As smartphones become more advanced, the need to optimize your websites specifically for mobile devices will become less and less critical. In the future, mobile users will be able to see the same websites as any other device. For now, however, failing to optimize for mobile users is a great way to hamstring your company's online efforts.

What's more, because cellphones often work when and where laptops do not (or are not available), the mobile web can provide an opportunity to offer content to customers and prospects when they are not willing or able to visit your standard website.

Fortunately, it's a lot easier to optimize for the mobile web than a lot of people believe it might be.

Years ago, advertisers were wondering if they should have a website. Now, of course, we all recognize that we need one. It's the same with mobile. Whether you build a new site or retrofit an old one to make it compatible, getting involved in the mobile web can benefit every advertiser. While many think the mobile web is a marketing tool for the future, others are discovering that it is here -- and viable -- right now.

Additional info

One simple and useful way to check the readiness of your website for mobile users is to submit it to the Ready.mobi testing tool. Free of charge, the site thoroughly evaluates any submitted site's mobile-readiness, based on industry standards and best practices. A free report on your site includes both a numerical score (from 1 to 5) and more detailed analysis of individual pages to help you gauge how well your site is likely to perform on most mobile devices. Recently, an upgraded version of this mobile website testing tool was launched, adding new mobile phone emulators, more reports with color-coded scores, and analysis of about three dozen website attributes.

http://www.imediaconnection.com/content/20542.asp

Friday, August 8, 2008

Design for Emotion and Flow

Thanks Trevor @ Boxes and Arrows for this insightful post on approaches to IA

We create software and websites to display and represent information to people. That information could be anything; a company’s product list, pictures of your vacation, or an instant message from a friend. At this moment, there’s more information available to you than at any other time in history.

All this information has a lot of positive effects, but it also creates challenges. “What information consumes is rather obvious; it consumes the attention of its recipients … a wealth of information creates a poverty of attention” (Simon 1971). When attention becomes a scarce resource, it’s important to invest it wisely. Information architects and designers play a critical role in ensuring the products they design provide users’ with a return on their investment of attention.

The psychologist Mihaly Csikszentmihalyi (1990) has described focused attention as “psychic energy”. Like energy in the traditional sense, no work can be done without it, and through work that energy is consumed. Most of us have experienced a mental/emotional state where all of our attention (or energy) is totally focused on an activity. Csikszentmihalyi (1990) named this state “flow,” based on how participants in his studies described the experience.

In this state of consciousness, people often experience intense concentration and feelings of enjoyment, coupled with peak performance. Hours pass by in what seems like minutes. We tend to enter these states in environments with few interruptions, where our attention becomes focused by a challenge that we’re confident we can handle with our existing skills. Feedback is instantaneous, so we can always judge how close we are to accomplishing our task and reaching our goal. The importance of the task influences our level of motivation and perceptions of how difficult the task will be.

Attention and Flow

The elements associated with the flow state can be classified into the three areas; 1. Causes of Flow 2. Characteristics of Flow 3. Consequences of Flow (Novak, Hoffman and Yung, 1999).

1. Causes of Flow

  • A clear goal
  • Immediate feedback on the success of attempts to reach that goal
  • A challenge you’re confident you have the skills to handle

2. Characteristics of Flow

  • Total concentration and focused attention
  • A sense of control over interactions
  • Openness to new things
  • Increased exploratory behavior
  • Increased learning
  • Positive feelings

3. Consequences of Flow

  • Loss of consciousness of self
  • Distortions in the perception of time
  • Activity is perceived as intrinsically rewarding

As designers, we focus on the elements that precede or cause flow. Users visit sites with pre-existing goals (e.g., finding information about a product). These goals evolve over time as users complete tasks and their attention is drawn to other information. The main elements designers can control are:

  • Providing immediate feedback
  • Balancing the perception of challenge against users’ skills

Designing for Flow

You don’t need to take a course or learn a new software package to design for flow. In fact, you’re probably already doing it. Begin by considering the desired outcome of every interaction and then removing everything that distracts the user from accomplishing that outcome.

Start by removing distractions or impediments wherever possible. For both physical and interactive products, this means reducing or eliminating both external (i.e., environmental) and internal (i.e., pain, discomfort, anxiety) distractions that cause emotional responses like frustration or physical discomfort. Emotions demand and divert the user’s attention. Providing immediate feedback for all user actions helps to reduce user anxiety. The effective use of layout, information design, typography, interaction design and information architecture all help in balancing the perception of challenge against the user’s skill level. Information should be broken down into manageable “chunks” that don’t overwhelm users cognitive faculties.

When it comes to balancing the users’ perception of challenge, think of it this way: too much challenge with too little skill causes anxiety; and too little challenge with too much skill causes boredom.

Flow occurs at the boundary between boredom and anxiety. Think of it as a channel that runs between anxiety and boredom.(Figure 1)

Concept of flow
Figure 1:
Anxiety, Boredom and Flow (Csikszentmihalyi, 1990)
(captions added van Gorp, 2006)

As the challenges we face increase, we become more anxious and lose flow. Re-entering flow involves increasing our skills to match these challenges and reduce anxiety. As we increase our skill level, we become bored unless we increase the challenge to match our greater abilities.

To understand how we can reduce distractions, let’s examine the different elements of flow again to see how each can be applied to user experience. The causes of flow have the most implications for website and application design.

Causes of Flow

1. A clear goal…

The user navigates to accomplish a task, like seeking information on a particular topic or surfing for fun. This is an evolving goal, dependent on the options presented to the user and aided by logical information architecture, intuitive navigation, effective wayfinding and clear options for proceeding like information scent, breadcrumbs, meaningful labels, clear page titles, etc.

2. With immediate feedback on the success of attempts to reach that goal…

The user receives quick, sensory feedback in the form of a visual shift and/or sound from links, buttons, menus, or other navigation items.

3. Presented as a challenge that you have the skills to handle.

The opportunities for action are balanced with the user’s ability. At a basic level, this is accomplished by providing an uncluttered interface and eliminating unnecessary information to limit the user’s cognitive load. As the users’ skill increases over time, the interface can increase its complexity as well. Adaptive interface technologies allow the user to adjust the complexity of the interface to meet their enhanced skills.

Flow and Emotion

Flow tends to occur in situations with higher levels of challenge and skill. If the challenge is too easy, or user skill levels are very high, anxiety can be so low that there is little motivation to do anything. This level of activation or “arousal” in the body is the physiological (i.e., bodily) dimension of emotion. The level of arousal affects how intensely we experience a given emotion, and intense emotions demand our attention. In evolutionary terms, it’s easy to see why; the more attention your ancestors paid to predators, the more likely they were to survive and reproduce, passing their genes on to their descendants, people like you and me.

Both pleasant and unpleasant objects and experiences can increase arousal levels. Frustration and the excitement both increase arousal levels. So do large images, bright colors, and high contrast (van Gorp, 2006). For example, increasing the size of an image and moving anyone in it closer within the frame increase arousal levels.

Interpersonal distance and arousal
Figure 2: Interpersonal Distance and Arousal
How does looking at the picture on the right make you feel compared to the one on the left?

The key to balancing arousal is to match the perceived challenge to the users’ skill level. Since skill levels differ from one user to the next based on their previous experiences and the type of task, interfaces should be very user-friendly but also allow more advanced users to find challenges appropriate for their skill level. These challenges can include the visual aspects as well as the content (King 2003). To put it simply, everything about a site, including content, information architecture, interaction design, and visual design can contribute to flow.

Goal-directed vs. Experiential Use

Different motivations for using a website require different designs to facilitate flow (Novak, Hoffman and Yung 1996). Novice users tend to see the Internet in a playful way, while more experienced users tend to view the Internet in a more utilitarian way (King 2003). This leads to a distinction between experiential and goal-directed use. Flow tends to occur more often during goal-directed use, because of the higher challenge involved.

Novice Users – Experiential use

  • Less challenging
  • More exploratory
  • Entertainment-oriented

Experienced Users – tendency towards Goal-directed use

  • More challenging
  • Less exploratory
  • Connected with tasks (e.g. research, work and shopping)

The lower level of challenge in an entertainment-oriented, experiential site means there is a lower level of anxiety connected with its use. Someone who is less anxious is more capable of using creative thought to determine how to navigate a website and overlook minor problems. Motivation here is driven by subconscious arousal triggered by interesting visual elements, bright colors or high contrast. Experiential sites can and should be more arousing visually to demand the greater attention that can lead to flow experiences.

Disturbia film site
Figure 3: Disturbia film site
An example of a visually rich, entertainment-oriented site with little or no challenge involved.

The greater challenge of completing tasks (possibly under deadlines) on a goal-directed site creates more higher arousal. Anxiety makes users less able to think creatively when problems are encountered. If a product will be used in a stressful environment, like a hospital operating room, usability becomes crucial. All relevant information needs to be close at hand and visible and feedback should be clear and immediate. A goal-directed site can and should be less visually rich so that users, already anxious at the prospect of a challenging task, are not overwhelmed.

Yahoo
Figure 4: Yahoo

When tasks are particularly unpleasant, we often lack the motivation necessary to complete them. In these cases, increasing the arousal level through the use of narrative can increase the user’s motivation. The Tango Tax website uses visual elements that resemble those found in movie posters and has a high contrast, cinematic feel that increases arousal. The software also introduces the classic cinematic narrative element of “us vs. them” to help increase user motivation.

Tango Tax
Figure 5: Tango Tax website

Conclusions – Traits of Websites that Encourage Flow

How you apply these ideas depends on your target audience, as well as their internal and external use contexts. Consider the likely emotional state of your users. Are there loud noises, crowds, brightly colored objects or other distractions in the user’s environment?

Here are some basic website traits that will help to encourage flow.

  • Clear navigation: Make it easy for the user to know where they are, where they can go, and where they’ve been, by including signposts such as breadcrumbs, effective page titles, and visited link indicators.
  • Immediate Feedback: Make sure all navigation, such as links, buttons, and menus provide quick and effective feedback. Offer feedback for all user actions. When this isn’t possible, provide an indicator to hold the user’s attention while waiting (e.g., progress bar).
  • Balance the Perception of Challenge With the User’s Skill: Since user skill levels differ, it’s up to you to balance the complexity of the visual design with the number of tasks and features people can use. Consider whether they are likely surfing experientially for fun or completing an important task. Tailor your sites to your audience’s scenario of use: more visually rich for experiential use and less so for goal-directed use.

Adaptable interfaces that allow the user to increase or decrease the perceived challenge by choosing how much detail is displayed. Simplicity helps reduce anxiety for both novices and experts, which is especially crucial in highly stressful situations. Options for information-rich displays can introduce challenge for more experienced users.

Whether you’re an information architect, interaction designer or visual designer, your work should compel users to invest their attention, and then provide them with a return on that investment.Remember, designing for flow doesn’t require a new set of tools or skills – only a different way of thinking. Finding the right balance of design and challenge can help focus attention and create flow, which results in immersive and engaging user experiences.

References

Csikszentmihalyi, Mihaly. (1990). Flow – the Psychology of Optimal Experience. New York: Harper Perennial.

Csikszentmihalyi, M. (1977). Beyond Boredom and Anxiety, San Francisco: Jossey-Bass. Copyrights: Journal of E-Business (International Academy of E-Business). All rights reserved. Journal of E-Business, Vol. 1, Issue 2, December 2001.

King, Andrew B. “Chapter 2 – Flow in Web Design.” 2003. http://www.websiteoptimization.com/speed/2/ accessed on January 21/2007.

Fogg, B.J. (2003). Persuasive Technology – Using Computers to Change What We Think and Do. San Francisco: Morgan Kaufmann Publishers.

Hoffman, D.L, Novak, T (1996), “Marketing in hypermedia computer-mediated environments: conceptual foundations’”, Journal of Marketing, Vol. 60 pp. 50-68.

Norman, Donald A. (2004). Emotional Design – Why We Love (or Hate) Everyday Things. New York: Basic Books.

Novak, T.P, Hoffman, D.L (1997), “Measuring the flow experience among Web users,” Interval Research Corporation.

Novak, T, Hoffman, D, Young, Y (1998), “Measuring the flow construct in online environments: a structural modeling approach”, Owen Graduate School of Management, Vanderbilt University, working paper.

Novak, T. P., Hoffman, D. L., and Yung, Y. 2000. Measuring the Customer Experience in Online Environments: A Structural Modeling Approach. Marketing Science 19, 1 (Jan. 2000), 22-42

Rettie, R., (2001), An Exploration of Flow during Internet Use, Internet Research, 11(2), 103 – 113.

Simon, H. A. (1971), “Designing Organizations for an Information-Rich World”, in Martin Greenberger, Computers, Communication, and the Public Interest, Baltimore, MD: The Johns Hopkins Press, ISBN 0-8018-1135-X. pp. 40-41.

Simon, H. A. (1996), The Sciences of the Artificial (3rd ed.), Cambridge, MA: The MIT Press, ISBN 0-262-69191-4. pp. 143-144.

van Gorp, Trevor, J. (2006). Emotion, Arousal, Attention and Flow: Chaining Emotional States to Improve Human-Computer Interaction. University of Calgary, Faculty of Environmental Design, Master’s Degree Project.

Wednesday, July 16, 2008

Ikea invites you to come into the closet

This is a cool site by Ikea, Sweden, thanks to Adland for this find.

Ikea has launchd a new commercial and website to invite Swedes to "come in to the closet" - you can find the website at Kominigraderoben.se. Once the flash has loaded you can see different closet/room solutions (use the left and right arrows named "byt rum") but also watch bizarre backwards dancing done by characters in each closet, and you can control their moves. Either pick a song (bottom left button), or upload your own, or why not sing into the mike of your computer? The identically dressed dudes move best to african beats. The only thing I dislike about this Ikea closet business is that I don't have an entire room that I can use as a closet! And with the sparse living space us city-dwellers have, who the hell does? I'm getting a case of Ikea closet envy.
http://commercial-archive.com/node/144404

Monday, July 14, 2008

Design your own Volvo

Now you can match your Nike's with your Volvo... thanks to Contagious for this post, also found at: http://www.contagiousmagazine.com/News%20Article.aspx?REF=857&IsArchive=false

Design Your Own Volvo C30
What kind of a brand identity does Volvo have? Big, safe - the kind of vehicles you'd want your family securely nestled within when navigating an icy Swedish road at dusk? Perhaps it's the classless utilitarian appeal of owning a car which looks just as happy sitting outside the golf club as it does in the car park of your local Ikea, effortlessly swallowing up that new Jizz 3-piece bedroom suite you've just bought? Perhaps. However, admirable as these qualities are, they are not in the slightest bit funky, hip, or as MTV's Xzibit or Tim Westwood would say 'bang in ur face - straight blazin'. Quite.

All this is set to change though, thanks to a new campaign which has just launched in Sweden allowing potential customers to design their own Volvo C30. Before you get too excited, this doesn’t mean you can dream up a six-wheeled bubble-roofed monstrosity (anyone remember the ‘Homer’?) What you can do though, is choose from a selection of 20 different designs of applique film to cover every panel on the car. These include butterflies, zebra stripes, flames, wood-effect and even tweed and tartan. The film is guaranteed to last for two years - protecting the paintwork beneath as well as giving your Volvo that much-needed personal touch.

The fully integrated campaign utilises a dedicated microsite with possibly one of the most slick and intuitive car configurators we’ve seen in a while. Not only can you chop and change the different patterns on the bodywork, but there is also the option to specify different types of interior trim. Quite refreshingly, as you customise (or rather ‘pimp’) to your heart’s content, a running total of how much the car will cost is displayed to the side - ensuring no nasty surprises at a later stage.

http://www.volvoc30.se

Thursday, July 3, 2008

Fontshop launches Fontstruct


Fontshop has just launched a new website, FontStruct, which enables users to create, download and share fonts for free.

FontStruct lets you quickly and easily create fonts constructed out of geometrical shapes, which are arranged in a grid pattern, like tiles or bricks.

You create ‘FontStructions’ using the ‘FontStructor’ font editor.

Once you're done building, FontStruct generates high-quality TrueType fonts, ready to use in any Mac or Windows application.

You can keep your creations to yourself, but users are encouraged to share their "FontStructions". Explore the gallery of fonts made by other FontStruct users and download them or even copy them and make your own variations.

You can also use the FontStruct widget to show your FontStructions on your own website or blog.

Check it out at http://fontstruct.fontshop.com/

Tuesday, July 1, 2008

10 Commandments of Web Design

The Internet is constantly changing. BusinessWeek.com spoke to a bevy of experts and distilled the must-follow rules top online designers live by in 2008 [by Matt Vella]. 
Content found in full at: http://www.businessweek.com/innovate/content/jun2008/id20080623_750025.htm

1. Thou shalt not abuse flash
2. Thou shalt not hide content
3. Thou shalt not clutter
4. Thou shalt not overuse glassy reflections
5. Thou shalt not name your Web 2.0 company with an unnecessary surplus or dearth of vowels.
6. Thou shalt worship at the altar of typography
7. Thou shalt create immersive experiences
8. Thou shalt be social
9. Thou shalt embrace proven technologies
10. Thou shalt make content king

And for something a little more fresh, check out this rap found by the lovely Spence:
http://www.youtube.com/watch?v=a0qMe7Z3EYg

Thursday, June 19, 2008

Skype 4.0

A Redesign at Skype
By BRAD STONE, NY Times

Skype, eBay’s Internet phone division, has always been something of a problem child for the e-commerce giant.

The service is growing like a weed, with 309 million registered users. It earned $126 million in the first quarter, exceeding what eBay and PayPal earned at similar age.

Yet considering eBay paid $2.6 billion for Skype in 2005 and last year took a massive write-down on the acquisition, investors and industry observers still view Skype through the thick, dreary lens of disappointment.

Now eBay hopes to give them a new pair of glasses. Tuesday night the company will make available a test of a new version of the program, called Skype 4.0, which it says is the most dramatic redesign of the calling service in its short five-year history.

Josh Silverman, Skype’s president, says it was time to evolve Skype’s user interface. The service started out by offering free audio calls but has gradually added other kinds of communication, like video calls, file-sharing, and text chats. The main purpose of the upgrade, he said, is to bring all those modes together and make it easier to switch between them in a single conversation.

“If I were to sum it all up, that is what 4.0 is about: the next leap forward in integrated communications,” he said.

The full article can be found at: http://bits.blogs.nytimes.com/2008/06/17/a-redesign-at-skype/index.html?th&emc=th

Monday, June 16, 2008

Making people pay for Digital Creative

Must We Give away Digital Creative Works?
by: John Caddell. Cheers to FutureLab for this post.

I've been thinking about this a lot recently, spurred on by the recent
Fran Ten podcast, this David Pogue post, and most recently a thoughtful post by Scott Goodson based on this column by economist Paul Krugman.
The upshot of Krugman's argument, referencing Esther Dyson's prediction from the early '90's, is that digital creative works will become free, and creative artists will have to make their money from "ancillary" projects, such as touring, personal appearances, licensing, etc.

If this turns out to be true (and the music industry is approaching this state right now), then it has a lot of negative ramifications for the future of creativity.

First off is the fairness question. Here is a simplified digital media value chain:

Digital distributors (i.e., ISPs like Comcast) make money through subscriptions
Directories and aggregators (like Google) make money through advertising
Creators make... nothing?

While the structure of technology allows this to happen, it's hard to look at this picture and see it as fair. I agree that DRM sucks, but is the solution "
pay what you want"--a virtual tip jar?

Furthermore, if creating a work of art cannot in itself make money, it will then be difficult to invest much in that creation. While that may allow bloggers to continue (though I wouldn't turn down a few bucks for my work if that were possible), it doesn't bode well for musicians or moviemakers, and, soon, book authors.

If I can make money in personal appearances but not by writing, I will have to limit my writing time in order to, you know, pay the mortgage.

If a band can make money touring but not through selling CDs, they will be unlikely to spend much time in the recording studio, or to spend money on studio effects or gear. Perhaps they will instead simply tape their concerts and compile albums from the live sessions.

If a moviemaker cannot make money from her films because they are freely available on the web, she will have difficulty using any approach other than Dogme 95 in order to reduce costs. And do we want to see
Dogme 95-style movies all the time?

The irony is that time put into making money takes away from time to create. Therefore, the output from our best artists is less. Is that progress?

Perhaps this is offset somewhat by the "long tail" of creators enabled by new technology. But I would trade 1000 bad
"Nude" remixes for one new album by an artist I really like.

(Photo: pro-copying logo from piratbyran.org)

Original Post:
http://shoptalkmarketing.blogspot.com/2008/06/must-we-give-away-digital-creative.html

Friday, June 13, 2008

Building websites for kids

Sorry - this is a long one. Thanks to iMedia Connection for this post.

Conquering kid culture online
By Steve Glauberman

Designing sites for kids isn't child's play -- it takes a careful balance of usability, creative intuition and regulatory compliance.

They represent an internet population that's expected to balloon to nearly 38 million in 2008. Yet in many ways, they're the hardest online audience to reach. They're kids, and they're at the heart of a riddle that's been troubling online marketers for years: How can we effectively engage them on the web?

The emergence of new internet technologies and trends has provided us with some good options for increasing children's awareness of our products and brands. Marketers have been developing all manner of virtual worlds, online communities, social networks and online gaming destinations in an effort to attract and retain the attention of kids aged 3 through 17. The movement toward creating kid-friendly virtual worlds in particular has been likened to an online gold rush, as businesses recognize the potential of these sites to draw millions of dedicated young users each month.

This potential only promises to increase. Online research firm eMarketer reported last year that 24 percent of the 34.3 million child and teen web users in the U.S. visited virtual worlds once a month with that number expected to rise to 34 percent in 2008 and over 50 percent within the next three years. Meanwhile, Mediamark Research and Intelligence recently found that nearly 80 percent of kids aged 6 to 11 routinely play online games, with boys and girls spending almost an equal amount of time on the popular online activity.

Knowing young consumers are eager to experiment with these media doesn't make our task much easier. Marketing to kids has become a competitive business; we certainly benefit from understanding where their interests lie, but simply incorporating social community or gaming components into our sites (or those of our clients) doesn't guarantee their success. Designing sites for kids requires a unique strategy that takes usability, best practices and child marketing regulations into account.

Sounds like fun
The process of designing a site for kids begins as any web project does: by analyzing the needs of its target audience. If that audience is particularly young -- aged 3 to 7 -- sound will be an essential element of your site. Although kids this age are likely to go online with their parents, it's important to make sites as accessible to them as possible. Since they aren't likely to be reading well yet, that means using sound and voice-overs to narrate text intros, site options, even registration information if users are required to become members in order to use the site.

Children's attention can be further captured by the use of video, and in cases where sound is a must, offering an accompanying narrative video makes good sense. Many kids' sites incorporate a narrated video demo into their home page to walk new users through site features and familiarize them (and their cautious parents) with the site.

Rules to design by
The "anything goes" mentality inherent in many forms of online advertising doesn't apply when you're targeting kids. Laws like the Children's Online Privacy Protection Act (COPPA), enacted by congress in 1998, and the Children's Online Privacy Protection Rule (COPPR), issued by the FTC in 1999, have been put into place to protect children online and now guide every aspect of web design from site structure to copywriting.

These laws primarily prevent the collection of personal information from children under the age of 13 without parental involvement. Website publishers are therefore required to comply on a number of levels, including by posting their privacy policies, obtaining parental consent before collecting and using personal information (though email addresses can be collected in some instances) and allowing parents to review personal information collected from their kids. The FTC maintains a site where kids, adults and businesses can all obtain more information about both laws.

Even more relevant to web design are the regulations instilled by the Children's Advertising Review Unit. Established in 1974 by the National Advertising Review Council, CARU is a self-regulatory program intended to promote responsible children's advertising. Among other things, the program's guidelines require that online advertisers and publishers prominently identify the name, company or brand associated with each ad, and that online advertising integrated into the content of a game or activity be clearly demarcated as such.

Childrens' site developers abide by these rules by marking banners with the term "advertising" and by creating "jump pages" that site users see each time they transition from an sponsor-free page to one that features third-party ads. In the case of the latter, text will typically read, "You're about to enter the commercial area of our site," and might also provide a friendly warning about internet use in general (i.e., "Remember to never give out your personal information online").

Such site pages needn't be dull; in fact, they should maintain the same playful look and tone as the remainder of the site. Take a look at an example for DiscoveryKids.com (Disclosure: Discovery Kids is a client of Enlighten).

Creative that interacts
Whether designing brand sites or virtual worlds, the focus should be on activity and interactivity. Kids expect a lot from an online experience, for various reasons. They've never known a world without the energizing action of television and film and use these as a barometer for the entertainment value delivered by a medium like the web. They also didn't get to experience the internet the way it looked ten years ago, when deliberate interactivity wasn't nearly as prevalent as it is now. If they aren't sufficiently entertained by a site, there are plenty of other options to choose from. As such, keeping them engaged is a requirement, not a perk.

There are countless creative ways in which to do this. Some sites offer interactive slideshows of new features, transform the standard mouse curser into a symbol or character or provide users with avatars with which to navigate the site's activities. In virtual worlds, kids are often given a private online space to decorate in accordance with their personal tastes and are allowed to shop online for virtual furniture and accessories using credits earned by participating in site activities. This feature can be extended to brand sites in order to increase the time spent on a property and the child's affiliation with the product, but developers should be sure to update assets regularly to retain their users' interests.

Also worth considering is the amount of interactivity available on each individual site page. Our information architecture team has found that while sites that are uncluttered generally receive a higher usability rating, it's quite the opposite with sites for kids. Children have such a high tolerance for interaction that they expect every graphic on a site page to be clickable and deliver an interesting payoff.

Another useful finding is the way in which children interact with FAQ lists and help sections on a site. Because they have little patience for sorting through a laundry list of tips in search of the one that relates to their immediate needs, it's best to identify potential usability issues section by section and offer a succinct list of answers on each site page.

It may seem like child's play, but designing sites for kids requires a concerted approach that takes into account the users' capabilities, online behavior, interests, and needs. But that doesn't mean it can't be as much fun as the end product.

http://www.imediaconnection.com/content/19649.asp