The Lifecycle of Design: Part 3

by Joshua Porter  |   9 Comments

This is part 3 of a conversation with Luke Wroblewski on design lifecycles.

In case you missed them, here are Part 1 and Part 2 on Luke’s site. Continued in Part 4

Joshua Porter (me)
First off, I think that Craigslist and MySpace exposing their full content is a design decision…maybe one made without much thought but a design decision nonetheless. If *all* sites simply exposed their content to the world like these two sites, we would probably be better off. So many successful things have come from happy accidents that it doesn’t bother me to think that MySpace might be a happy accident…until you read how relentless they are about updating the site with useful things. Kathy Sierra’s talks more to this.

Del.icio.us and Craigslist are well designed because they solve a problem for users. Del.icio.us is great for bookmarking and Craigslist is great for personals. Although it seems obvious after the fact that bookmarks and personals are compelling…it didn’t happen in a vacuum. Someone made the decisions to expose this content, and designed a system in which people could add such value. The sheer simplicity of the idea is obscuring the sophistication of it. That’s a recurring theme: the best ideas are the most obvious ones (in hindsight).

You’ve made a distinction between compelling content and good design. I would argue that you’re taking compelling content for granted. Most people would kill for the compelling content on those two sites! As content is king, if you have compelling content you’re well on your way to the big time. Much of the energy in the design world is now about user-generated content…actually getting people to use a system over time and add their content to it.

If design is how something works, it is impossible to separate content from design. Design is not simply the presentation of the content, it is how the content works to solve the problem of users. That means that content isn’t this black box…choosing the right content makes or breaks the design in many cases.

We’re highlighting a common problem here. Web designers are often tasked with the presentation of content without having any role in what content they’re presenting. But if design is how something works, then it’s all design. Both the selection of the content and the presentation of it.

There is an implicit assumption in my argument, and that is this:

Usefulness precedes usability precedes style.

Usefulness comes first, always. So, when assessing the merits of Craigslist and Del.icio.us, we have to ask, are these sites useful? Yes, they are. Then, after we’ve fully explored their usefulness, making them as useful as is possible, then we can turn our sites on usability. I agree with you that both Del.icio.us and Craigslist could be designed better. It hasn’t hurt them thusfar because they’ve had few competitors. But when strong competition comes, the battlefield with shift to the usability front, and both Del.icio.us and Craigslist will have to scramble to stay ahead. This is happening already…Del.icio.us in particular has been refining its interface.

So, being well-designed is temporary because context matters. In three years Craigslist will be poorly designed if it doesn’t change to suit the needs of its users. Indeed, Luke, I think you might say it already is. :)

Luke Wroblewski
Again, from a hierarchy of needs perspective I don’t disagree with “Usefulness precedes usability precedes style.” But I still didn’t hear a clear answer to “why does usability have to wait until a product enters a different ’stage’? Why not have something that functions well and has great usability?”. To that end why not make something both useful and beautiful out the gates?

Seems to me our actual point of disagreement may be a definition problem. When you say “design is how something works”, I find that to be a bit too broad. The way something actually works -meaning how it is built- that’s really engineering. Design is how that function is presented to people so they can interact with it. So from an end user’s perspective, yes “design is how it works” but only because they aren’t ever exposed to how the product “actually” works. They only knowingly interact with the interface layer. Behind the scenes they may be writing to a database or running complex algorithms.

Also, design isn’t really content. Design is the addition of style (based on situational context) and organization (mainly hierarchy) to content to aid understanding and interpretation. A great example is Edward Tufte’s Challenger information design. The content explaining the issues with the Challenger shuttle existed. Tufte did not create that information. Instead he designed the presentation of the information. He assembled a prioritized narrative that illustrated the meaning of the content in a way his audience could quickly and easily understand. To me, that’s design.

Continued in Part 4

Comments ( 9 Responses so far )

1.  Pauric on September 21st, 2006 (Comment) #

This is such a fascinating discussion, great read. I would say that again there is a lot of discussion about definition. Luke said “The way something actually works -meaning how it is built- that’s really engineering.”

Question: Engineering/Developers cant build something correctly without clear specification. What is the specification if it is not Design?

(note, a good specification should have UI input)

2.  Bill H-D on September 21st, 2006 (Comment) #

I agree with Pauric, though I think that another point that is compelling here is how “underspecifying” designs can work where users are motivated to invent their own uses for a service (like Craigslist).

This may be Web 2.0’s contribution to user-centered design…forget the “centered”… how about user-design?

In situations where users’ activity creates content and grows “secondary repositories” whose value rivals that of the “edited content” (e.g. Amazon product reviews), there are great reasons to throw open the design to users who find ways to make your service all the more valuable.

The designer/engineer doesn’t cease to have a role…but the priorities change. Their first job is to pay attention to users, support emergent uses by exposing functiouns in the UI, documenting and standardizing (e.g. Google Maps’ API), and introducing new *capacity* without narrowing it to a strict feature set…keep the user-design flowing.

3.  Josh on September 21st, 2006 (Comment) #

I’m having a lot of fun reading this too…because we wrote it over a long period of time so it isn’t as fresh as something I wrote yesterday…

I’m finding that most of what we talk about here is about definition, and although that sounds like a drag it is important because that’s how we approach what we do, by how we define it in our minds. For example, if I think design is more broad than Luke does, then maybe I’ll be a different kind of designer than he is…and he’ll approach his projects differently than I would.

Bill, are you familiar with Eric Von Hippel’s work? He writes about user innovation…and what he calls “lead users’. I think he would agree with your suggestion about taking the “centered” out of UCD.

4.  LukeW on September 21st, 2006 (Comment) #

“Question: Engineering/Developers cant build something correctly without clear specification.”

Though this holds true in a typical product development process, its not necessarily this case during the technology innovation process. That process takes tinkering (rapid, iterative prototyping).

To use Josh’s Gore-Tex example earlier, consider how “tinkering” (with absolutetly no design spec) can lead to innovation at Gore: http://www.fastcompany.com/magazine/89/open_gore.html

“As a side project, Myers was working on his mountain bike, trying to make the gears shift more smoothly. He coated the gear cables with a thin layer of plastic, much like Gore-Tex. His tinkering resulted in Gore’s Ride-On line of bike cables. That success inspired Myers to try to…”

5.  Pauric on September 21st, 2006 (Comment) #

Good point, well made. I do work in a very tradional environment.

That said I’m fairly heavily involved in content generation for a web2.0 site http://www.instructables.com

One thing I see is a lot of abuse of what makes valuable content. I feel very strongly that the site needs to encourage users to think about the content they’re entering, in turn leading them to provide better quality content.

So, where I’m going with this is Yes.. having an ‘open’ process or and ‘open’ content system such as craiglist will lead to novel developments or uses that could not have been forseen. However the flip side is complete chaos (theory) which can lead to failed developments/UIs.

I beleive it is possible, although extremely difficult, to design in an element of ‘innovation possibility’. That is, a well defined process which allows for creativity, or a content UI structured in such a way that users are both guided if they want to be or given freedom if they feel expressive.

I like this line from the fast company article “(gore is) doing something almost magical: fostering ongoing, consistent, breakthrough creativity.”

The keyword for me is fostering. Whether in terms of employees or users, someone somewhere is thinking about how to leverage the most out of people and -designing- a way to do that.

6.  Pauric on September 21st, 2006 (Comment) #

And example of where I think craigslist has allowed for content inovation is the Best Of concept.

I would say people write articles in the form of ads with the aim of entertaining other users and hopefully being voted on to the best of page. Someone designed in a social feature allowing for creativity.

7.  pauric on September 21st, 2006 (Comment) #

Interesting: http://radar.oreilly.com/archives/2006/09/deconstructing_databases.html

“might even be a design approach for Web 2.0 applications. A whole lot of effort goes into defining and refining the database structure behind most business apps”
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“What if instead of having to train users on what they actually mean… you sidestep those tedious tasks and encourage users to write text. And write freely. The more the better. My hunch is that unstructured data can be richer and easier to collect than highly structured data, and therefore more valuable.”

8.  LukeW on September 22nd, 2006 (Comment) #

I feel very strongly that the site needs to encourage users to think about the content they’re entering, in turn leading them to provide better quality content.

I refer to this consideration as “barriers to entry”. Many product teams are averse to barriers becuase of the focus on making things AS easy AS possible but there’s more to growing QUALITY content beyond ease of use. As these examples point out.

9.  pauric on September 23rd, 2006 (Comment) #

Thanks, I had felt a little conflicted in suggesting users first complete a project plan (which in turn built an empty template for project content) on instructables, but its very useful to know there’s science behind it.

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