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  • Voice Content and Usability

    Voice Content and Usability

    We’ve been conversing for many thousands of years. Whether to present information, perform transactions, or just to check in on one another, people have yammered aside, chattering and gesticulating, through spoken discussion for many generations. Only recently have we begun to write our discussions, and only recently have we outsourced them to the system, a system that exhibits a significantly higher affection for written letter than for the vernacular rigors of spoken language.

    Laptops have trouble because between spoken and written speech, talk is more primitive. Machines must wrestle with the chaos of human statement, including the squabbling and pauses, the gestures and body vocabulary, and the dialect variations that can impede even the most skillfully created human-computer conversation. In the human-to-human situation, spoken language also has the opportunity of face-to-face call, where we can easily interpret verbal interpersonal cues.

    In contrast, written language develops its own fossil record of dated terms and phrases as we report it and keep utilization long after they are no longer needed in spoken communication ( for example, the welcome” To whom it may concern” ). Because it tends to be more consistent, smooth, and proper, written word is necessarily far easier for devices to interpret and know.

    Spoken speech is not a pleasure in this regard. Besides the visual cues that mark conversations with emphasis and personal context, there are also linguistic cues and outspoken behaviors that mimic conversation in complex ways: how something is said, never what. Our spoken speech conveys much more than the written word may actually contain, whether it be rapid-fire, low-pitched, or high-decibel, sarcastic, awkward, or moaning. But when it comes to words interfaces—the devices we conduct spoken discussions with—we experience exciting difficulties as designers and content strategists.

    Voice-to-voice relations

    We interact with voice interfaces for a variety of reasons, but according to Michael McTear, Zoraida Callejas, and David Griol in The Conversational Interface, those motivations by and large mirror the reasons we initiate conversations with other people, too ( ). We typically strike up a dialogue as a result:

    • we need something done ( such as a transaction ),
    • we want to know everything, or some kind of data, or
    • we are social people and want someone to talk to ( conversation for conversation’s pleasure ).

    These three categories, which I refer to as transactional, technical, and prosocial, also apply to basically every voice interaction: a solitary conversation that starts with the voice interface’s initial greeting and ends with the user leaving the interface. Notice here that a discussion in our individual sense—a talk between people that leads to some result and lasts an arbitrary length of time—could encompass many interpersonal, technical, and interpersonal voice interactions in succession. In other words, a voice interaction is a conversation, but it must not be one particular voice interaction.

    Purely prosocial conversations are more gimmicky than captivating in most voice interfaces, because machines don’t yet have the capacity to really want to know how we’re doing and to do the sort of glad-handing humans crave. Users are also debating whether or not they prefer the kind of organic human conversation that starts with a prosocial voiceover and progresses seamlessly into other types. In fact, in Voice User Interface Design, Michael Cohen, James Giangola, and Jennifer Balogh recommend sticking to users ‘ expectations by mimicking how they interact with other voice interfaces rather than trying too hard to be human—potentially alienating them in the process ( ).

    That leaves two different types of conversations we can have with one another that a voice interface can also have easily, including one that is transactional and one that is informational, teaching us something new ( “discuss a musical” ).

    Transactional voice interactions

    When you order a Hawaiian pizza with extra pineapple, you’re typically having a conversation and a voice interaction when you’re tapping buttons on a food delivery app. Even when we walk up to the counter and place an order, the conversation quickly pivots from an initial smattering of neighborly small talk to the real mission at hand: ordering a pizza ( generously topped with pineapple, as it should be ).

    Alison: Hey, how are things going?

    Burhan: Hi, welcome to Crust Deluxe! It’s chilly outside. How can I help you?

    Alison, can I get a pineapple-onion pizza in Hawaii?

    Burhan: Sure, what size?

    Large, Alison.

    Burhan: Anything else?

    Alison: No, that’s it.

    Burhan: Something to drink?

    I’ll have a bottle of Coke, Alison.

    Burhan: You got it. That will cost$ 13.55 and take about fifteen minutes.

    Each progressive disclosure in this transactional conversation reveals more and more of the desired outcome of the transaction: a service rendered or a product delivered. Conversations that are transactional have certain characteristics: they are direct, concise, and cost-effective. They quickly dispense with pleasantries.

    Informational voice interactions

    Meanwhile, some conversations are primarily about obtaining information. Alison might only want to place an order at Crust Deluxe, but she might not want to leave without a pizza at all. She might be just as interested in whether they serve halal or kosher dishes, gluten-free options, or something else. Even though we have a prosocial mini-conversation once more at the beginning to practice politeness, we are after much more.

    Alison: Hey, how are things going?

    Burhan: Hi, welcome to Crust Deluxe! It’s chilly outside. How can I help you?

    Alison: Can I ask a few questions?

    Burhan: Of course! Go right ahead.

    Alison, do you have any menu items that are halal?

    Burhan: Absolutely! On request, we can make any pie halal. We also have lots of vegetarian, ovo-lacto, and vegan options. Do you have any other dietary restrictions in mind?

    Alison: What about gluten-free pizzas?

    Burhan: For both our deep-dish and thin-crust pizzas, we can definitely make a gluten-free crust for you, without a problem. Anything else I can answer for you?

    Alison: That’s it for now. Good to know. Thank you!

    Burhan: Anytime, come back soon!

    This dialogue is radically different. Here, the goal is to get a certain set of facts. Informational conversations are research expeditions to gather data, news, or facts, or they are investigative quests for the truth. Voice interactions that are informational might be more long-winded than transactional conversations by necessity. Responses are typically longer, more in-depth, and carefully communicated so that the customer is aware of the important lessons.

    Voice Interfaces

    Voice interfaces, in essence, use speech to assist users in accomplishing their objectives. But simply because an interface has a voice component doesn’t mean that every user interaction with it is mediated through voice. We’re most concerned in this book with pure voice interfaces because multimodal voice interfaces can lean on visual components like screens as crutches, which are completely dependent on spoken conversation and lack any visual component, making them much more nuanced and challenging to deal with.

    Though voice interfaces have long been integral to the imagined future of humanity in science fiction, only recently have those lofty visions become fully realized in genuine voice interfaces.

    IVR ( interactive voice response ) systems

    Though written conversational interfaces have been fixtures of computing for many decades, voice interfaces first emerged in the early 1990s with text-to-speech ( TTS ) dictation programs that recited written text aloud, as well as speech-enabled in-car systems that gave directions to a user-provided address. We became familiar with the first real voice interfaces that could actually be spoken to without having to deal with overburdened customer service representatives as a result of the development of interactive voice response ( IVR ) systems.

    IVR systems allowed organizations to reduce their reliance on call centers but soon became notorious for their clunkiness. When you call an airline or hotel company, which is a common practice in the corporate world, these systems were primarily intended as metaphorical switchboards to direct customers to a real phone agent (” Say Reservations to book a flight or check an itinerary” ), which are more likely to happen when you call one. Despite their functional issues and users ‘ frustration with their inability to speak to an actual human right away, IVR systems proliferated in the early 1990s across a variety of industries (, PDF).

    IVR systems have a reputation for having less scintillating conversations than we’re used to in real life ( or even in science fiction ), despite being extremely repetitive and monotonous conversations that typically don’t veer from a single format.

    Screen readers

    The invention of the screen reader, a tool that converts visual content into synthesized speech, was a development of IVR systems in parallel. For Blind or visually impaired website users, it’s the predominant method of interacting with text, multimedia, or form elements. Perhaps the closest thing we have today to an out-of-the-box implementation of content delivered through voice is represented by screen readers.

    Among the first screen readers known by that moniker was the Screen Reader for the BBC Micro and NEEC Portable developed by the Research Centre for the Education of the Visually Handicapped (RCEVH) at the University of Birmingham in 1986 ( ). In the same year, Jim Thatcher created the first IBM Screen Reader for text-based computers, which was later reworked for computers with graphical user interfaces ( GUIs ) ( ).

    With the rapid growth of the web in the 1990s, the demand for accessible tools for websites exploded. Screen readers started facilitating quick interactions with web pages that ostensibly allow disabled users to traverse the page as an aural and temporal space rather than a visual and physical one with the introduction of semantic HTML and especially ARIA roles in 2008, enabling speedy interactions with the pages. In other words, screen readers for the web “provide mechanisms that translate visual design constructs—proximity, proportion, etc. —into useful information,” according to Aaron Gustafson in A List Apart. ” At least they do when documents are authored thoughtfully” ( ).

    There’s a big deal with screen readers: they’re difficult to use and relentlessly verbose, despite being incredibly instructive for voice interface designers. The visual structures of websites and web navigation don’t translate well to screen readers, sometimes resulting in unwieldy pronouncements that name every manipulable HTML element and announce every formatting change. Working with web-based interfaces takes a cognitive toll for many screen reader users.

    In Wired, accessibility advocate and voice engineer Chris Maury considers why the screen reader experience is ill-suited to users relying on voice:

    I hated the way Screen Readers operated from the beginning. Why are they designed the way they are? It makes no sense to present information visually and then only to have that information translated into audio. All of the time and energy that goes into creating the perfect user experience for an app is wasted, or even worse, adversely impacting the experience for blind users. ( ) _ _ _

    In many cases, well-designed voice interfaces can speed users to their destination better than long-winded screen reader monologues. After all, users of the visual interface have the advantage of freely scurrying around the viewport to find information, ignoring areas that are unimportant to them. Blind users, meanwhile, are obligated to listen to every utterance synthesized into speech and therefore prize brevity and efficiency. Users with disabilities who have long had no choice but to use clumsy screen readers might benefit from more streamlined user interfaces, especially more advanced voice assistants.

    Voice assistants

    Many of us immediately associate voice assistants with the subset of voice interfaces that are now commonplace in living rooms, smart homes, and offices with the film HAL from 2001: A Space Odyssey or Majel Barrett’s voice as the omniscient computer in Star Trek. Voice assistants are akin to personal concierges that can answer questions, schedule appointments, conduct searches, and perform other common day-to-day tasks. And they’re quickly gaining more attention from accessibility advocates for their assistive potential.

    Before the earliest IVR systems found success in the enterprise, Apple published a demonstration video in 1987 depicting the Knowledge Navigator, a voice assistant that could transcribe spoken words and recognize human speech to a great degree of accuracy. Then, in 2001, Tim Berners-Lee and others created their vision for a Semantic Web “agent” that would carry out routine tasks like” checking calendars, making appointments, and finding locations” (, behind paywall ). It wasn’t until 2011 that Apple’s Siri finally entered the picture, making voice assistants a tangible reality for consumers.

    There is a significant variation in how programmable and customizable some voice assistants are compared to others due to the sheer number of voice assistants available today ( Fig 1 ). At one extreme, everything except vendor-provided features is locked down, for example, at the time of their release, the core functionality of Apple’s Siri and Microsoft’s Cortana couldn’t be extended beyond their existing capabilities. There are no other means of developers communicating with Siri at a low level, aside from predefined categories of tasks like messaging, hailing rideshares, making restaurant reservations, and other things, which are still possible today.

    At the opposite end of the spectrum, voice assistants like Amazon Alexa and Google Home offer a core foundation on which developers can build custom voice interfaces. For this reason, developers who feel stifled by the limitations of Siri and Cortana are increasingly using programmable voice assistants that are capable of customization and extensibility. Amazon offers the Alexa Skills Kit, a developer framework for building custom voice interfaces for Amazon Alexa, while Google Home offers the ability to program arbitrary Google Assistant skills. Users can choose from among the thousands of custom-built skills available today in the Google Assistant and Amazon Alexa ecosystems.

    As businesses like Amazon, Apple, Microsoft, and Google continue to occupy their positions, they’re also selling and open-sourcing an unheard array of tools and frameworks for designers and developers that aim to make creating voice interfaces as simple as possible, even without code.

    Often by necessity, voice assistants like Amazon Alexa tend to be monochannel—they’re tightly coupled to a device and can’t be accessed on a computer or smartphone instead. In contrast, many development platforms, like Google’s Dialogflow, now support omnichannel features, allowing users to create a single conversational interface that then becomes a voice interface, textual chatbot, and IVR system upon deployment. I don’t prescribe any specific implementation approaches in this design-focused book, but in Chapter 4 we’ll get into some of the implications these variables might have on the way you build out your design artifacts.

    Voice Content

    Simply put, voice content is content delivered through voice. Voice content must be free-flowing, organic, contextless, and concise in order to preserve what makes human conversation so compelling in the first place.

    Our world is replete with voice content in various forms: screen readers reciting website content, voice assistants rattling off a weather forecast, and automated phone hotline responses governed by IVR systems. We’re most concerned with the content in this book being delivered auditorically, not as an option but as a necessity.

    For many of us, our first foray into informational voice interfaces will be to deliver content to users. One issue is that any content we already have isn’t in any way suitable for this new environment. So how do we make the content trapped on our websites more conversational? And how do we create fresh copy that works with voice-recognition?

    Lately, we’ve begun slicing and dicing our content in unprecedented ways. Websites are, in many ways, massive vaults of what I call macrocontent: lengthy prose that can last for miles in a browser window while extending like microfilm viewers of newspaper archives. Back in 2002, well before the present-day ubiquity of voice assistants, technologist Anil Dash defined microcontent as permalinked pieces of content that stay legible regardless of environment, such as email or text messages:

    An example of microcontent can be a day’s weather forecast [sic], an airplane flight’s arrival and departure times, an abstract from a lengthy publication, or a single instant message. ( ) _ _ _

    I would update Dash’s definition of microcontent to include all instances of bite-sized content that transcends written communiqués. After all, today we encounter microcontent in interfaces where a small snippet of copy is displayed alone, unmoored from the browser, like a textbot confirmation of a restaurant reservation. The best way to learn how to stretch your content to the limits of its potential is through microcontent, which will inform both established and new delivery methods.

    As microcontent, voice content is unique because it’s an example of how content is experienced in time rather than in space. We can instantly look at a digital sign for an instant and be informed when the next train is coming, but voice interfaces keep our attention captive for so long that we can’t quickly evade or skip, a feature that screen reader users are all too familiar with.

    Because microcontent is fundamentally made up of isolated blobs with no relation to the channels where they’ll eventually end up, we need to ensure that our microcontent truly performs well as voice content—and that means focusing on the two most important traits of robust voice content: voice content legibility and voice content discoverability.

    Our voice content’s legibility and discoverability in general both depend on how it manifests in terms of perceived space and time.

  • Sustainable Web Design, An Excerpt

    Sustainable Web Design, An Excerpt

    Some members of the elite running group were beginning to think it was impossible to run a hour in less than four hours in the 1950s. Riders had been attempting it since the later 19th century and were beginning to draw the conclusion that the human body just wasn’t built for the job.

    But Roger Bannister surprised all on May 6, 1956. It was a cold, damp morning in Oxford, England—conditions no one expected to give themselves to record-setting—and but Bannister did really that, running a mile in 3: 59.4 and becoming the first people in the history books to run a mile in under four hours.

    The world then knew that the four-minute hour was possible thanks to this change in the standard. Bannister’s history lasted just forty-six days, when it was snatched aside by American sprinter John Landy. Finally, in the same race, three athletes managed to cross the four-minute challenge together. Since therefore, over 1, 400 walkers have actually run a mile in under four days, the current document is 3: 43.13, held by Moroccan performer Hicham El Guerrouj.

    We can do a lot more with what we think is possible, and we can only do it if we see that someone else has already done it. As with people running speed, there are also difficult limits on how a website can accomplish.

    Establishing requirements for a lasting web

    The key indicators of climate performance in most big sectors are pretty well established, such as power per square metre for homes and miles per gallon for cars. The tools and methods for calculating those measures are standardized as well, which keeps everyone on the same site when doing economic evaluations. However, we aren’t held to any specific environmental standards in the world of websites and apps, and we only recently have access to the tools and techniques we need to do so.

    The main objective in green web layout is to reduce carbon emissions. However, it’s nearly impossible to accurately assess the amount of CO2 that a website merchandise produces. We didn’t measure the pollutants coming out of the exhaust valves on our laptops. The pollution coming from power plants that burn coal and oil are considerably away, out of sight, and out of mind. We have no way to track the particles from a website or app up to the power station where the light is being generated and really know the exact amount of house oil produced. So what do we accomplish then?

    If we can‘t measure the actual carbon emissions, then we need to get what we can estimate. The following are the main elements that could be used as carbon pollution gauges:

    1. Transfer of data
    2. Electricity’s carbon power

    Let’s take a look at how we can use these indicators to calculate the energy use, and in turn the carbon footprint, of the sites and web applications we create.

    Transfer of data

    Most researchers use kilowatt-hours per gigabyte (k Wh/GB ) as a metric of energy efficiency when measuring the amount of data transferred over the internet when a website or application is used. This serves as a wonderful example of how much energy is consumed and how much coal is released. As a rule of thumb, the more files transferred, the more electricity used in the data center, telecoms systems, and end users products.

    The page weight, or the page’s transfer size in kilobytes, can be most easily calculated for a single visit for web pages. It’s fairly easy to measure using the developer tools in any modern web browser. Statistics for the total data transfer of any web application are frequently included in your web hosting account ( Fig. 2.1 ).

    The nice thing about page weight as a metric is that it allows us to compare the efficiency of web pages on a level playing field without confusing the issue with constantly changing traffic volumes.

    A large scope is required to reduce page weight. By early 2020, the median page weight was 1.97 MB for setups the HTTP Archive classifies as “desktop” and 1.77 MB for “mobile”, with desktop increasing 36 percent since January 2016 and mobile page weights nearly doubling in the same period ( Fig 2.2 ). Image files account for roughly half of this data transfer, making them the single biggest contributor to carbon emissions on the typical website.

    History clearly shows us that our web pages can be smaller, if only we set our minds to it. While the majority of technologies, including the underlying technology of the web like data centers and transmission networks, become more and more energy efficient, websites themselves become less effective as time goes on.

    You might be aware of the idea behind performance budgeting as a method for directing a project team to deliver faster user experiences. For example, we might specify that the website must load in a maximum of one second on a broadband connection and three seconds on a 3G connection. Performance budgets are upper limits rather than vague suggestions, much like speed limits while driving, so the goal should always be to come within budget.

    Designing for fast performance does often lead to reduced data transfer and emissions, but it isn’t always the case. Page weight and transfer size are more objective and reliable benchmarks for sustainable web design, whereas web performance is frequently more about the subjective perception of load times than it is about the underlying system’s actual efficiency.

    We can set a page weight budget in reference to a benchmark of industry averages, using data from sources like HTTP Archive. We can also use the page weight to compare it to competitors or the outdated website we’re replacing. For example, we might set a maximum page weight budget as equal to our most efficient competitor, or we could set the benchmark lower to guarantee we are best in class.

    If we want to take it to the next level, we could start looking at how much more popular our web pages are when people visit them frequently. Although page weight for the first time someone visits is the easiest thing to measure, and easy to compare on a like-for-like basis, we can learn even more if we start looking at transfer size in other scenarios too. For instance, visitors who load the same page more frequently are likely to have a high percentage of the files cached in their browser, which means they don’t need to move all the files on subsequent visits. Likewise, a visitor who navigates to new pages on the same website will likely not need to load the full page each time, as some global assets from areas like the header and footer may already be cached in their browser. Moving away from the first visit and allowing us to determine page weight budgets for scenarios other than this one can help us learn even more about how to optimize efficiency for users who regularly visit our pages.

    Page weight budgets are easy to track throughout a design and development process. Although they don’t directly disclose carbon emissions and energy consumption data, they do provide a clear indicator of efficiency in comparison to other websites. And as transfer size is an effective analog for energy consumption, we can actually use it to estimate energy consumption too.

    In summary, less data transfer leads to more energy efficiency, which is a crucial component of reducing web product carbon emissions. The more efficient our products, the less electricity they use, and the less fossil fuels need to be burned to produce the electricity to power them. However, as we’ll see next, it’s important to take into account the source of that electricity because all web products require some power.

    Electricity’s carbon power

    Regardless of energy efficiency, the level of pollution caused by digital products depends on the carbon intensity of the energy being used to power them. The term” carbon intensity” is used to describe how many grams of carbon are produced for every kilowatt-hour of electricity (gCO2/k Wh ). This varies widely, with renewable energy sources and nuclear having an extremely low carbon intensity of less than 10 gCO2/k Wh ( even when factoring in their construction ), whereas fossil fuels have very high carbon intensity of approximately 200–400 gCO2/k Wh.

    The majority of electricity is produced by national or state grids, where energy from a variety of sources is combined with various levels of carbon intensity. The distributed nature of the internet means that a single user of a website or app might be using energy from multiple different grids simultaneously, a website user in Paris uses electricity from the French national grid to power their home internet and devices, but the website’s data center could be in Dallas, USA, pulling electricity from the Texas grid, while the telecoms networks use energy from everywhere between Dallas and Paris.

    Although we have some control over where our projects are hosted, we do not have complete control over the energy supply of web services. With a data center using a significant proportion of the energy of any website, locating the data center in an area with low carbon energy will tangibly reduce its carbon emissions. Danish startup Tomorrow reports and maps the user-provided data, and a look at their map demonstrates how, for instance, choosing a data center in France will have significantly lower carbon emissions than choosing a data center in the Netherlands ( Fig. 2.3 ).

    However, we don’t want to move our servers too far away from our users because it requires a lot of energy to transmit data through the telecom’s networks, and the more energy is used, the further the data travels. Just like food miles, we can think of the distance from the data center to the website’s core user base as “megabyte miles” —and we want it to be as small as possible.

    We can use website analytics to determine the country, state, or even city where our core user group is located and measure the distance from that location to the data center used by our hosting company by using the distance itself as a benchmark. This will be a somewhat fuzzy metric as we don’t know the precise center of mass of our users or the exact location of a data center, but we can at least get a rough idea.

    For instance, if a website is hosted in London but the main audience is on the United States ‘ West Coast, we could look up the travel distance between London and San Francisco, which is 5,300 miles. That’s a long way! We can see how hosting it somewhere in North America, ideally on the West Coast, would significantly lessen the distance and the amount of energy required to transmit the data. In addition, locating our servers closer to our visitors helps reduce latency and delivers better user experience, so it’s a win-win.

    Reverting it to carbon emissions

    If we combine carbon intensity with a calculation for energy consumption, we can calculate the carbon emissions of our websites and apps. A tool my team created accomplishes this by measuring the data transfer over the wire when a web page is loaded, calculating the associated electricity consumption, and then converting that data into a CO2 figure ( Fig. 2.4). It also factors in whether or not the web hosting is powered by renewable energy.

    The Energy and Emissions Worksheet that comes with this book teaches you how to take it one step further and tailor the data more precisely to the unique aspects of your project.

    With the ability to calculate carbon emissions for our projects, we could even set up carbon budgets as well. CO2 is not a metric commonly used in web projects, we’re more familiar with kilobytes and megabytes, and can fairly easily look at design options and files to assess how big they are. Although translating that into carbon adds an air of abstraction, carbon budgets do focus our minds on the main issue we’re trying to reduce, which also supports the main goal of sustainable web design: reducing carbon emissions.

    Browser Energy

    Transfer of data might be the simplest and most complete analog for energy consumption in our digital projects, but by giving us one number to represent the energy used in the data center, the telecoms networks, and the end user’s devices, it can’t offer us insights into the efficiency in any specific part of the system.

    One part of the system we can look at in more detail is the energy used by end users ‘ devices. The computational burden is increasingly shifting from the data center to the users ‘ devices, whether they are phones, tablets, laptops, desktops, or even smart TVs, as front-end web technologies advance. Modern web browsers allow us to implement more complex styling and animation on the fly using CSS and JavaScript. Additionally, JavaScript libraries like Angular and React allow us to create applications where the” thinking” process is performed either partially or completely in the browser.

    All of these advances are exciting and open up new possibilities for what the web can do to serve society and create positive experiences. However, more data is processed in a web browser, which means more energy is used by the user’s devices. This has implications not just environmentally, but also for user experience and inclusivity. Applications that put a lot of processing power on a user’s device unintentionally make them use older, slower devices and make their phones and laptops ‘ batteries discharge more quickly. Furthermore, if we build web applications that require the user to have up-to-date, powerful devices, people throw away old devices much more frequently. The poorest members of society are also under disproportionate financial burdens due to this, which is not just bad for the environment.

    In part because the tools are limited, and partly because there are so many different models of devices, it’s difficult to measure website energy consumption on end users ‘ devices. The Energy Impact monitor inside the developer console of the Safari browser is one of the tools we currently have ( Fig. 2.5 ).

    You are aware of the moment your computer’s cooling fans start spinning so frantically that you mistakenly believe it might take off when you load a website? That’s essentially what this tool is measuring.

    It uses these figures to create an energy impact rating based on the percentage of CPU used and how long it took the web page to load. It doesn’t give us precise data for the amount of electricity used in kilowatts, but the information it does provide can be used to benchmark how efficiently your websites use energy and set targets for improvement.

  • Design for Safety, An Excerpt

    Design for Safety, An Excerpt

    According to antiracist analyst Kim Crayton, “intention without plan is chaos.” We’ve discussed how our prejudices, beliefs, and carelessness toward marginalized and resilient parties lead to dangerous and irresponsible tech—but what, precisely, do we need to do to fix it? We need a strategy, not just the desire to make our technical safer.

    This book will provide you with that plan of action. It covers how to incorporate safety principles into your design work in order to make tech that’s secure, how to persuade your stakeholders that this work is important, and how to respond to the critique that what we really need is more diversity. ( Spoiler: we do, but diversity alone is not the solution to fixing unethical, unsafe technology. )

    The procedure for diverse safety

    Your objectives when designing for protection are as follows:

    • discover ways your solution can be used for abuse,
    • style ways to prevent the maltreatment, and
    • offer assistance for customers who are prone to regain control and power.

    The Process for Inclusive Safety is a tool to help you reach those goals ( Fig 5.1 ). It’s a method I developed in 2018 to better understand the different methods I used to create products that were designed with safety in mind. Whether you are creating an entirely new product or adding to an existing element, the Process can help you produce your product secure and diverse. The Process includes five public areas of action:

    • conducting studies
    • Creating tropes
    • pondering issues
    • Designing options
    • Testing for health

    It is intended to be flexible, so teams might not want to utilize every stage in all circumstances. Use the parts that are related to your special function and environment, this is meant to be something you can put into your existing style process.

    And once you use it, if you have an idea for making it better or simply want to give perspective of how it helped your staff, please get in touch with me. It’s a dwelling report that I hope technicians can use as a practical and useful resource in their day-to-day work.

    If you’re working on a product especially for a resilient team or survivors of some form of injury, such as an application for survivors of domestic violence, sexual abuse, or drug addiction, be sure to read Section 7, which covers that position directly and should be handled a bit different. The purpose of this design is to prioritize safety when creating a more general product with a broad user base ( which, as we already know from statistics, will include some groups who need to be protected from harm ). Chapter 7 is focused on products that are specifically for vulnerable groups and people who have experienced trauma.

    Step 1: Conduct research

    A thorough analysis of how your technology might be used for abuse as well as specialized insights into the experiences of those who have witnessed and perpetrated that kind of abuse should be included in design research. At this stage, you and your team will investigate issues of interpersonal harm and abuse, and explore any other safety, security, or inclusivity issues that might be a concern for your product or service, like data security, racist algorithms, and harassment.

    broad-based research

    Your project should begin with broad, general research into similar products and issues around safety and ethical concerns that have already been reported. For example, a team building a smart home device would do well to understand the multitude of ways that existing smart home devices have been used as tools of abuse. If your product involves artificial intelligence, be aware of the potential for racism and other issues that have been reported in other AI products. Nearly all types of technology have some kind of potential or actual harm that’s been reported on in the news or written about by academics. Google Scholar is a useful resource for locating these studies.

    Specific research: Survivors

    When possible and appropriate, include direct research ( surveys and interviews ) with people who are experts in the forms of harm you have uncovered. In order to gain a better understanding of the subject and be better positioned to avoid traumatizing survivors, you should first interview those who work in the area of your research. If you’ve uncovered possible domestic violence issues, for example, the experts you’ll want to speak with are survivors themselves, as well as workers at domestic violence hotlines, shelters, other related nonprofits, and lawyers.

    It is crucial to pay people for their knowledge and lived experiences, especially when interviewing survivors of any kind of trauma. Don’t ask survivors to share their trauma for free, as this is exploitative. While some survivors may not want to be paid, you should always make the offer in the initial ask. Donating to a cause that combated the kind of violence the interviewee experienced is an alternative to paying for. We’ll talk more about how to appropriately interview survivors in Chapter 6.

    Abusers specifically: research

    It’s unlikely that teams aiming to design for safety will be able to interview self-proclaimed abusers or people who have broken laws around things like hacking. Don’t make this a goal, rather, try to get at this angle in your general research. Describe the ways that abusers or bad actors use technology to harm others, how they use it to silence others, and how they justify or explain the abuse.

    Step 2: Create archetypes

    Use your research’s findings to create the archetypes of abuser and survivor once you’ve finished your research. Archetypes are not personas, as they’re not based on real people that you interviewed and surveyed. Instead, they’re based on your research into likely safety issues, much like when we design for accessibility: we don’t need to have found a group of blind or low-vision users in our interview pool to create a design that’s inclusive of them. Instead, we base those designs on existing research and what this group requires. Personas typically represent real users and include many details, while archetypes are broader and can be more generalized.

    The abuser archetype is defined as someone who views a product as a means of harm ( Fig. 5.2 ). They may be trying to harm someone they don’t know through surveillance or anonymous harassment, or they may be trying to control, monitor, abuse, or torment someone they know personally.

    The survivor archetype refers to a person who is being abused with the product. There are various situations to consider in terms of the archetype’s understanding of the abuse and how to put an end to it: Do they need proof of abuse they already suspect is happening, or are they unaware they’ve been targeted in the first place and need to be alerted ( Fig 5.3 )?

    You may want to make multiple survivor archetypes to capture a range of different experiences. They may be aware of the abuse being occurring but not be able to stop it, such as when a stalker keeps tracing their whereabouts or when an abuser locks them out of IoT devices ( Fig. 5.4). Include as many of these scenarios as you need to in your survivor archetype. These will be used later when you create solutions to help your survivor archetypes achieve their goals of preventing and ending abuse.

    It may be useful for you to create persona-like artifacts for your archetypes, such as the three examples shown. Focus on their objectives rather than the demographic details we frequently see in personas. The goals of the abuser will be to carry out the specific abuse you’ve identified, while the goals of the survivor will be to prevent abuse, understand that abuse is happening, make ongoing abuse stop, or regain control over the technology that’s being used for abuse. Later, you’ll think about how to help the survivor’s goals and the abuser’s goals.

    And while the “abuser/survivor” model fits most cases, it doesn’t fit all, so modify it as you need to. For example, if you uncovered an issue with security, such as the ability for someone to hack into a home camera system and talk to children, the malicious hacker would get the abuser archetype and the child’s parents would get survivor archetype.

    Step 3: Brainstorm issues

    After creating archetypes, brainstorm novel abuse cases and safety issues. You’re trying to identify entirely new safety issues that are unique to your product or service by using the term” Novel” in terms of things you’ve not found in your research. The goal with this step is to exhaust every effort of identifying harms your product could cause. You aren’t worrying about how to prevent the harm yet—that comes in the next step.

    How else could your product be used for any kind of abuse besides what you’ve already found in your research? I recommend setting aside at least a few hours with your team for this process.

    Try conducting a Black Mirror brainstorming session if you want to start somewhere. This exercise is based on the show Black Mirror, which features stories about the dark possibilities of technology. Try to figure out how your product would be used in an episode of the show—the most wild, awful, out-of-control ways it could be used for harm. Participants in Black Mirror brainstorming typically end up having a lot of fun ( which I believe is great because having fun when designing for safety! ). I recommend time-boxing a Black Mirror brainstorm to half an hour, and then dialing it back and using the rest of the time thinking of more realistic forms of harm.

    After identifying as many opportunities for abuse as you can, you may still not feel confident that you have found every potential source of harm. A healthy amount of anxiety is normal when you’re doing this kind of work. It’s common for teams designing for safety to worry,” Have we really identified every possible harm? What if something is missing? If you’ve spent at least four hours coming up with ways your product could be used for harm and have run out of ideas, go to the next step.

    It’s impossible to say for sure that you’ve done everything, but instead of striving for 100 % assurance, acknowledge that you’ve done everything, and pledge to prioritize safety going forward. Once your product is released, your users may identify new issues that you missed, aim to receive that feedback graciously and course-correct quickly.

    Step 4: Design solutions

    You should now be aware of the ways your product can be used for harm as well as survivor and abuser archetypes describing opposing user objectives. The next step is to identify ways to design against the identified abuser’s goals and to support the survivor’s goals. This is a good addition to existing design processes where you’re making recommendations for solutions to the various issues your research has identified.

    Some questions to ask yourself to help prevent harm and support your archetypes include:

    • Can you design your product in such a way that the identified harm cannot happen in the first place? If not, what barriers can you place to stop the harm from occurring?
    • How can you make the victim aware that abuse is happening through your product?
    • How can you assist the victim in understanding what they need to do to stop the problem?
    • Can you identify any types of user activity that would indicate some form of harm or abuse? Could your product help the user access support?

    In some products, it’s possible to proactively detect harm that is occurring. For example, a pregnancy app might be modified to allow the user to report that they were the victim of an assault, which could trigger an offer to receive resources for local and national organizations. Although this kind of proactiveness is not always possible, it’s worthwhile to spend a half hour talking about how your product could help the user receive help in a safe manner if any kind of user activity would indicate some form of harm or abuse.

    That said, use caution: you don’t want to do anything that could put a user in harm’s way if their devices are being monitored. If you do offer some kind of proactive help, always make it voluntary, and think through other safety issues, such as the need to keep the user in-app in case an abuser is checking their search history. In the next chapter, we’ll walk through a good illustration of this.

    Step 5: Test for safety

    The final step is to evaluate the prototypes against the perspectives of your archetypes, who wants to harm the product or the victim of the harm who needs to regain control of the technology. Just like any other kind of product testing, at this point you’ll aim to rigorously test out your safety solutions so that you can identify gaps and correct them, validate that your designs will help keep your users safe, and feel more confident releasing your product into the world.

    Ideally, safety testing happens along with usability testing. If you work for a company that doesn’t conduct usability testing, you might be able to use safety testing to deftly perform both. A user who uses your design while trying to use it against someone else can also be encouraged to point out interactions or other aspects of the design that don’t make sense to them.

    You’ll want to conduct safety testing on either your final prototype or the actual product if it’s already been released. There is no harm in testing an existing product that wasn’t created with safety goals in mind right away; “etrofitting” it for safety is a wise thing to do.

    Remember that testing for safety involves testing from the perspective of both an abuser and a survivor, though it may not make sense for you to do both. Alternatively, if you made multiple survivor archetypes to capture multiple scenarios, you’ll want to test from the perspective of each one.

    You as the designer are probably too closely acquainted with the product and its design at this point, just like other usability testing techniques, and you know the product too well. Instead of doing it yourself, set up testing as you would with other usability testing: find someone who is not familiar with the product and its design, set the scene, give them a task, encourage them to think out loud, and observe how they attempt to complete it.

    Abuse testing

    The goal of this testing is to understand how easy it is for someone to weaponize your product for harm. Unlike with usability testing, you want to make it impossible, or at least difficult, for them to achieve their goal. Use your product to try to accomplish the objectives in the abuser archetype you created earlier.

    For example, for a fitness app with GPS-enabled location features, we can imagine that the abuser archetype would have the goal of figuring out where his ex-girlfriend now lives. You’d make every effort to track down another user’s location who has their privacy settings turned on with this in mind. You might try to see her running routes, view any available information on her profile, view anything available about her location ( which she has set to private ), and investigate the profiles of any other users somehow connected with her account, such as her followers.

    If by the end of this you’ve managed to uncover some of her location data, despite her having set her profile to private, you know now that your product enables stalking. Reverting to step 4 and figuring out how to stop this from occurring is your next step. You may need to repeat the process of designing solutions and testing them more than once.

    testing for a Survivor

    testing for a Survivor involves identifying how to give information and power to the survivor. It might not always make sense based on the product or context. Thwarting the attempt of an abuser archetype to stalk someone also satisfies the goal of the survivor archetype to not be stalked, so separate testing wouldn’t be needed from the survivor’s perspective.

    However, there are cases where it makes sense. For instance, a survivor archetype’s goal would be to discover who or what causes the temperature to change when they aren’t altering it themselves. You could test this by looking for the thermostat’s history log and checking for usernames, actions, and times, if you couldn’t find that information, you would have more work to do in step 4.

    Another goal might be regaining control of the thermostat once the survivor realizes the abuser is remotely changing its settings. Are there any instructions that explain how to remove a user and change the password, and are they simple to locate? For your test, this would involve trying to figure out how to do this. This might again reveal that more work is needed to make it clear to the user how they can regain control of the device or account.

    Stress testing

    To make your product more inclusive and compassionate, consider adding stress testing. This concept comes from Design for Real Life by Eric Meyer and Sara Wachter-Boettcher. The authors noted that personas typically focus on happy people, but happy people are frequently anxious, stressed, unhappy, or even tragic. These are called” stress cases”, and testing your products for users in stress-case situations can help you identify places where your design lacks compassion. More information about how to incorporate stress cases into your design can be found in Design for Real Life, as well as in many other effective methods for compassionate design.

  • A Content Model Is Not a Design System

    A Content Model Is Not a Design System

    Do you recall the days when having a fantastic site was sufficient? Nowadays, people are getting answers from Siri, Google seek fragments, and mobile applications, not only our websites. Organizations with forward-thinking goals have adopted an holistic content strategy that aims to reach people across a range of digital programs and platforms.

    How can a content management system ( CMS ) be set up to reach your current and future audience? I learned the hard way that creating a content model—a concept of information types, attributes, and relationships that let people and systems understand content—with my more comfortable design-system wondering would collapse my patient’s holistic information strategy. By developing content versions that are semantic and even join related content, you can avoid that result.

    A Fortune 500 company recently tapped me to guide the CMS application. The customer was excited by the benefits of an holistic information plan, including material modify, multichannel marketing, and robot delivery—designing content to be comprehensible to bots, Google knowledge panels, snippets, and voice user interfaces.

    For our information to be understood by many systems, the unit needed conceptual types, which are names given based on their meaning rather than their presentation. This is crucial for an multichannel content strategy. Our objective was to allow writers to write articles and use it where necessary. But as the job proceeded, I realized that supporting material utilize at the range that my client needed required the whole group to identify a new pattern.

    Despite our best efforts, we remained influenced by what we were more familiar with: design systems. An omnichannel content strategy cannot rely on WYSIWYG design and layout tools, unlike web-focused content strategies. Our tendency to approach the content model with our familiar design-system thinking constantly led us to veer away from one of the primary purposes of a content model: delivering content to audiences on multiple marketing channels.

    Two fundamental tenets are necessary for a successful content model

    We needed to explain to our designers, developers, and stakeholders that we were undertaking a very different task from their earlier web projects, where it was common for everyone to view content as visual building blocks that fit into layouts. The previous approach was not only more familiar but also more intuitive—at least at first—because it made the designs feel more tangible. We discovered two guiding principles that helped the team understand how a content model and the design processes we were familiar with were:

    1. Instead of layout, content models must define semantics.
    2. And content models should connect content that belongs together.

    Semantic content models

    Type and attribute names for semantic content models are used to reflect the content’s intended purpose and not its intended display. For example, in a nonsemantic model, teams might create types like teasers, media blocks, and cards. Although these types might make it simple to present content, they don’t aid in understanding the meaning of the content, which would have opened the door to the content presented in each marketing channel. In contrast, a semantic content model employs type names like product, service, and testimonial to allow for each delivery channel to interpret the content and use it as necessary.

    When you’re creating a semantic content model, a great place to start is to look over the types and properties defined by Schema. a community-driven resource for type definitions that are understandable on platforms like Google search.

    A semantic content model has a number of advantages:

      Even if your team doesn’t care about omnichannel content, a semantic content model decouples content from its presentation so that teams can evolve the website’s design without needing to refactor its content. In this way, content can withstand irrational website redesigns.
    • A semantic content model also gives you an advantage in the market. By adding structured data based on Schema. Using its types and properties, a website can provide hints to help Google understand the content, display it in search snippets or knowledge panels, and use it to respond to voice-interface user questions. Without ever visiting your website, potential visitors could easily find your content.
    • Beyond those practical benefits, you’ll also need a semantic content model if you want to deliver omnichannel content. Delivery channels must be able to understand the same content in order to use it across multiple marketing channels. For instance, if your content model provided a list of questions and answers, it could be easily displayed on a frequently asked questions ( FAQ ) page as well as be used by a bot to answer frequently asked questions.

    For example, using a semantic content model for articles, events, people, and locations lets A List Apart provide cleanly structured data for search engines so that users can read the content on the website, in Google knowledge panels, and even with hypothetical voice interfaces in the future.

    connective content models

    Instead of slicing up related content across disparate content components, I’ve come to the realization that the best models are those that are semantic and also connect related content components ( such as a FAQ item’s question and answer pair ). A good content model connects content that should remain together so that multiple delivery channels can use it without needing to first put those pieces back together.

    Write an essay or article about it. The unity of an article’s parts determines its meaning and usefulness. Would one of the headings or paragraphs be meaningful on their own without the context of the full article? Our well-known design-system thinking on our project frequently led us to want to develop content models that would divide content into distinct chunks to fit the web-centric layout. This had a similar effect to an article that had its headline removed. Because we were slicing content into standalone pieces based on layout, content that belonged together became difficult to manage and nearly impossible for multiple delivery channels to understand.

    Let’s examine how connecting related content can be used in a practical setting to illustrate. A complex layout for a software product page that included multiple tabs and sections was presented by the client’s design team. Our instincts were to follow suit with the content model. Shouldn’t we make adding multiple tabs in the future as simple and flexible as possible?

    We felt like we needed a “tab section” content type because our design-system instincts allowed for the addition of multiple tab sections to a page because they were so well-versed. Each tab section would display various types of content. The software’s overview or specifications might be available in one tab. A list of resources might be provided by another tab.

    Our inclination to break down the content model into “tab section” pieces would have led to an unnecessarily complex model and a cumbersome editing experience, and it would have also created content that couldn’t have been understood by additional delivery channels. How would another system have resorted to counting tab sections and content blocks, for instance, if it had been able to identify a product’s “tab section” when referring to its specifications or resource list? This would have prevented the tabs from ever being rearranged, and logic would have had to be added to each other delivery channel to interpret the layout of the design system. Furthermore, if the customer were to have no longer wanted to display this content in a tab layout, it would have been tedious to migrate to a new content model to reflect the new page redesign.

    Our customer had a breakthrough when we realized that each tab’s specific information, such as the software product’s overview, specifications, related resources, and pricing, was intended to reveal a specific purpose. Once implementation began, our inclination to focus on what’s visual and familiar had obscured the intent of the designs. It wasn’t long after a little digging that it became clear that the idea of tabs wasn’t applicable to the content model. What was important was the meaning of the content they were planning to display in the tabs.

    In fact, the customer could have decided to display this content in a different way—without tabs—somewhere else. In response to this realization, we created content types for the software product based on the meaningful attributes the client wanted to display on the web. There were rich attributes like screenshots, software requirements, and feature lists as well as obvious semantic attributes like name and description. The software’s product information stayed together because it wasn’t sliced across separate components like “tab sections” that were derived from the content’s presentation. This content could be understood and presented by any delivery channel, including those that come up in the future.

    Conclusion

    In this omnichannel marketing project, we discovered that the best way to keep our content model on track was to ensure that it was semantic ( with type and attribute names that reflected the meaning of the content ) and that it kept content together that belonged together ( instead of fragmenting it ). These two ideas made it easier for us to decide what to do with the content model based on the design. Remember: If you’re developing a content model to support an omnichannel content strategy, or even if you just want to make sure Google and other interfaces understand your content, remember:

    • A design system isn’t a content model. You should maintain the semantic value and contextual structure of the content strategy throughout the entire implementation process because team members might be drawn to conflate them and force your content model to resemble your design system. Without the use of a magic decoder ring, every delivery channel can now consume the content.
    • If your team is struggling to make this transition, you can still reap some of the benefits by using Schema. Your website uses structured data from org. The benefit of search engine optimization is a compelling argument on its own, even if additional delivery channels aren’t on the horizon at this time.
    • Additionally, remind the team that decoupling the content model from the design will let them update the designs more easily because they won’t be held back by the cost of content migrations. They will be prepared for the upcoming big thing, and they will be able to create new designs without compromising compatibility between the design and the content.

    By firmly defending these ideas, you’ll help your team treat content the way it deserves as the most important component of your user experience and the best way to engage with your audience.

  • How to Sell UX Research with Two Simple Questions

    How to Sell UX Research with Two Simple Questions

    Do you find yourself designing screens with only a vague idea of how the things on the screen relate to the things elsewhere in the system? Do you leave stakeholder meetings with unclear directives that often seem to contradict previous conversations? You know a better understanding of user needs would help the team get clear on what you are actually trying to accomplish, but time and budget for research is tight. When it comes to asking for more direct contact with your users, you might feel like poor Oliver Twist, timidly asking, “Please, sir, I want some more.” 

    Here’s the trick. You need to get stakeholders themselves to identify high-risk assumptions and hidden complexity, so that they become just as motivated as you to get answers from users. Basically, you need to make them think it’s their idea. 

    In this article, I’ll show you how to collaboratively expose misalignment and gaps in the team’s shared understanding by bringing the team together around two simple questions:

    1. What are the objects?
    2. What are the relationships between those objects?

    A gauntlet between research and screen design

    These two questions align to the first two steps of the ORCA process, which might become your new best friend when it comes to reducing guesswork. Wait, what’s ORCA?! Glad you asked.

    ORCA stands for Objects, Relationships, CTAs, and Attributes, and it outlines a process for creating solid object-oriented user experiences. Object-oriented UX is my design philosophy. ORCA is an iterative methodology for synthesizing user research into an elegant structural foundation to support screen and interaction design. OOUX and ORCA have made my work as a UX designer more collaborative, effective, efficient, fun, strategic, and meaningful.

    The ORCA process has four iterative rounds and a whopping fifteen steps. In each round we get more clarity on our Os, Rs, Cs, and As.

    I sometimes say that ORCA is a “garbage in, garbage out” process. To ensure that the testable prototype produced in the final round actually tests well, the process needs to be fed by good research. But if you don’t have a ton of research, the beginning of the ORCA process serves another purpose: it helps you sell the need for research.

    In other words, the ORCA process serves as a gauntlet between research and design. With good research, you can gracefully ride the killer whale from research into design. But without good research, the process effectively spits you back into research and with a cache of specific open questions.

    Getting in the same curiosity-boat

    What gets us into trouble is not what we don’t know. It’s what we know for sure that just ain’t so.

    Mark Twain

    The first two steps of the ORCA process—Object Discovery and Relationship Discovery—shine a spotlight on the dark, dusty corners of your team’s misalignments and any inherent complexity that’s been swept under the rug. It begins to expose what this classic comic so beautifully illustrates:

    This is one reason why so many UX designers are frustrated in their job and why many projects fail. And this is also why we often can’t sell research: every decision-maker is confident in their own mental picture. 

    Once we expose hidden fuzzy patches in each picture and the differences between them all, the case for user research makes itself.

    But how we do this is important. However much we might want to, we can’t just tell everyone, “YOU ARE WRONG!” Instead, we need to facilitate and guide our team members to self-identify holes in their picture. When stakeholders take ownership of assumptions and gaps in understanding, BAM! Suddenly, UX research is not such a hard sell, and everyone is aboard the same curiosity-boat.

    Say your users are doctors. And you have no idea how doctors use the system you are tasked with redesigning.

    You might try to sell research by honestly saying: “We need to understand doctors better! What are their pain points? How do they use the current app?” But here’s the problem with that. Those questions are vague, and the answers to them don’t feel acutely actionable.

    Instead, you want your stakeholders themselves to ask super-specific questions. This is more like the kind of conversation you need to facilitate. Let’s listen in:

    “Wait a sec, how often do doctors share patients? Does a patient in this system have primary and secondary doctors?”

    “Can a patient even have more than one primary doctor?”

    “Is it a ‘primary doctor’ or just a ‘primary caregiver’… Can’t that role be a nurse practitioner?”

    “No, caregivers are something else… That’s the patient’s family contacts, right?”

    “So are caregivers in scope for this redesign?”

    “Yeah, because if a caregiver is present at an appointment, the doctor needs to note that. Like, tag the caregiver on the note… Or on the appointment?”

    Now we are getting somewhere. Do you see how powerful it can be getting stakeholders to debate these questions themselves? The diabolical goal here is to shake their confidence—gently and diplomatically.

    When these kinds of questions bubble up collaboratively and come directly from the mouths of your stakeholders and decision-makers, suddenly, designing screens without knowing the answers to these questions seems incredibly risky, even silly.

    If we create software without understanding the real-world information environment of our users, we will likely create software that does not align to the real-world information environment of our users. And this will, hands down, result in a more confusing, more complex, and less intuitive software product.

    The two questions

    But how do we get to these kinds of meaty questions diplomatically, efficiently, collaboratively, and reliably

    We can do this by starting with those two big questions that align to the first two steps of the ORCA process:

    1. What are the objects?
    2. What are the relationships between those objects?

    In practice, getting to these answers is easier said than done. I’m going to show you how these two simple questions can provide the outline for an Object Definition Workshop. During this workshop, these “seed” questions will blossom into dozens of specific questions and shine a spotlight on the need for more user research.

    Prep work: Noun foraging

    In the next section, I’ll show you how to run an Object Definition Workshop with your stakeholders (and entire cross-functional team, hopefully). But first, you need to do some prep work.

    Basically, look for nouns that are particular to the business or industry of your project, and do it across at least a few sources. I call this noun foraging.

    Here are just a few great noun foraging sources:

    • the product’s marketing site
    • the product’s competitors’ marketing sites (competitive analysis, anyone?)
    • the existing product (look at labels!)
    • user interview transcripts
    • notes from stakeholder interviews or vision docs from stakeholders

    Put your detective hat on, my dear Watson. Get resourceful and leverage what you have. If all you have is a marketing website, some screenshots of the existing legacy system, and access to customer service chat logs, then use those.

    As you peruse these sources, watch for the nouns that are used over and over again, and start listing them (preferably on blue sticky notes if you’ll be creating an object map later!).

    You’ll want to focus on nouns that might represent objects in your system. If you are having trouble determining if a noun might be object-worthy, remember the acronym SIP and test for:

    1. Structure
    2. Instances
    3. Purpose

    Think of a library app, for example. Is “book” an object?

    Structure: can you think of a few attributes for this potential object? Title, author, publish date… Yep, it has structure. Check!

    Instance: what are some examples of this potential “book” object? Can you name a few? The Alchemist, Ready Player One, Everybody Poops… OK, check!

    Purpose: why is this object important to the users and business? Well, “book” is what our library client is providing to people and books are why people come to the library… Check, check, check!

    As you are noun foraging, focus on capturing the nouns that have SIP. Avoid capturing components like dropdowns, checkboxes, and calendar pickers—your UX system is not your design system! Components are just the packaging for objects—they are a means to an end. No one is coming to your digital place to play with your dropdown! They are coming for the VALUABLE THINGS and what they can do with them. Those things, or objects, are what we are trying to identify.

    Let’s say we work for a startup disrupting the email experience. This is how I’d start my noun foraging.

    First I’d look at my own email client, which happens to be Gmail. I’d then look at Outlook and the new HEY email. I’d look at Yahoo, Hotmail…I’d even look at Slack and Basecamp and other so-called “email replacers.” I’d read some articles, reviews, and forum threads where people are complaining about email. While doing all this, I would look for and write down the nouns.

    (Before moving on, feel free to go noun foraging for this hypothetical product, too, and then scroll down to see how much our lists match up. Just don’t get lost in your own emails! Come back to me!)

    Drumroll, please…

    Here are a few nouns I came up with during my noun foraging:

    • email message
    • thread
    • contact
    • client
    • rule/automation
    • email address that is not a contact?
    • contact groups
    • attachment
    • Google doc file / other integrated file
    • newsletter? (HEY treats this differently)
    • saved responses and templates

    Scan your list of nouns and pick out words that you are completely clueless about. In our email example, it might be client or automation. Do as much homework as you can before your session with stakeholders: google what’s googleable. But other terms might be so specific to the product or domain that you need to have a conversation about them.

    Aside: here are some real nouns foraged during my own past project work that I needed my stakeholders to help me understand:

    • Record Locator
    • Incentive Home
    • Augmented Line Item
    • Curriculum-Based Measurement Probe

    This is really all you need to prepare for the workshop session: a list of nouns that represent potential objects and a short list of nouns that need to be defined further.

    Facilitate an Object Definition Workshop

    You could actually start your workshop with noun foraging—this activity can be done collaboratively. If you have five people in the room, pick five sources, assign one to every person, and give everyone ten minutes to find the objects within their source. When the time’s up, come together and find the overlap. Affinity mapping is your friend here!

    If your team is short on time and might be reluctant to do this kind of grunt work (which is usually the case) do your own noun foraging beforehand, but be prepared to show your work. I love presenting screenshots of documents and screens with all the nouns already highlighted. Bring the artifacts of your process, and start the workshop with a five-minute overview of your noun foraging journey.

    HOT TIP: before jumping into the workshop, frame the conversation as a requirements-gathering session to help you better understand the scope and details of the system. You don’t need to let them know that you’re looking for gaps in the team’s understanding so that you can prove the need for more user research—that will be our little secret. Instead, go into the session optimistically, as if your knowledgeable stakeholders and PMs and biz folks already have all the answers. 

    Then, let the question whack-a-mole commence.

    1. What is this thing?

    Want to have some real fun? At the beginning of your session, ask stakeholders to privately write definitions for the handful of obscure nouns you might be uncertain about. Then, have everyone show their cards at the same time and see if you get different definitions (you will). This is gold for exposing misalignment and starting great conversations.

    As your discussion unfolds, capture any agreed-upon definitions. And when uncertainty emerges, quietly (but visibly) start an “open questions” parking lot. 😉

    After definitions solidify, here’s a great follow-up:

    2. Do our users know what these things are? What do users call this thing?

    Stakeholder 1: They probably call email clients “apps.” But I’m not sure.

    Stakeholder 2: Automations are often called “workflows,” I think. Or, maybe users think workflows are something different.

    If a more user-friendly term emerges, ask the group if they can agree to use only that term moving forward. This way, the team can better align to the users’ language and mindset.

    OK, moving on. 

    If you have two or more objects that seem to overlap in purpose, ask one of these questions:

    3. Are these the same thing? Or are these different? If they are not the same, how are they different?

    You: Is a saved response the same as a template?

    Stakeholder 1: Yes! Definitely.

    Stakeholder 2: I don’t think so… A saved response is text with links and variables, but a template is more about the look and feel, like default fonts, colors, and placeholder images. 

    Continue to build out your growing glossary of objects. And continue to capture areas of uncertainty in your “open questions” parking lot.

    If you successfully determine that two similar things are, in fact, different, here’s your next follow-up question:

    4. What’s the relationship between these objects?

    You: Are saved responses and templates related in any way?

    Stakeholder 3:  Yeah, a template can be applied to a saved response.

    You, always with the follow-ups: When is the template applied to a saved response? Does that happen when the user is constructing the saved response? Or when they apply the saved response to an email? How does that actually work?

    Listen. Capture uncertainty. Once the list of “open questions” grows to a critical mass, pause to start assigning questions to groups or individuals. Some questions might be for the dev team (hopefully at least one developer is in the room with you). One question might be specifically for someone who couldn’t make it to the workshop. And many questions will need to be labeled “user.” 

    Do you see how we are building up to our UXR sales pitch?

    5. Is this object in scope?

    Your next question narrows the team’s focus toward what’s most important to your users. You can simply ask, “Are saved responses in scope for our first release?,” but I’ve got a better, more devious strategy.

    By now, you should have a list of clearly defined objects. Ask participants to sort these objects from most to least important, either in small breakout groups or individually. Then, like you did with the definitions, have everyone reveal their sort order at once. Surprisingly—or not so surprisingly—it’s not unusual for the VP to rank something like “saved responses” as #2 while everyone else puts it at the bottom of the list. Try not to look too smug as you inevitably expose more misalignment.

    I did this for a startup a few years ago. We posted the three groups’ wildly different sort orders on the whiteboard.

    The CEO stood back, looked at it, and said, “This is why we haven’t been able to move forward in two years.”

    Admittedly, it’s tragic to hear that, but as a professional, it feels pretty awesome to be the one who facilitated a watershed realization.

    Once you have a good idea of in-scope, clearly defined things, this is when you move on to doing more relationship mapping.

    6. Create a visual representation of the objects’ relationships

    We’ve already done a bit of this while trying to determine if two things are different, but this time, ask the team about every potential relationship. For each object, ask how it relates to all the other objects. In what ways are the objects connected? To visualize all the connections, pull out your trusty boxes-and-arrows technique. Here, we are connecting our objects with verbs. I like to keep my verbs to simple “has a” and “has many” statements.

    This system modeling activity brings up all sorts of new questions:

    • Can a saved response have attachments?
    • Can a saved response use a template? If so, if an email uses a saved response with a template, can the user override that template?
    • Do users want to see all the emails they sent that included a particular attachment? For example, “show me all the emails I sent with ProfessionalImage.jpg attached. I’ve changed my professional photo and I want to alert everyone to update it.” 

    Solid answers might emerge directly from the workshop participants. Great! Capture that new shared understanding. But when uncertainty surfaces, continue to add questions to your growing parking lot.

    Light the fuse

    You’ve positioned the explosives all along the floodgates. Now you simply have to light the fuse and BOOM. Watch the buy-in for user research flooooow.

    Before your workshop wraps up, have the group reflect on the list of open questions. Make plans for getting answers internally, then focus on the questions that need to be brought before users.

    Here’s your final step. Take those questions you’ve compiled for user research and discuss the level of risk associated with NOT answering them. Ask, “if we design without an answer to this question, if we make up our own answer and we are wrong, how bad might that turn out?” 

    With this methodology, we are cornering our decision-makers into advocating for user research as they themselves label questions as high-risk. Sorry, not sorry. 

    Now is your moment of truth. With everyone in the room, ask for a reasonable budget of time and money to conduct 6–8 user interviews focused specifically on these questions. 

    HOT TIP: if you are new to UX research, please note that you’ll likely need to rephrase the questions that came up during the workshop before you present them to users. Make sure your questions are open-ended and don’t lead the user into any default answers.

    Final words: Hold the screen design!

    Seriously, if at all possible, do not ever design screens again without first answering these fundamental questions: what are the objects and how do they relate?

    I promise you this: if you can secure a shared understanding between the business, design, and development teams before you start designing screens, you will have less heartache and save more time and money, and (it almost feels like a bonus at this point!) users will be more receptive to what you put out into the world. 

    I sincerely hope this helps you win time and budget to go talk to your users and gain clarity on what you are designing before you start building screens. If you find success using noun foraging and the Object Definition Workshop, there’s more where that came from in the rest of the ORCA process, which will help prevent even more late-in-the-game scope tugs-of-war and strategy pivots. 

    All the best of luck! Now go sell research!

  • Breaking Out of the Box

    Breaking Out of the Box

    CSS is all about styling containers. In fact, the whole website is made of containers, from the website viewport to components on a webpage. However, every now and then a new function appears that prompts us to reevaluate our design philosophy.

    Square features, for instance, make it fun to play with round picture areas. Mobile display holes and electronic keyboards offer issues to best manage content that stays clear of them. Additionally, double screen or portable devices force us to reevaluate how to best make the most of the available space in a variety of different device positions.

    The design of products has become more challenging and interesting as a result of new changes to the online platform. They’re wonderful opportunities for us to break out of our rectangular boxes.

    I’d like to talk about a new feature similar to the above: the Window Controls Overlay for Progressive Web Apps ( PWAs ).

    Democratic Web Apps are bridging the gap between websites and apps. They combine the best of both worlds. On the one hand, they are flexible, linkable, and stable, just like websites. On the other hand, they provide more effective features, work online, and read documents just like local apps.

    As a style area, PWAs are really exciting because they challenge us to think about what mixing online and device-native user interface can get. We have more than 40 years of experience telling us what software may look like, especially on desktop computers, and it can be challenging to get out of this psychological design.

    At the end of the day though, PWAs on desktops are constrained to the glass they appear in: a square with a name bar at the top.

    What a standard desktops PWA app looks like:

    Sure, as the author of a PWA, you get to choose the color of the title bar (using the Web Application Manifest theme_color house ), but that’s about it.

    What if we could assume differently and regain the full glass of the app? Doing so would give us a chance to create our programs more wonderful and feel more included in the operating system.

    The Window Controls Overlay offers precisely this. This innovative PWA operation makes it possible to take advantage of the full floor area of the app, including where the name bar usually appears.

    About the subject bar and glass controls

    Let’s get started with an explanation of what the window and name controls are.

    The title bar is the place displayed at the top of an game glass, which frequently contains the phone’s name. The buttons or buttons that are displayed at the top of an app’s window allow you to reduce, increase, or close it.

    Window Controls Overlay removes the actual requirement of the name bar and windows controls areas. The title bar and glass control buttons can be overlayed on top of the user’s internet material, allowing it to free up the entire height of the game window.

    If you are reading this article on a desktop computer, get a quick glance at another software. Odds are they’re currently doing something similar to this. In fact, the internet browser you are using uses the major area to show tabs.

    Spotify displays album artwork to the top of the application window all the way up.

    Microsoft Word uses the available title bar space to display the auto-save and search functionalities, and more.

    The whole point of this feature is to allow you to make use of this space with your own content while providing a way to account for the window control buttons. And it makes it possible to offer this modified experience on a variety of platforms without having a negative impact on the experience on browsers or other devices that don’t support Window Controls Overlay. After all, PWAs are all about progressive enhancement, so this feature is a chance to enhance your app to use this extra space when it’s available.

    Let’s use the feature.

    For the rest of this article, we’ll be working on a demo app to learn more about using the feature.

    The demo app is called 1DIV. Users can create designs using CSS and a single HTML element in a simple CSS playground.

    The app has two pages. The first lists your existing CSS designs:

    The second page enables you to create and edit CSS designs:

    We can install the app as a PWA on desktop because I added a straightforward web manifest and service worker. Here is what it looks like on macOS:

    And on Windows:

    Our app is looking good, but the white title bar in the first page is wasted space. It would be really nice if the design area reached the top of the app window on the second page.

    Let’s use the Window Controls Overlay feature to improve this.

    enabling overlay for window control

    The feature is still experimental at the moment. To try it, you need to enable it in one of the supported browsers.

    It has currently been implemented in Chromium as a result of a collaboration between Microsoft and Google. We can therefore use it in Chrome or Edge by going to the internal about: //flags page, and enabling the Desktop PWA Window Controls Overlay flag.

    Using the overlay of Window Controls

    To use the feature, we need to add the following display_override member to our web app’s manifest file:

    { "name": "1DIV", "description": "1DIV is a mini CSS playground", "lang": "en-US", "start_url": "/", "theme_color": "#ffffff", "background_color": "#ffffff", "display_override": [ "window-controls-overlay" ], "icons": [ ... ]}

    On the surface, the feature is really simple to use. The only thing required is for this manifest change to transform the window controls into an overlay and make the title bar disappear.

    However, to provide a great experience for all users regardless of what device or browser they use, and to make the most of the title bar area in our design, we’ll need a bit of CSS and JavaScript code.

    What the current state of the app is:

    Our logo, search field, and NEW button are now partially obscured by the window controls because our layout now begins at the top of the window, which is what we wanted.

    It’s similar on Windows, with the difference that the close, maximize, and minimize buttons appear on the right side, grouped together with the PWA control buttons:

    Screenshot of the Windows operating system’s Window Controls Overlay-enabled 1DIV app thumbnail display. The separate top bar area is gone, but the window controls are now blocking some of the app’s content.

    Using CSS to keep clear of the window controls

    New CSS environment variables have also been added to the feature:

    • titlebar-area-x
    • titlebar-area-y
    • titlebar-area-width
    • titlebar-area-height

    You use these variables with the CSS env ( ) function to position your content where the title bar would have been while ensuring it won’t overlap with the window controls. We’ll position our header, which includes the logo, search bar, and NEW button, using two of the variables in our case.

    header { position: absolute; left: env(titlebar-area-x, 0); width: env(titlebar-area-width, 100%); height: var(--toolbar-height);}

    The titlebar-area-x variable gives us the distance from the left of the viewport to where the title bar would appear, and titlebar-area-width is its width. (Remember, this is not equivalent to the width of the entire viewport, just the title bar portion, which as noted earlier, doesn’t include the window controls.)

    By doing this, we make sure our content remains fully visible. We’re also defining fallback values (the second parameter in the env() function) for when the variables are not defined (such as on non-supporting browsers, or when the Windows Control Overlay feature is disabled).

    Now our header adapts to its surroundings, and it doesn’t feel like the window control buttons have been added as an afterthought. The app appears much more like a native app.

    Changing the window controls background color so it blends in

    Now let’s take a closer look at our second page: the CSS playground editor.

    Not very good. Our CSS demo area does go all the way to the top, which is what we wanted, but the way the window controls appear as white rectangles on top of it is quite jarring.

    We can fix this by changing the app’s theme color. There are a few ways to define it:

      PWAs can define a theme color in the web app manifest file using the theme_color manifest member. The OS then uses this color in a variety of ways. On desktop platforms, it is used to provide a background color to the title bar and window controls.
    • Websites can use the theme-color meta tag as well. It’s used by browsers to customize the color of the UI around the web page. For PWAs, this color can override the manifest theme_color.

    In our case, we can set the manifest theme_color to white to provide the right default color for our app. The OS will read this color value when the app is installed and use it to make the window controls background color white. This color works great for our main page with the list of demos.

    The theme-color meta tag can be changed at runtime, using JavaScript. So we can do that to override the white with the right demo background color when one is opened.

    What will we do with this function:

    function themeWindow(bgColor) { document.querySelector("meta[name=theme-color]").setAttribute('content', bgColor);}

    With this in place, we can imagine how using color and CSS transitions can produce a smooth change from the list page to the demo page, and enable the window control buttons to blend in with the rest of the app’s interface.

    Dragging the window

    Now, getting rid of the title bar entirely does have an important accessibility consequence: it’s much more difficult to move the application window around.

    Users can drag and click their way to a sizable area in the title bar, but when using the Window Controls Overlay feature, they are limited to where the control buttons are, and must carefully place their fingers in between these buttons to move the window.

    Fortunately, this can be fixed using CSS with the app-region property. This property is, for now, only supported in Chromium-based browsers and needs the -webkit- vendor prefix. 

    We can use the following to animate any aspect of the app so that the window can drag it toward any point:

    -webkit-app-region: drag;

    It is also possible to explicitly make an element non-draggable:

    -webkit-app-region: no-drag; 

    These choices might be beneficial to us. We can make the entire header a dragging target, but make the search field and NEW button within it non-draggable so they can still be used as normal.

    However, because the editor page doesn’t display the header, users wouldn’t be able to drag the window while editing code. Let’s take a different approach, then. We’ll create another element before our header, also absolutely positioned, and dedicated to dragging the window.

    ...
    .drag { position: absolute; top: 0; width: 100%; height: env(titlebar-area-height, 0); -webkit-app-region: drag;}

    With the above code, we’re making the draggable area span the entire viewport width, and using the titlebar-area-height variable to make it as tall as what the title bar would have been. This way, our draggable area is aligned with the window control buttons as shown below.

    And, now, to make sure our search field and button remain usable:

    header .search,header .new { -webkit-app-region: no-drag;}

    Users can now click and drag the title bar back into the above code. It is an area that users expect to be able to use to move windows on desktop, and we’re not breaking this expectation, which is good.

    Adapting to window resize

    It may be useful for an app to know both whether the window controls overlay is visible and when its size changes. In our situation, there wouldn’t be enough room for the search field, logo, and button to fit because the user made the window very narrow. We would want to push them a little lower.

    The Window Controls Overlay feature comes with a JavaScript API we can use to do this: navigator.windowControlsOverlay.

    The API offers three intriguing features:

    • navigator.windowControlsOverlay.visiblelets us know whether the overlay is visible.
    • navigator.windowControlsOverlay.getBoundingClientRect()lets us know the position and size of the title bar area.
    • navigator.windowControlsOverlay.ongeometrychangelets us know when something changes in size or visibility.

    Let’s use this to be aware of the size of the title bar area and move the header down if it’s too narrow.

    if (navigator.windowControlsOverlay) { navigator.windowControlsOverlay.addEventListener('geometrychange', () => { const { width } = navigator.windowControlsOverlay.getBoundingClientRect(); document.body.classList.toggle('narrow', width < 250); });}

    In the example above, we set the narrow class on the body of the app if the title bar area is narrower than 250px. We could do something similar with a media query, but using the windowControlsOverlay API has two advantages for our use case:

    • It’s only fired when the feature is supported and used, we don’t want to adapt the design otherwise.
    • We can see the title bar area on different operating systems, which is great because Mac and Windows have different title bar sizes. Using a media query wouldn’t make it possible for us to know exactly how much space remains.
    .narrow header { top: env(titlebar-area-height, 0); left: 0; width: 100%;}

    When the window is too small, we can use the above CSS code to move our header down and move the thumbnails down in accordance with this.

    Thirty pixels of exciting design opportunities


    We were able to convert our simple demo app to something that felt much more connected to desktop devices by using the Window Controls Overlay feature. Something that reaches out of the usual window constraints and provides a custom experience for its users.

    In reality, this feature only gives us about 30 more pixels of room, and it presents challenges for using the window controls. And yet, this extra room and those challenges can be turned into exciting design opportunities.

    More devices of all shapes and forms get invented all the time, and the web keeps on evolving to adapt to them. To make it easier for us, web authors, to integrate more and more deeply with those devices, new features are added to the web platform. From watches or foldable devices to desktop computers, we need to evolve our design approach for the web. We can now think outside the rectangular box when building for the web.

    So let’s embrace this. Let’s use the standard technologies already at our disposal, and experiment with new ideas to provide tailored experiences for all devices, all from a single codebase!


    You can report bugs to the spec’s repository if you have the chance to try the Window Controls Overlay feature and have feedback on it. It’s still early in the development of this feature, and you can help make it even better. You can also look at this demo app and the source code, the feature’s existing documentation, or the feature’s existing documentation.

  • Designers, (Re)define Success First

    Designers, (Re)define Success First

    About two and a half years ago, I introduced the idea of daily ethical design. It was born out of my frustration with the many obstacles to achieving design that’s usable and equitable; protects people’s privacy, agency, and focus; benefits society; and restores nature. I argued that we need to overcome the inconveniences that prevent us from acting ethically and that we need to elevate design ethics to a more practical level by structurally integrating it into our daily work, processes, and tools.

    Unfortunately, we’re still very far from this ideal. 

    At the time, I didn’t know yet how to structurally integrate ethics. Yes, I had found some tools that had worked for me in previous projects, such as using checklists, assumption tracking, and “dark reality” sessions, but I didn’t manage to apply those in every project. I was still struggling for time and support, and at best I had only partially achieved a higher (moral) quality of design—which is far from my definition of structurally integrated.

    I decided to dig deeper for the root causes in business that prevent us from practicing daily ethical design. Now, after much research and experimentation, I believe that I’ve found the key that will let us structurally integrate ethics. And it’s surprisingly simple! But first we need to zoom out to get a better understanding of what we’re up against.

    Influence the system

    Sadly, we’re trapped in a capitalistic system that reinforces consumerism and inequality, and it’s obsessed with the fantasy of endless growth. Sea levels, temperatures, and our demand for energy continue to rise unchallenged, while the gap between rich and poor continues to widen. Shareholders expect ever-higher returns on their investments, and companies feel forced to set short-term objectives that reflect this. Over the last decades, those objectives have twisted our well-intended human-centered mindset into a powerful machine that promotes ever-higher levels of consumption. When we’re working for an organization that pursues “double-digit growth” or “aggressive sales targets” (which is 99 percent of us), that’s very hard to resist while remaining human friendly. Even with our best intentions, and even though we like to say that we create solutions for people, we’re a part of the problem.

    What can we do to change this?

    We can start by acting on the right level of the system. Donella H. Meadows, a system thinker, once listed ways to influence a system in order of effectiveness. When you apply these to design, you get:

    • At the lowest level of effectiveness, you can affect numbers such as usability scores or the number of design critiques. But none of that will change the direction of a company.
    • Similarly, affecting buffers (such as team budgets), stocks (such as the number of designers), flows (such as the number of new hires), and delays (such as the time that it takes to hear about the effect of design) won’t significantly affect a company.
    • Focusing instead on feedback loops such as management control, employee recognition, or design-system investments can help a company become better at achieving its objectives. But that doesn’t change the objectives themselves, which means that the organization will still work against your ethical-design ideals.
    • The next level, information flows, is what most ethical-design initiatives focus on now: the exchange of ethical methods, toolkits, articles, conferences, workshops, and so on. This is also where ethical design has remained mostly theoretical. We’ve been focusing on the wrong level of the system all this time.
    • Take rules, for example—they beat knowledge every time. There can be widely accepted rules, such as how finance works, or a scrum team’s definition of done. But ethical design can also be smothered by unofficial rules meant to maintain profits, often revealed through comments such as “the client didn’t ask for it” or “don’t make it too big.”
    • Changing the rules without holding official power is very hard. That’s why the next level is so influential: self-organization. Experimentation, bottom-up initiatives, passion projects, self-steering teams—all of these are examples of self-organization that improve the resilience and creativity of a company. It’s exactly this diversity of viewpoints that’s needed to structurally tackle big systemic issues like consumerism, wealth inequality, and climate change.
    • Yet even stronger than self-organization are objectives and metrics. Our companies want to make more money, which means that everything and everyone in the company does their best to… make the company more money. And once I realized that profit is nothing more than a measurement, I understood how crucial a very specific, defined metric can be toward pushing a company in a certain direction.

    The takeaway? If we truly want to incorporate ethics into our daily design practice, we must first change the measurable objectives of the company we work for, from the bottom up.

    Redefine success

    Traditionally, we consider a product or service successful if it’s desirable to humans, technologically feasible, and financially viable. You tend to see these represented as equals; if you type the three words in a search engine, you’ll find diagrams of three equally sized, evenly arranged circles.

    But in our hearts, we all know that the three dimensions aren’t equally weighted: it’s viability that ultimately controls whether a product will go live. So a more realistic representation might look like this:

    Desirability and feasibility are the means; viability is the goal. Companies—outside of nonprofits and charities—exist to make money.

    A genuinely purpose-driven company would try to reverse this dynamic: it would recognize finance for what it was intended for: a means. So both feasibility and viability are means to achieve what the company set out to achieve. It makes intuitive sense: to achieve most anything, you need resources, people, and money. (Fun fact: the Italian language knows no difference between feasibility and viability; both are simply fattibilità.)

    But simply swapping viable for desirable isn’t enough to achieve an ethical outcome. Desirability is still linked to consumerism because the associated activities aim to identify what people want—whether it’s good for them or not. Desirability objectives, such as user satisfaction or conversion, don’t consider whether a product is healthy for people. They don’t prevent us from creating products that distract or manipulate people or stop us from contributing to society’s wealth inequality. They’re unsuitable for establishing a healthy balance with nature.

    There’s a fourth dimension of success that’s missing: our designs also need to be ethical in the effect that they have on the world.

    This is hardly a new idea. Many similar models exist, some calling the fourth dimension accountability, integrity, or responsibility. What I’ve never seen before, however, is the necessary step that comes after: to influence the system as designers and to make ethical design more practical, we must create objectives for ethical design that are achievable and inspirational. There’s no one way to do this because it highly depends on your culture, values, and industry. But I’ll give you the version that I developed with a group of colleagues at a design agency. Consider it a template to get started.

    Pursue well-being, equity, and sustainability

    We created objectives that address design’s effect on three levels: individual, societal, and global.

    An objective on the individual level tells us what success is beyond the typical focus of usability and satisfaction—instead considering matters such as how much time and attention is required from users. We pursued well-being:

    We create products and services that allow for people’s health and happiness. Our solutions are calm, transparent, nonaddictive, and nonmisleading. We respect our users’ time, attention, and privacy, and help them make healthy and respectful choices.

    An objective on the societal level forces us to consider our impact beyond just the user, widening our attention to the economy, communities, and other indirect stakeholders. We called this objective equity:

    We create products and services that have a positive social impact. We consider economic equality, racial justice, and the inclusivity and diversity of people as teams, users, and customer segments. We listen to local culture, communities, and those we affect.

    Finally, the objective on the global level aims to ensure that we remain in balance with the only home we have as humanity. Referring to it simply as sustainability, our definition was:

    We create products and services that reward sufficiency and reusability. Our solutions support the circular economy: we create value from waste, repurpose products, and prioritize sustainable choices. We deliver functionality instead of ownership, and we limit energy use.

    In short, ethical design (to us) meant achieving wellbeing for each user and an equitable value distribution within society through a design that can be sustained by our living planet. When we introduced these objectives in the company, for many colleagues, design ethics and responsible design suddenly became tangible and achievable through practical—and even familiar—actions.

    Measure impact 

    But defining these objectives still isn’t enough. What truly caught the attention of senior management was the fact that we created a way to measure every design project’s well-being, equity, and sustainability.

    This overview lists example metrics that you can use as you pursue well-being, equity, and sustainability:

    There’s a lot of power in measurement. As the saying goes, what gets measured gets done. Donella Meadows once shared this example:

    “If the desired system state is national security, and that is defined as the amount of money spent on the military, the system will produce military spending. It may or may not produce national security.”

    This phenomenon explains why desirability is a poor indicator of success: it’s typically defined as the increase in customer satisfaction, session length, frequency of use, conversion rate, churn rate, download rate, and so on. But none of these metrics increase the health of people, communities, or ecosystems. What if instead we measured success through metrics for (digital) well-being, such as (reduced) screen time or software energy consumption?

    There’s another important message here. Even if we set an objective to build a calm interface, if we were to choose the wrong metric for calmness—say, the number of interface elements—we could still end up with a screen that induces anxiety. Choosing the wrong metric can completely undo good intentions. 

    Additionally, choosing the right metric is enormously helpful in focusing the design team. Once you go through the exercise of choosing metrics for our objectives, you’re forced to consider what success looks like concretely and how you can prove that you’ve reached your ethical objectives. It also forces you to consider what we as designers have control over: what can I include in my design or change in my process that will lead to the right type of success? The answer to this question brings a lot of clarity and focus.

    And finally, it’s good to remember that traditional businesses run on measurements, and managers love to spend much time discussing charts (ideally hockey-stick shaped)—especially if they concern profit, the one-above-all of metrics. For good or ill, to improve the system, to have a serious discussion about ethical design with managers, we’ll need to speak that business language.

    Practice daily ethical design

    Once you’ve defined your objectives and you have a reasonable idea of the potential metrics for your design project, only then do you have a chance to structurally practice ethical design. It “simply” becomes a matter of using your creativity and choosing from all the knowledge and toolkits already available to you.

    I think this is quite exciting! It opens a whole new set of challenges and considerations for the design process. Should you go with that energy-consuming video or would a simple illustration be enough? Which typeface is the most calm and inclusive? Which new tools and methods do you use? When is the website’s end of life? How can you provide the same service while requiring less attention from users? How do you make sure that those who are affected by decisions are there when those decisions are made? How can you measure our effects?

    The redefinition of success will completely change what it means to do good design.

    There is, however, a final piece of the puzzle that’s missing: convincing your client, product owner, or manager to be mindful of well-being, equity, and sustainability. For this, it’s essential to engage stakeholders in a dedicated kickoff session.

    Kick it off or fall back to status quo

    The kickoff is the most important meeting that can be so easy to forget to include. It consists of two major phases: 1) the alignment of expectations, and 2) the definition of success.

    In the first phase, the entire (design) team goes over the project brief and meets with all the relevant stakeholders. Everyone gets to know one another and express their expectations on the outcome and their contributions to achieving it. Assumptions are raised and discussed. The aim is to get on the same level of understanding and to in turn avoid preventable miscommunications and surprises later in the project.

    For example, for a recent freelance project that aimed to design a digital platform that facilitates US student advisors’ documentation and communication, we conducted an online kickoff with the client, a subject-matter expert, and two other designers. We used a combination of canvases on Miro: one with questions from “Manual of Me” (to get to know each other), a Team Canvas (to express expectations), and a version of the Project Canvas to align on scope, timeline, and other practical matters.

    The above is the traditional purpose of a kickoff. But just as important as expressing expectations is agreeing on what success means for the project—in terms of desirability, viability, feasibility, and ethics. What are the objectives in each dimension?

    Agreement on what success means at such an early stage is crucial because you can rely on it for the remainder of the project. If, for example, the design team wants to build an inclusive app for a diverse user group, they can raise diversity as a specific success criterion during the kickoff. If the client agrees, the team can refer back to that promise throughout the project. “As we agreed in our first meeting, having a diverse user group that includes A and B is necessary to build a successful product. So we do activity X and follow research process Y.” Compare those odds to a situation in which the team didn’t agree to that beforehand and had to ask for permission halfway through the project. The client might argue that that came on top of the agreed scope—and she’d be right.

    In the case of this freelance project, to define success I prepared a round canvas that I call the Wheel of Success. It consists of an inner ring, meant to capture ideas for objectives, and a set of outer rings, meant to capture ideas on how to measure those objectives. The rings are divided into five dimensions of successful design: healthy, equitable, sustainable, desirable, feasible, and viable.

    We went through each dimension, writing down ideas on digital sticky notes. Then we discussed our ideas and verbally agreed on the most important ones. For example, our client agreed that sustainability and progressive enhancement are important success criteria for the platform. And the subject-matter expert emphasized the importance of including students from low-income and disadvantaged groups in the design process.

    After the kickoff, we summarized our ideas and shared understanding in a project brief that captured these aspects:

    • the project’s origin and purpose: why are we doing this project?
    • the problem definition: what do we want to solve?
    • the concrete goals and metrics for each success dimension: what do we want to achieve?
    • the scope, process, and role descriptions: how will we achieve it?

    With such a brief in place, you can use the agreed-upon objectives and concrete metrics as a checklist of success, and your design team will be ready to pursue the right objective—using the tools, methods, and metrics at their disposal to achieve ethical outcomes.

    Conclusion

    Over the past year, quite a few colleagues have asked me, “Where do I start with ethical design?” My answer has always been the same: organize a session with your stakeholders to (re)define success. Even though you might not always be 100 percent successful in agreeing on goals that cover all responsibility objectives, that beats the alternative (the status quo) every time. If you want to be an ethical, responsible designer, there’s no skipping this step.

    To be even more specific: if you consider yourself a strategic designer, your challenge is to define ethical objectives, set the right metrics, and conduct those kick-off sessions. If you consider yourself a system designer, your starting point is to understand how your industry contributes to consumerism and inequality, understand how finance drives business, and brainstorm which levers are available to influence the system on the highest level. Then redefine success to create the space to exercise those levers.

    And for those who consider themselves service designers or UX designers or UI designers: if you truly want to have a positive, meaningful impact, stay away from the toolkits and meetups and conferences for a while. Instead, gather your colleagues and define goals for well-being, equity, and sustainability through design. Engage your stakeholders in a workshop and challenge them to think of ways to achieve and measure those ethical goals. Take their input, make it concrete and visible, ask for their agreement, and hold them to it.

    Otherwise, I’m genuinely sorry to say, you’re wasting your precious time and creative energy.

    Of course, engaging your stakeholders in this way can be uncomfortable. Many of my colleagues expressed doubts such as “What will the client think of this?,” “Will they take me seriously?,” and “Can’t we just do it within the design team instead?” In fact, a product manager once asked me why ethics couldn’t just be a structured part of the design process—to just do it without spending the effort to define ethical objectives. It’s a tempting idea, right? We wouldn’t have to have difficult discussions with stakeholders about what values or which key-performance indicators to pursue. It would let us focus on what we like and do best: designing.

    But as systems theory tells us, that’s not enough. For those of us who aren’t from marginalized groups and have the privilege to be able to speak up and be heard, that uncomfortable space is exactly where we need to be if we truly want to make a difference. We can’t remain within the design-for-designers bubble, enjoying our privileged working-from-home situation, disconnected from the real world out there. For those of us who have the possibility to speak up and be heard: if we solely keep talking about ethical design and it remains at the level of articles and toolkits—we’re not designing ethically. It’s just theory. We need to actively engage our colleagues and clients by challenging them to redefine success in business.

    With a bit of courage, determination, and focus, we can break out of this cage that finance and business-as-usual have built around us and become facilitators of a new type of business that can see beyond financial value. We just need to agree on the right objectives at the start of each design project, find the right metrics, and realize that we already have everything that we need to get started. That’s what it means to do daily ethical design.

    For their inspiration and support over the years, I would like to thank Emanuela Cozzi Schettini, José Gallegos, Annegret Bönemann, Ian Dorr, Vera Rademaker, Virginia Rispoli, Cecilia Scolaro, Rouzbeh Amini, and many others.

  • Mobile-First CSS: Is It Time for a Rethink?

    Mobile-First CSS: Is It Time for a Rethink?

    The mobile-first design methodology is great—it focuses on what really matters to the user, it’s well-practiced, and it’s been a common design pattern for years. So developing your CSS mobile-first should also be great, too…right? 

    Well, not necessarily. Classic mobile-first CSS development is based on the principle of overwriting style declarations: you begin your CSS with default style declarations, and overwrite and/or add new styles as you add breakpoints with min-width media queries for larger viewports (for a good overview see “What is Mobile First CSS and Why Does It Rock?”). But all those exceptions create complexity and inefficiency, which in turn can lead to an increased testing effort and a code base that’s harder to maintain. Admit it—how many of us willingly want that?

    On your own projects, mobile-first CSS may yet be the best tool for the job, but first you need to evaluate just how appropriate it is in light of the visual design and user interactions you’re working on. To help you get started, here’s how I go about tackling the factors you need to watch for, and I’ll discuss some alternate solutions if mobile-first doesn’t seem to suit your project.

    Advantages of mobile-first

    Some of the things to like with mobile-first CSS development—and why it’s been the de facto development methodology for so long—make a lot of sense:

    Development hierarchy. One thing you undoubtedly get from mobile-first is a nice development hierarchy—you just focus on the mobile view and get developing. 

    Tried and tested. It’s a tried and tested methodology that’s worked for years for a reason: it solves a problem really well.

    Prioritizes the mobile view. The mobile view is the simplest and arguably the most important, as it encompasses all the key user journeys, and often accounts for a higher proportion of user visits (depending on the project). 

    Prevents desktop-centric development. As development is done using desktop computers, it can be tempting to initially focus on the desktop view. But thinking about mobile from the start prevents us from getting stuck later on; no one wants to spend their time retrofitting a desktop-centric site to work on mobile devices!

    Disadvantages of mobile-first

    Setting style declarations and then overwriting them at higher breakpoints can lead to undesirable ramifications:

    More complexity. The farther up the breakpoint hierarchy you go, the more unnecessary code you inherit from lower breakpoints. 

    Higher CSS specificity. Styles that have been reverted to their browser default value in a class name declaration now have a higher specificity. This can be a headache on large projects when you want to keep the CSS selectors as simple as possible.

    Requires more regression testing. Changes to the CSS at a lower view (like adding a new style) requires all higher breakpoints to be regression tested.

    The browser can’t prioritize CSS downloads. At wider breakpoints, classic mobile-first min-width media queries don’t leverage the browser’s capability to download CSS files in priority order.

    The problem of property value overrides

    There is nothing inherently wrong with overwriting values; CSS was designed to do just that. Still, inheriting incorrect values is unhelpful and can be burdensome and inefficient. It can also lead to increased style specificity when you have to overwrite styles to reset them back to their defaults, something that may cause issues later on, especially if you are using a combination of bespoke CSS and utility classes. We won’t be able to use a utility class for a style that has been reset with a higher specificity.

    With this in mind, I’m developing CSS with a focus on the default values much more these days. Since there’s no specific order, and no chains of specific values to keep track of, this frees me to develop breakpoints simultaneously. I concentrate on finding common styles and isolating the specific exceptions in closed media query ranges (that is, any range with a max-width set). 

    This approach opens up some opportunities, as you can look at each breakpoint as a clean slate. If a component’s layout looks like it should be based on Flexbox at all breakpoints, it’s fine and can be coded in the default style sheet. But if it looks like Grid would be much better for large screens and Flexbox for mobile, these can both be done entirely independently when the CSS is put into closed media query ranges. Also, developing simultaneously requires you to have a good understanding of any given component in all breakpoints up front. This can help surface issues in the design earlier in the development process. We don’t want to get stuck down a rabbit hole building a complex component for mobile, and then get the designs for desktop and find they are equally complex and incompatible with the HTML we created for the mobile view! 

    Though this approach isn’t going to suit everyone, I encourage you to give it a try. There are plenty of tools out there to help with concurrent development, such as Responsively App, Blisk, and many others. 

    Having said that, I don’t feel the order itself is particularly relevant. If you are comfortable with focusing on the mobile view, have a good understanding of the requirements for other breakpoints, and prefer to work on one device at a time, then by all means stick with the classic development order. The important thing is to identify common styles and exceptions so you can put them in the relevant stylesheet—a sort of manual tree-shaking process! Personally, I find this a little easier when working on a component across breakpoints, but that’s by no means a requirement.

    Closed media query ranges in practice 

    In classic mobile-first CSS we overwrite the styles, but we can avoid this by using media query ranges. To illustrate the difference (I’m using SCSS for brevity), let’s assume there are three visual designs: 

    • smaller than 768
    • from 768 to below 1024
    • 1024 and anything larger 

    Take a simple example where a block-level element has a default padding of “20px,” which is overwritten at tablet to be “40px” and set back to “20px” on desktop.

    Classic min-width mobile-first

    .my-block {
      padding: 20px;
      @media (min-width: 768px) {
        padding: 40px;
      }
      @media (min-width: 1024px) {
        padding: 20px;
      }
    }

    Closed media query range

    .my-block {
      padding: 20px;
      @media (min-width: 768px) and (max-width: 1023.98px) {
        padding: 40px;
      }
    }

    The subtle difference is that the mobile-first example sets the default padding to “20px” and then overwrites it at each breakpoint, setting it three times in total. In contrast, the second example sets the default padding to “20px” and only overrides it at the relevant breakpoint where it isn’t the default value (in this instance, tablet is the exception).

    The goal is to: 

    • Only set styles when needed. 
    • Not set them with the expectation of overwriting them later on, again and again. 

    To this end, closed media query ranges are our best friend. If we need to make a change to any given view, we make it in the CSS media query range that applies to the specific breakpoint. We’ll be much less likely to introduce unwanted alterations, and our regression testing only needs to focus on the breakpoint we have actually edited. 

    Taking the above example, if we find that .my-block spacing on desktop is already accounted for by the margin at that breakpoint, and since we want to remove the padding altogether, we could do this by setting the mobile padding in a closed media query range.

    .my-block {
      @media (max-width: 767.98px) {
        padding: 20px;
      }
      @media (min-width: 768px) and (max-width: 1023.98px) {
        padding: 40px;
      }
    }

    The browser default padding for our block is “0,” so instead of adding a desktop media query and using unset or “0” for the padding value (which we would need with mobile-first), we can wrap the mobile padding in a closed media query (since it is now also an exception) so it won’t get picked up at wider breakpoints. At the desktop breakpoint, we won’t need to set any padding style, as we want the browser default value.

    Bundling versus separating the CSS

    Back in the day, keeping the number of requests to a minimum was very important due to the browser’s limit of concurrent requests (typically around six). As a consequence, the use of image sprites and CSS bundling was the norm, with all the CSS being downloaded in one go, as one stylesheet with highest priority. 

    With HTTP/2 and HTTP/3 now on the scene, the number of requests is no longer the big deal it used to be. This allows us to separate the CSS into multiple files by media query. The clear benefit of this is the browser can now request the CSS it currently needs with a higher priority than the CSS it doesn’t. This is more performant and can reduce the overall time page rendering is blocked.

    Which HTTP version are you using?

    To determine which version of HTTP you’re using, go to your website and open your browser’s dev tools. Next, select the Network tab and make sure the Protocol column is visible. If “h2” is listed under Protocol, it means HTTP/2 is being used. 

    Note: to view the Protocol in your browser’s dev tools, go to the Network tab, reload your page, right-click any column header (e.g., Name), and check the Protocol column.

    Also, if your site is still using HTTP/1...WHY?!! What are you waiting for? There is excellent user support for HTTP/2.

    Splitting the CSS

    Separating the CSS into individual files is a worthwhile task. Linking the separate CSS files using the relevant media attribute allows the browser to identify which files are needed immediately (because they’re render-blocking) and which can be deferred. Based on this, it allocates each file an appropriate priority.

    In the following example of a website visited on a mobile breakpoint, we can see the mobile and default CSS are loaded with “Highest” priority, as they are currently needed to render the page. The remaining CSS files (print, tablet, and desktop) are still downloaded in case they’ll be needed later, but with “Lowest” priority. 

    With bundled CSS, the browser will have to download the CSS file and parse it before rendering can start.

    While, as noted, with the CSS separated into different files linked and marked up with the relevant media attribute, the browser can prioritize the files it currently needs. Using closed media query ranges allows the browser to do this at all widths, as opposed to classic mobile-first min-width queries, where the desktop browser would have to download all the CSS with Highest priority. We can’t assume that desktop users always have a fast connection. For instance, in many rural areas, internet connection speeds are still slow. 

    The media queries and number of separate CSS files will vary from project to project based on project requirements, but might look similar to the example below.

    Bundled CSS



    This single file contains all the CSS, including all media queries, and it will be downloaded with Highest priority.

    Separated CSS



    Separating the CSS and specifying a media attribute value on each link tag allows the browser to prioritize what it currently needs. Out of the five files listed above, two will be downloaded with Highest priority: the default file, and the file that matches the current media query. The others will be downloaded with Lowest priority.

    Depending on the project’s deployment strategy, a change to one file (mobile.css, for example) would only require the QA team to regression test on devices in that specific media query range. Compare that to the prospect of deploying the single bundled site.css file, an approach that would normally trigger a full regression test.

    Moving on

    The uptake of mobile-first CSS was a really important milestone in web development; it has helped front-end developers focus on mobile web applications, rather than developing sites on desktop and then attempting to retrofit them to work on other devices.

    I don’t think anyone wants to return to that development model again, but it’s important we don’t lose sight of the issue it highlighted: that things can easily get convoluted and less efficient if we prioritize one particular device—any device—over others. For this reason, focusing on the CSS in its own right, always mindful of what is the default setting and what’s an exception, seems like the natural next step. I’ve started noticing small simplifications in my own CSS, as well as other developers’, and that testing and maintenance work is also a bit more simplified and productive. 

    In general, simplifying CSS rule creation whenever we can is ultimately a cleaner approach than going around in circles of overrides. But whichever methodology you choose, it needs to suit the project. Mobile-first may—or may not—turn out to be the best choice for what’s involved, but first you need to solidly understand the trade-offs you’re stepping into.

  • Personalization Pyramid: A Framework for Designing with User Data

    Personalization Pyramid: A Framework for Designing with User Data

    In yesterday’s data-driven environment, it’s becoming more and more common for a UX expert to be asked to create a personal digital experience, whether it’s a common website, user portal, or local application. But while there continues to be no lack of marketing buzz around personalization systems, we also have very few defined approaches for implementing personalized UX.

    That’s where we come in. After completing tens of personalisation projects over the past few years, we gave ourselves a purpose: could you make a systematic personalization platform especially for UX practitioners? The Personalization Pyramid is a designer-centric framework for establishing human-centered personalization initiatives that cover information, classification, content delivery, and overall objectives. By using this strategy, you will be able to understand the core elements of a modern, UX-driven personalization system ( or at the very least understand enough to get started ).

    Getting Started

    We’ll assume that you are already comfortable with the fundamentals of modern personalization for the purposes of this article. A nice guide can be found these: Website Personalization Planning. Although Graphic jobs in this field can take a variety of forms, they frequently start from the same place.

    Common scenarios for starting a customisation task:

    • Your business or client made a purchase to support personalization with a content management system ( CMS ), marketing automation platform ( MAP ), or other related technology.
    • The CMO, CDO, or CIO has identified personalisation as a target
    • Consumer data is unclear or disjointed.
    • You are running some secluded targeting strategies or A/B tests
    • On personalization method, participants disagree.
    • Mandate of customer privacy rules ( e. g. GDPR ) requires revisiting existing user targeting practices

    Regardless of where you begin, a powerful personalization system will require the same key building stones. These are the “levels” on the tower, as we’ve made them. Whether you are a UX artist, scholar, or planner, understanding the core components may help make your contribution effective.

    From top to bottom, the amounts include:

      North Star: What larger geopolitical goal is the personalisation initiative pursuing?
    1. Objectives: What are the specific, tangible benefits of the system?
    2. Touchpoints: Where will you get customized service?
    3. Contexts and Campaigns: What personalization information does the person view?
    4. What makes up a distinct, useable market according to user segments?
    5. Actionable information: What dependable and credible information is captured by our professional platform to generate personalization?
    6. What wider set of data is conceivable ( now in our environment ) to allow you to optimize?

    We’ll go through each of these amounts in change. To make this more bearable, we created a deck of cards that accompany it to show specific examples from each stage. We’ve found them helpful in customisation pondering periods, and will include cases for you here.

    Starting at the Top

    The elements of the pyramids are as follows:

    North Star

    With your personalisation plan, whether large or small, you aim for a general north star. The North Star defines the (one ) overall mission of the personalization program. What are your goals, exactly? North Stars cast a ghost. The larger the sun, the larger the darkness. Example of North Starts may contain:

      Function: Use simple user inputs to optimize. Examples:” Raw” messages, basic search effects, system user settings and settings options, general flexibility, basic improvements
    1. Feature: Self-contained personalisation component. Examples:” Cooked” notifications, advanced optimizations ( geolocation ), basic dynamic messaging, customized modules, automations, recommenders
    2. Experience: Individualized person experiences across a range of consumer flows and interactions. Examples: Email campaigns, landing pages, advanced messaging ( i. e. C2C chat ) or conversational interfaces, larger user flows and content-intensive optimizations ( localization ).
    3. Solution: Highly distinctive, personalized solution experiences. Example: Standalone, branded encounters with personalization at their base, like the “algotorial” songs by Spotify quite as Discover Weekly.

    Goals

    Personalization can aid in accelerating designing with user intentions, as in any great UX design. Goals are the military and tangible metrics that may prove the entire program is effective. Start with your existing analytics and assessment system, as well as indicators you can benchmark against. In some cases, fresh targets may be ideal. The most important thing to remember is that personalization is more of a means of achieving an objective than a desired result. Common goals include:

    • Conversion
    • Time spent on task
    • Net promoter score ( NPS)
    • Customer satisfaction

    Touchpoints

    Touchpoints are where the personalization happens. This will be one of your biggest areas of responsibility as a UX designer. The touchpoints available to you will depend on how your personalization and associated technology capabilities are instrumented, and should be rooted in improving a user’s experience at a particular point in the journey. Touchpoints can be multi-device ( mobile, in-store, website ), but they can also be more specific ( web banner, web pop-up, etc. ). Here are a few illustrations:

    Touchpoints at the channel level

    • Email: Role
    • Email opens at what time?
    • In-store display ( JSON endpoint )
    • Native app
    • Search

    Wireframe-level Touchpoints

    • Web overlay
    • Web alert bar
    • Web banner
    • Web content block
    • Web home page

    If you’re designing for web interfaces, for example, you will likely need to include personalized “zones” in your wireframes. Based on our next step, context, and campaigns, the content for these can be presented programmatically in touchpoints.

    Contexts and Campaigns

    Once you’ve identified some touchpoints, you can decide what kind of personalized content a user will receive. Many personalization tools will refer to these as” campaigns” ( so, for example, a campaign on a web banner for new visitors to the website ). These will be displayed to specific user segments programmatically, as defined by user data. At this stage, we find it helpful to consider two separate models: a context model and a content model. The context helps you consider the level of user engagement at the personalization moment, for instance, if they are just casually browsing information rather than engaging in a deep dive. Think of it in terms of information retrieval behaviors. The content model can then guide you in deciding what kind of personalization to use in the context ( for instance, an” Enrich” campaign that features related articles might be a good substitute for extant content ).

    Personalization Context Model:

    1. Browse
    2. Skim
    3. Nudge
    4. Feast

    Personalization Content Model

    1. Alert
    2. Make Easier
    3. Cross-Sell
    4. Enrich

    We’ve written a lot more in depth about each of these models elsewhere, so be sure to check out Colin’s Personalization Content Model and Jeff’s Personalization Context Model.

    User Groups

    User segments can be created prescriptively or adaptively, based on user research ( e. g. via rules and logic tied to set user behaviors or via A/B testing ). You will need to consider how to treat the logged-in visitor, the guest or returning visitor, for whom you may have a stateful cookie ( or another post-cookie identifier ), or the authenticated visitor at the least. Here are some examples from the personalization pyramid:

    • Unknown
    • Guest
    • Authenticated
    • Default
    • Referred
    • Role
    • Cohort
    • Unique ID

    Actionable information

    Every organization with any digital presence has data. It’s important to inquire about how to use the data you can ethically collect on users, its inherent reliability and value, and what is the term for “data activation.” Fortunately, the tide is turning to first-party data: a recent study by Twilio estimates some 80 % of businesses are using at least some type of first-party data to personalize the customer experience.

    First-party data has a number of benefits on the user experience front, including being relatively simple to collect, more likely to be accurate, and less susceptible to the” creep factor” of third-party data. So a key part of your UX strategy should be to determine what the best form of data collection is on your audiences. Here are a few illustrations:

    There is a progression of profiling when it comes to recognizing and making decisioning about different audiences and their signals. As user data volume and time and confidence increase, it varies more granularly to more precise constructs about ever-smaller cohorts of users.

    While some combination of implicit / explicit data is generally a prerequisite for any implementation ( more commonly referred to as first party and third-party data ) ML efforts are typically not cost-effective directly out of the box. This is because optimization requires a strong data backbone and content repository. But these approaches should be considered as part of the larger roadmap and may indeed help accelerate the organization’s overall progress. At this point, you will typically work with important stakeholders and product owners to create a profiling model. The profiling model includes defining approach to configuring profiles, profile keys, profile cards and pattern cards. a scalable, multi-faceted approach to profiling.

    Pulling it Together

    The cards serve as a starting point for an inventory of sorts ( we offer blanks for you to customize your own ), a set of potential levers and motivations for the personalization activities you aspire to deliver, but they are more valuable when grouped together.

    In assembling a card “hand”, one can begin to trace the entire trajectory from leadership focus down through a strategic and tactical execution. It serves as the foundation for the workshops that both co-authors have conducted to build a program backlog, which would make a good article topic.

    In the meantime, what is important to note is that each colored class of card is helpful to survey in understanding the range of choices potentially at your disposal, it is threading through and making concrete decisions about for whom this decisioning will be made: where, when, and how.

    Lay Down Your Cards

    Near, medium, and long-term goals must be taken into account in any sustainable personalization strategy. Even with the leading CMS platforms like Sitecore and Adobe or the most exciting composable CMS DXP out there, there is simply no “easy button” wherein a personalization program can be stood up and immediately view meaningful results. Having said that, all personalization activities follow a common grammar, similar to how every sentence contains nouns and verbs. These cards attempt to map that territory.

  • Humility: An Essential Value

    Humility: An Essential Value

    Humility, a writer’s most important quality, has a great circle to it. What about sincerity, an business manager’s necessary value? Or a surgeon’s? Or a teacher’s? They all have fantastic sounds. When humility is our guiding light, the course is usually available for fulfillment, development, relation, and commitment. We’re going to speak about why in this section.

    That said, this is a guide for developers, and to that conclusion, I’d like to begin with a story—well, a voyage, actually. It’s a personal one, and I’m going to make myself prone as well. I call it:

    The Ludicrous Pate of Justin: A Tale

    When I was coming out of arts school, a long-haired, goateed novice, write was a known quantity to me, design on the web, however, was riddled with complexities to understand and learn, a problem to be solved. Although I had formal training in typography, layout, and creative design, what most intrigued me was how these traditional skills could be applied to a young modern landscape. This theme may eventually form the rest of my profession.

    But I drained HTML and JavaScript books until the early hours of the morning and self-taught myself how to code during my freshman year rather than student and go into write like many of my friends. I wanted—nay, needed—to better understand the underlying relevance of what my design decisions may think when rendered in a website.

    The so-called” Wild West” of website layout existed in the late 1990s and the early 2000s. Manufacturers at the time were all figuring out how to use layout and visual connection to the online environment. What regulations were in place? How may we break them and also engage, entertain, and present information? How was my values, which include modesty, respect, and connection, coincide with that on a more general level? I was eager to find out.

    Even though I’m referring to a different time, those are amazing factors between non-career relationships and the world of layout. What are your main passions, or ideals, that elevate medium? The main elements are all the same, basically the same as what we previously discussed earlier on the immediate parallels between what fulfills you, independent of the visible or online domains.

    First within tables, animated GIFs, Flash, then with Web Standards, divs, and CSS, there was personality, raw unbridled creativity, and unique means of presentment that often defied any semblance of a visible grid. Splash screens and “browser requirement” pages aplenty. Usability and accessibility were typically victims of such a creation, but such paramount facets of any digital design were largely (and, in hindsight, unfairly) disregarded at the expense of experimentation.

    For instance, this iteration of my personal portfolio site (” the pseudoroom” ) from that time was experimental if not a little overt in terms of visualizing how the idea of a living sketchbook was conveyed. Very skeuomorphic. On this one, we would first sketch and then pass a Photoshop file back and forth to trick things out and play with various user interactions. I co-founded the creative project organizing app Milanote and my dear friend, fellow designer Marc Clancy. Then, I’d break it down and code it into a digital layout.

    Along with design folio pieces, the site also offered free downloads for Mac OS customizations: desktop wallpapers that were effectively design experimentation, custom-designed typefaces, and desktop icons.

    GUI Galaxy was a design, pixel art, and Mac-centric news portal that graphic designer friends and I developed from the beginning.

    Design news portals were incredibly popular at the time, and they now accept Tweet-sized, small-format versions of relevant news from the categories I previously covered. If you took Twitter, curated it to a few categories, and wrapped it in a custom-branded experience, you’d have a design news portal from the late 90s / early 2000s.

    We as designers had changed and developed a bandwidth-sensitive, award-winning, much more accessibility-conscious website. Still ripe with experimentation, yet more mindful of equitable engagement. Below are some content panes that show general news (tech, design ) and news centered on Mac. We also offered many of the custom downloads I cited before as present on my folio site but branded and themed to GUI Galaxy.

    The presentation layer of the website’s backbone was made up of global design + illustration + news author collaboration. The backbone was a homegrown CMS. And the collaboration effort here, in addition to experimentation on a’ brand’ and content delivery, was hitting my core. We were creating something bigger than just one of us and establishing a global audience.

    Collaboration and connection transcend medium in their impact, immensely fulfilling me as a designer.

    Why am I going down this design memory lane with you, now? Two reasons.

    First of all, there’s a reason for the nostalgia for that design era ( the” Wild West” era, as I put it ): the inherent exploration, personality, and creativity that dominated many design portals and personal portfolio websites. Ultra-finely detailed pixel art UI, custom illustration, bespoke vector graphics, all underpinned by a strong design community.

    The web design industry has experienced stagnation in recent years. I suspect there’s a strong chance you’ve seen a site whose structure looks something like this: a hero image / banner with text overlaid, perhaps with a lovely rotating carousel of images ( laying the snark on heavy there ), a call to action, and three columns of sub-content directly beneath. Perhaps an icon library is used with selections that only vaguely relate to their respective content is used.

    Design, as it’s applied to the digital landscape, is in dire need of thoughtful layout, typography, and visual engagement that goes hand-in-hand with all the modern considerations we now know are paramount: usability. accessibility Load times and bandwidth- sensitive content delivery. A user-friendly presentation that connects with people wherever they are. We must be mindful of, and respectful toward, those concerns—but not at the expense of creativity of visual communication or via replicating cookie-cutter layouts.

    Pixel Issues

    Websites during this period were often designed and built on Macs whose OS and desktops looked something like this. Although Mac OS 7.5 is available, 8 and 9 are not very different.

    How could any single icon, at any point, stand out and grab my attention? This fascinated me. In this example, the user’s desktop is tidy, but think of a more realistic example with icon pandemonium. Or, let’s say an icon was a part of a larger system grouping ( fonts, extensions, control panels ): how did it maintain cohesion within a group as well?

    These were 32 x 32 pixel creations, utilizing a 256-color palette, designed pixel-by-pixel as mini mosaics. Under such absurd constraints, this seemed to me to be the embodiment of digital visual communication. And often, ridiculous restrictions can yield the purification of concept and theme.

    So I started doing my homework and conducting my research. I was a student of this new medium, hungry to dissect, process, discover, and make it my own.

    I wanted to see how I could use that 256-color palette to push the boundaries of a 32×32 pixel grid, expanding upon the idea of exploration. Those ridiculous constraints forced a clarity of concept and presentation that I found incredibly appealing. The challenge of throwing the digital gauntlet had been thrown at me. And so, in my dorm room into the wee hours of the morning, I toiled away, bringing conceptual sketches into mini mosaic fruition.

    These are some of my creations that made use of ResEdit, the only program I had at the time, to create icons. ResEdit was a clunky, built-in Mac OS utility not really made for exactly what we were using it for. Research is at the center of all of this endeavor. Challenge. solving problems. Again, these core connection-based values are agnostic of medium.

    There’s one more design portal I want to talk about, which also serves as the second reason for my story to bring this all together.

    Kaliber 1000 is short for K10k. K10k was founded in 1998 by Michael Schmidt and Toke Nygaard, and was the design news portal on the web during this period. It was the ideal setting for me, my friend, with its pixel art-filled presentation, meticulous attention to detail, and many of the site’s more well-known designers who were invited to be news authors. With respect where respect is due, GUI Galaxy’s concept was inspired by what these folks were doing.

    For my part, the combination of my web design work and pixel art exploration began to get me some notoriety in the design scene. K10k eventually figured out that I was one of their very limited group of news writers who could contribute content to the website.

    Amongst my personal work and side projects —and now with this inclusion—in the design community, this put me on the map. Additionally, my design work has started to appear on other design news portals, as well as in publications abroad and domestically. With that degree of success while in my early twenties, something else happened:

    I actually changed into a colossal asshole in about a year of school, not less. The press and the praise became what fulfilled me, and they went straight to my head. My ego was inflated by them. I actually felt somewhat superior to my fellow designers.

    The casualties? My design stagnated. My evolution has stagnated, as is my evolution.

    I felt so supremely confident in my abilities that I effectively stopped researching and discovering. When my first instinct was to sketch concepts or iterate ideas in lead, I instead leaped right into Photoshop. I drew my inspiration from the smallest of sources ( and with blinders on ). My peers frequently vehemently disapproved of any criticism of my work. The most tragic loss: I had lost touch with my values.

    Some of my friendships and blossoming professional relationships almost ended up being destroyed by my ego. I was toxic in talking about design and in collaboration. However, thankfully, those same friends gave me a priceless gift: sincerity. They called me out on my unhealthy behavior.

    Although it was something I initially rejected, I eventually had a chance to reflect on it in depth. I was soon able to accept, and process, and course correct. Although the realization made me feel uneasy, the re-awakening was necessary. I let go of the “reward” of adulation and re-centered upon what stoked the fire for me in art school. Most importantly, I regained my fundamental values.

    Always Students

    Following that temporary decline, my personal and professional design journey advanced. And I could self-reflect as I got older to facilitate further growth and course correction as needed.

    Let’s take the Large Hadron Collider as an example. The LHC was designed” to help answer some of the fundamental open questions in physics, which concern the basic laws governing the interactions and forces among the elementary objects, the deep structure of space and time, and in particular the interrelation between quantum mechanics and general relativity”. Thank you, Wikipedia.

    Around fifteen years ago, in one of my earlier professional roles, I designed the interface for the application that generated the LHC’s particle collision diagrams. These diagrams are often regarded as works of art by themselves because they depict what is actually happening inside the Collider during any given particle collision event.

    Designing the interface for this application was a fascinating process for me, in that I worked with Fermilab physicists to understand what the application was trying to achieve, but also how the physicists themselves would be using it. In order to accomplish this, this role requires,

    I cut my teeth on usability testing, working with the Fermilab team to iterate and improve the interface. To me, their language and the topics they discussed seemed to me to be foreign languages. And by making myself humble and working under the mindset that I was but a student, I made myself available to be a part of their world to generate that vital connection.

    I also had the opportunity to observe the physicists ‘ use of the tool in their own homes, on their own terminals, during my first ethnographic observation. For example, one takeaway was that due to the level of ambient light-driven contrast within the facility, the data columns ended up using white text on a dark gray background instead of black text-on-white. They were able to focus on their eyes while working during the day while poring over enormous amounts of data. And Fermilab and CERN are government entities with rigorous accessibility standards, so my knowledge in that realm also grew. Another crucial form of connection was the barrier-free design.

    So to those core drivers of my visual problem-solving soul and ultimate fulfillment: discovery, exposure to new media, observation, human connection, and evolution. I checked my ego before entering those values, which opened the door for those values.

    An evergreen willingness to listen, learn, understand, grow, evolve, and connect yields our best work. I want to pay attention to the words “grow” and “evolve” in particular in that statement. If we are always students of our craft, we are also continually making ourselves available to evolve. Yes, we have completed years of design research. Or the focused lab sessions from a UX bootcamp. Or the monogrammed portfolio of our creative work. Or, ultimately, decades of a career behind us.

    However, with all that being said, experience does not make one an “expert.”

    As soon as we close our minds via an inner monologue of’ knowing it all’ or branding ourselves a” #thoughtleader” on social media, the designer we are is our final form. There will never be a designer like us.