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  • 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 student’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 architecture was the late 1990s and early 2000s. Manufacturers at the time were all figuring out how to use layout and visual connection to the online environment. What were the guidelines? How may we break them and also engage, entertain, and present information? How could my values, which include value, humility, and relation, go along with that on a more general degree? I was eager to find out.

    Those are amazing factors between non-career relationships and the world of design, even though I’m referring to a different era. What are your main passions, or ideals, that elevate medium? The main themes are the same, basically the same as what we previously discussed on the primary parallels between what fulfills you, independent of the physical or digital realms.

    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 the visual presentation of the idea of a living sketchbook. Quite skeuomorphic. On this one, I worked with fellow artist and dear pal Marc Clancy, who is now a co-founder of the creative task organizing app Milanote, to outline and then play with various user interactions. Finally, I’d break it down and script it into a modern layout.

    Along with pattern book pieces, the site even offered free downloads for Mac OS customizations: desktop wallpapers that were successfully 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 excerpts from 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 had evolved into a bandwidth-sensitive, award-winning, much more accessibility-conscious website using web standards. Still ripe with experimentation, yet more mindful of equitable engagement. There are a few content panes here, with both Mac-focused news and general news (tech, design ) to be seen. 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 consists of international design, illustration, and news author collaboration, and the backbone of the website 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 a global audience by creating something bigger than just one of us.

    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 the” Wild West” era of design that so many personal portfolio and design portals sprang from the past. Ultra-finely detailed pixel art UI, custom illustration, bespoke vector graphics, all underpinned by a strong design community.

    The web design industry has been in a state of stagnation right now. 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. This seemed to me to be the embodiment of digital visual communication under such absurd restrictions. 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. I was thrust into the digital gauntlet because of it. 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. Problem-solving 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.

    This is the Kaliber 1000, or K10k, abbreviated. 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 place to be, my friend, with its pixel art-fueled presentation, ultra-focused care given to every aspect of every detail, and many of the more influential designers of the time who were invited to be news authors on the site. 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 and added me as one of their very limited group of news writers to add 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. My design work has also begun to appear on other design news portals, as well as in publications abroad and domestically as well as in various printed collections. With that degree of success while in my early twenties, something else happened:

    I really changed into a colossal asshole in just 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 victims? 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 I used to lead sketch concepts or iterations as my first instinctive step, 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.

    My ego almost destroyed some of my friendships and blossoming professional relationships. I was toxic in talking about design and in collaboration. But thankfully, those same friends gave me a priceless gift: candor. They called me out on my unhealthy behavior.

    It was a gift I initially did not accept but which I, on the whole, was able to reflect on 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 returned to 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 unto 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, in this role,

    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 my first ethnographic observational experience, which involved visiting the Fermilab location and observing how the physicists used the tool in their own environments, on their own terminals. 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 communication 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. Before I entered those values, I had to check my ego before entering it, which opened the door to 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 that statement in particular. If we are always students of our craft, we are also continually making ourselves available to evolve. Yes, we have years of practical design experience behind us. Or the focused lab sessions from a UX bootcamp. Or the monogrammed portfolio of our work. Or, ultimately, decades of a career behind us.

    However, with all that being said, “experience” does not equate to “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. The artist we can be will never be there.

  • I am a creative.

    I am a creative.

    I am imaginative. What I do is alchemy. It’s a puzzle. I don’t perform it as much as I let it be done by me.

    I am imaginative. This tag is not appropriate for all creatives. Not all people see themselves in this manner. Some innovative people practice technology in their work. That is the way they are, and I take that into account. Perhaps I even have a small envy for them. However, my method is unique; my being is unique.

    Apologizing and qualifying in progress is a diversion. My head uses that to destroy me. I’ll leave it alone for today. I may come back later to make amends and define. after I’ve said what I should have. which is difficult enough.

    Except when it is simple and flows like a beverage valley.

    Sometimes it does. Maybe what I need to make arrives in a flash. I’ve learned to avoid saying it right away because people think you don’t work hard enough when you know it’s the best idea when you’re on the go and you know it’s the best idea.

    Maybe I just keep working until the thought strikes me. Maybe it arrives right away, but I don’t remind people for three days. Maybe I get so excited about something that just happened that I blurt it out and didn’t stop myself. like a child who discovered a prize in one of his Cracker Jacks. I occasionally manage to get away with this. Yes, that is the best idea, but sometimes another people disagree. The majority of the time, they don’t, and I regret that joy has faded.

    Passion should only be saved for the meet, when it will matter. Certainly the informal get-together that comes before that meeting with two more discussions. Nobody understands why these discussions occur. We keep saying we’re going to get rid of them, but we end up really trying to. They occasionally yet excel. But occasionally they detract from the actual labor. Depending on what you do and where you do it, the ratio between when conferences are valuable and when they are a sad distraction vary. And who you are and how you go about doing it. I’ll go back and forth once more. I am imaginative. That is the style.

    Occasionally, a lot of hours of diligent and diligent work ends up with something that is rarely useful. Maybe I have to accept that and move on to the next task.

    Don’t inquire about the procedure. I am imaginative.

    I am imaginative. My ambitions are not in my power. And I have no control over my best tips.

    I can nail ahead, fill in the blanks, or use images or information, which occasionally works. Often going for a walk is what I may do. There is no connection between sizzling fuel and flowing pots, and I may be making dinner. I frequently have a sense of direction when I awaken. The idea that may have saved me disappears almost as frequently as I become aware and part of the world once more in a mindless breeze of oblivion. For ingenuity, in my opinion, originates in that other world. The one that we enter in ambitions and, possibly, before and after dying. But authors should be asking this, and I am not one of them. I am imaginative. And it’s for philosophers to build massive forces in their imaginative world that they claim to be true. That is yet another tangent, though. And a sad one. Possibly on a much bigger issue than whether or not I am creative. But this is still a departure from what I said when I came around.

    Often the outcome is mitigation. also suffering. You are familiar with the adage” the tortured musician”? Even when the artist is trying to write a soft drink song, a call in a worn-out comedy, or a budget ask, that word is correct.

    Some individuals who detest the idea of being called artistic perhaps been closeted artists, but that’s between them and their gods. No offence here. Your assertions are also accurate. However, mine is for me.

    Artists acknowledge their work.

    Disadvantages are aware of cons, just like queers are aware of queers, just like real rappers are aware of genuine rappers. Designers are highly revered by people in the world. We respect, follow, and almost deify the excellent ones. Of program, deifying any person is a dreadful error. We’ve been given a warning. Better is what we are. We are aware that people are simply people. They argue, they are depressed, they regret their most important choices, they are weak and thirsty, they can be cruel, and they can be as terrible as we can because they are clay, just like us. But. But. However, they produce something incredible. They give birth to something that may not exist without them and did not exist before them. They are the inspirations ‘ parents. And I suppose I should add that they are the mother of technology because it’s just lying it. Bad mee backside! Okay, that’s all said and done. Continue.

    Creatives denigrate our personal small accomplishments because they are compared to those of the great people. Wonderful graphics I‘m not Miyazaki, though. That is glory right now. That is brilliance straight out of the Bible. I created this drained small thing. It essentially fell off the back of the pumpkin vehicle. And the carrots weren’t actually new.

    Artists is aware that they are at best Some. Yet Mozart’s original artists hold that opinion.

    I am imaginative. In my hallucinations, my former artistic managers are the ones who judge me because I haven’t worked in advertising in 30 times. They are correct in doing so. When it really matters, my brain goes flat because I am too lazy and complacent. There is no treatment for artistic mania.

    I am imaginative. Every project I create has a goal that makes Indiana Jones appear older and snoring in a balcony head. The more I pursue creativity, the faster I can complete my work, and the longer I obsess over my ideas and whizz around in circles before I can complete that task.

    I can move ten times more quickly than those who aren’t creative, those who have only had a short-cut of creativity, and those who have just had a short-cut of creativity for work. Only that I spend twice as long as they do putting the job off before I work ten times as quickly as they do. When I put my mind to it, I am so confident in my ability to do a fantastic task. I have an addiction to the delay rush. I’m still so scared of jumping.

    I don’t create art.

    I am imaginative. hardly a performer. Though as a child, I had a dream that I would one day become that. Some of us like and criticize our talents because we are not Michelangelos and Warhols. That is narcissism, but at least we aren’t in elections.

    I am imaginative. Despite my belief in reason and science, my decisions are based on my own senses. And bear witness to what comes next, both the successes and the disasters.

    I am imaginative. Every term I’ve said these may irritate another artists who have different viewpoints. Ask a question to two artists, and three views will be formed. No matter how we perhaps think about it, our debate, our passion for it, and our responsibility to our own truth, at least in my opinion, are the best indications that we are artists.

    I am imaginative. I lament my lack of taste in the areas of human knowledge that I know quite little, that is to say about everything. And I put my preference before all other things in the areas that are most dear to my soul, or perhaps more precisely, to my passions. Without my passions, I had probably have to spend time staring living in the eye, which almost none of us can do for very long. No actually. No truly. Because a lot of living is intolerable if you really look at it.

    I am imaginative. I think that when I leave, a small portion of me will stay in someone else’s head, just like a family does.

    Working frees me from worrying about my job.

    I am imaginative. I worry that my little present will disappear unexpectedly.

    I am imaginative. I’m too busy making the next thing to devote too much time to it, especially since practically everything I create did achieve the level of success I conceive of.

    I am imaginative. I think that approach is the greatest secret. I think it is so important that I’m actually foolish enough to publish an essay I wrote into a small machine without having to go through or edit it. I swear I didn’t do this frequently. But I did it right away because I was even more frightened of forgetting what I was saying because I was afraid of you seeing through my sad movements toward the beautiful.

    There. I believe I said it correctly.

  • Opportunities for AI in Accessibility

    Opportunities for AI in Accessibility

    I was completely moved by Joe Dolson’s subsequent article on the crossing of AI and availability because I found it to be both skeptical about how widespread use of AI is. In fact, I’m very skeptical of AI myself, despite my role at Microsoft as an accessibility technology strategist who helps manage the AI for Accessibility award program. AI can be used in quite productive, equitable, and accessible ways, as well as harmful, exclusive, and harmful ways, just like with any tool. Additionally, there are a bit of uses in the subpar center as well.

    I’d like you to consider this a “yes … and” piece to complement Joe’s post. Instead of refuting everything he’s saying, I’m pointing out some areas where AI may make real, positive impacts on people with disabilities. To be clear, I’m not saying that there aren’t true threats or pressing problems with AI that need to be addressed; there are, and we’ve needed to address them, like, yesterday; instead, I want to take a moment to talk about what’s possible so that we can get there one day.

    Other text

    Joe’s article spends a lot of time examining how computer vision models can create other word. He raises a lot of legitimate points regarding the state of the world right now. And while computer-vision concepts continue to improve in the quality and complexity of information in their information, their benefits aren’t wonderful. He argues to be accurate that the state of image research is currently very poor, especially for some graphic types, in large part due to the absence of contextual contexts in which to look at images ( as a result of having separate “foundation” models for words analysis and image analysis ). Today’s models aren’t trained to distinguish between images that are contextually relevant ( should probably have descriptions ) and those that are purely decorative ( couldn’t possibly need a description ) either. However, I still think there’s possible in this area.

    As Joe points out, alt text publishing via human-in-the-loop should be a given. And if AI can intervene and provide a starting point for alt text, even if the quick reads,” What is this BS?” That’s not correct at all … Let me try to offer a starting point— I think that’s a gain.

    If we can specifically teach a design to consider image usage in context, it might be able to help us more swiftly distinguish between images that are likely to be attractive and those that are more descriptive. That will help clarify which situations require image descriptions, and it will increase authors ‘ effectiveness in making their sites more visible.

    While complex images—like graphs and charts—are challenging to describe in any sort of succinct way ( even for humans ), the image example shared in the GPT4 announcement points to an interesting opportunity as well. Let’s say you came across a map that was simply the name of the table and the type of visualization it was: Pie table comparing smartphone use to have phone use among US households making under$ 30, 000 annually. ( That would be a pretty bad alt text for a chart because it would frequently leave many unanswered questions about the data, but let’s just assume that that was the description in place. ) If your website knew that that picture was a pie graph ( because an ship model concluded this ), imagine a world where people could ask questions like these about the creative:

    • Would more people use smartphones or other types of phones?
    • How many more are there?
    • Is there a group of people that don’t fall into either of these containers?
    • How many people are that?

    For a moment, the chance to learn more about graphics and data in this way could be revolutionary for people who are blind and low vision as well as for those with various types of color blindness, cognitive impairments, and other issues. Putting aside the challenges of large language model ( LLM) hallucinations, where a model only makes up plausible-sounding “facts,” It could also be useful in educational contexts to help people who can see these charts, as is, to understand the data in the charts.

    What if you could ask your browser to make a complicated chart simpler? What if you demanded that the line graph be isolated into just one line? What if you could ask your browser to transpose the colors of the different lines to work better for form of color blindness you have? What if you could ask it to switch colors for patterns? That seems like a possibility given the chat-based interfaces and our current ability to manipulate images in modern AI tools.

    Now imagine a purpose-built model that could extract the information from that chart and convert it to another format. For instance, it might be able to convert that pie chart (or, better yet, a number of pie charts ) into more usable ( and useful ) formats, like spreadsheets. That would be incredible!

    Matching algorithms

    When Safiya Umoja Noble chose to call her book Algorithms of Oppression, she hit the nail on the head. Although her book focused on the ways that search engines can foster racism, I believe it’s equally true that all computer models have the potential to foster conflict, prejudice, and intolerance. Whether it’s Twitter always showing you the latest tweet from a bored billionaire, YouTube sending us into a Q-hole, or Instagram warping our ideas of what natural bodies look like, we know that poorly authored and maintained algorithms are incredibly harmful. Many of these are the result of a lack of diversity in the people who create and build them. There is real potential for algorithm development when these platforms are built with inclusive features in, though.

    Take Mentra, for example. They serve as a network of people with disabilities. Based on more than 75 data points, they match job seekers with potential employers using an algorithm. On the job-seeker side of things, it considers each candidate’s strengths, their necessary and preferred workplace accommodations, environmental sensitivities, and so on. On the employer side, it takes into account each work environment, communication strategies for each job, and other factors. Mentra made the decision to change the script when it came to typical employment websites because it was run by neurodivergent people. They use their algorithm to propose available candidates to companies, who can then connect with job seekers that they are interested in, reducing the emotional and physical labor on the job-seeker side of things.

    When more people with disabilities are involved in the development of algorithms, this can lower the likelihood that these algorithms will harm their communities. Diverse teams are crucial because of this.

    Imagine that a social media company’s recommendation engine was tuned to analyze who you’re following and if it was tuned to prioritize follow recommendations for people who talked about similar things but who were different in some key ways from your existing sphere of influence. For instance, if you follow a group of white men who are not white or aren’t white and who also discuss AI, it might be wise to follow those who are also disabled or who are not white. If you followed its advice, you might be able to understand what is happening in the AI field more fully and nuancedly. These same systems should also use their understanding of biases about particular communities—including, for instance, the disability community—to make sure that they aren’t recommending any of their users follow accounts that perpetuate biases against (or, worse, spewing hate toward ) those groups.

    Other ways that AI can assist people with disabilities

    I’m sure I could go on and on about using AI to assist people with disabilities, but I’m going to make this last section into a bit of a lightning round. In no particular order:

      Voice preservation You may have been aware of the voice-prescribing options from Microsoft, Acapela, or others, or you may have seen the VALL-E paper or Apple’s announcement for Global Accessibility Awareness Day. It’s possible to train an AI model to replicate your voice, which can be a tremendous boon for people who have ALS ( Lou Gehrig’s disease ) or motor-neuron disease or other medical conditions that can lead to an inability to talk. We need to approach this tech responsibly because it has the potential to have a truly transformative impact, which is why it can also be used to create audio deepfakes.
    • Voice recognition. Researchers like those in the Speech Accessibility Project are paying people with disabilities for their help in collecting recordings of people with atypical speech. As I type, they are actively recruiting people with Parkinson’s and related conditions, and they intend to expand this to other conditions as the project develops. More people with disabilities will be able to use voice assistants, dictation software, and voice-response services, as well as to use only their voices to control computers and other devices, according to this research.
    • Text transformation. The most recent generation of LLMs is capable of altering already-existing text without giving off hallucinations. This is incredibly empowering for those who have cognitive disabilities and who may benefit from text summaries or simplified versions, or even text that has been prepared for Bionic Reading.

    The importance of diverse teams and data

    Our differences must be acknowledged as important. The intersections of the identities we live in have an impact on our lived experiences. These lived experiences—with all their complexities ( and joys and pain ) —are valuable inputs to the software, services, and societies that we shape. The data we use to train new models must be based on our differences, and those who provide it to us need to be compensated for doing so. More robust models are produced by inclusive data sets, which promote more justifiable outcomes.

    Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that you include information about disabilities that has been written by people with a variety of disabilities in the training data.

    Want a model that doesn’t speak in ableist language? You may be able to use existing data sets to build a filter that can intercept and remediate ableist language before it reaches readers. Despite this, AI models won’t be replacing human copy editors anytime soon when it comes to sensitivity reading.

    Want a copilot for coding that provides recommendations that are accessible after the jump? Train it on code that you know to be accessible.


    I have no doubt that AI has the potential to harm people today, tomorrow, and long into the future. However, I also think that we can acknowledge this and make thoughtful, thoughtful, and intentional changes in our approaches to AI that will reduce harm over time as well. Today, tomorrow, and well into the future.


    Thanks to Kartik Sawhney for assisting me with writing this article, Ashley Bischoff for her invaluable editorial assistance, and of course Joe Dolson for the prompt.

  • The Wax and the Wane of the Web

    The Wax and the Wane of the Web

    When you begin to believe you have everything figured out, everything will change. This is a one piece of advice I can give to friends and family when they become innovative families. Simply as you start to get the hang of injections, diapers, and ordinary sleep, it’s time for solid foods, potty training, and nighttime sleep. When those are determined, school and occasional sleeps are in order. The cycle goes on and on.

    The same holds true for those of us who are currently employed in design and development. Having worked on the web for about three years at this point, I’ve seen the typical wax and wane of concepts, strategies, and systems. Every day we as developers and designers get into a routine pattern, a brand-new concept or technology emerges to shake things up and completely alter our planet.

    How we got below

    I built my first website in the mid-’90s. Design and development on the web back then was a free-for-all, with few established norms. For any layout aside from a single column, we used table elements, often with empty cells containing a single pixel spacer GIF to add empty space. We styled text with numerous font tags, nesting the tags every time we wanted to vary the font style. And we had only three or four typefaces to choose from: Arial, Courier, or Times New Roman. When Verdana and Georgia came out in 1996, we rejoiced because our options had nearly doubled. The only safe colors to choose from were the 216 “web safe” colors known to work across platforms. The few interactive elements (like contact forms, guest books, and counters) were mostly powered by CGI scripts (predominantly written in Perl at the time). Achieving any kind of unique look involved a pile of hacks all the way down. Interaction was often limited to specific pages in a site.

    website requirements were born.

    At the turn of the century, a new cycle started. Crufty code littered with table layouts and font tags waned, and a push for web standards waxed. Newer technologies like CSS got more widespread adoption by browsers makers, developers, and designers. This shift toward standards didn’t happen accidentally or overnight. It took active engagement between the W3C and browser vendors and heavy evangelism from folks like the Web Standards Project to build standards. A List Apart and books like Designing with Web Standards by Jeffrey Zeldman played key roles in teaching developers and designers why standards are important, how to implement them, and how to sell them to their organizations. And approaches like progressive enhancement introduced the idea that content should be available for all browsers—with additional enhancements available for more advanced browsers. Meanwhile, sites like the CSS Zen Garden showcased just how powerful and versatile CSS can be when combined with a solid semantic HTML structure.

    Server-side languages like PHP, Java, and.NET overtook Perl as the predominant back-end processors, and the cgi-bin was tossed in the trash bin. With these improved server-side applications, the first era of web applications started with content-management systems (especially those used in blogs like Blogger, Grey Matter, Movable Type, and WordPress ) In the mid-2000s, AJAX opened doors for asynchronous interaction between the front end and back end. Pages now no longer needed to reload their pages ‘ content. A crop of JavaScript frameworks like Prototype, YUI, and jQuery arose to help developers build more reliable client-side interaction across browsers that had wildly varying levels of standards support. Techniques like image replacement enable the use of fonts by skilled designers and developers. And technologies like Flash made it possible to add animations, games, and even more interactivity.

    These new methods, standards, and technologies greatly boosted the sector’s growth. Web design flourished as designers and developers explored more diverse styles and layouts. However, we still relied on numerous hacks. Early CSS was a huge improvement over table-based layouts when it came to basic layout and text styling, but its limitations at the time meant that designers and developers still relied heavily on images for complex shapes ( such as rounded or angled corners ) and tiled backgrounds for the appearance of full-length columns (among other hacks ). All kinds of nested floats or absolute positioning ( or both ) were necessary for complicated layouts. Flash and image replacement for custom fonts was a great start toward varying the typefaces from the big five, but both hacks introduced accessibility and performance problems. And JavaScript libraries made it simple for anyone to add a dash of interaction to pages, even at the expense of double, even quadrupling, the download size of basic websites.

    The web as software platform

    The front-end and back-end symbiosis continued to improve, leading to the development of the modern web application. Between expanded server-side programming languages ( which kept growing to include Ruby, Python, Go, and others ) and newer front-end tools like React, Vue, and Angular, we could build fully capable software on the web. Along with these tools, there were additional options, such as shared package libraries, build automation, and collaborative version control. What was once primarily an environment for linked documents became a realm of infinite possibilities.

    Mobile devices increased in their capabilities as well, and they gave us access to the internet in our pockets at the same time. Mobile apps and responsive design opened up opportunities for new interactions anywhere and any time.

    The development of social media and other centralized tools for people to connect and use resulted from this combination of potent mobile devices and potent development tools. As it became easier and more common to connect with others directly on Twitter, Facebook, and even Slack, the desire for hosted personal sites waned. Social media made connections on a global scale, with both positive and negative outcomes.

    Want a much more extensive history of how we got here, with some other takes on ways that we can improve? ” Of Time and the Web” was written by Jeremy Keith. Or check out the” Web Design History Timeline” at the Web Design Museum. A fun tour through” Internet Artifacts” is also provided by Neal Agarwal.

    Where we are now

    It seems like we’ve reached yet another significant turning point in recent years. As social-media platforms fracture and wane, there’s been a growing interest in owning our own content again. From the tried-and-true classic of hosting plain HTML files to static site generators and content management systems of all kinds, there are many different ways to create websites. The fracturing of social media also comes with a cost: we lose crucial infrastructure for discovery and connection. Webmentions, RSS, ActivityPub, and other IndieWeb tools can be useful in this regard, but they’re still largely underdeveloped and difficult to use for the less geeky. We can build amazing personal websites and add to them regularly, but without discovery and connection, it can sometimes feel like we may as well be shouting into the void.

    Browser support for CSS, JavaScript, and other web components has increased, particularly with initiatives like Interop. New technologies gain support across the board in a fraction of the time that they used to. When I first learn about a new feature, I frequently discover that its coverage is already over 80 % when I check the browser support. Nowadays, the barrier to using newer techniques often isn’t browser support but simply the limits of how quickly designers and developers can learn what’s available and how to adopt it.

    We can now prototype almost any idea with just a few commands and a few lines of code. All the tools that we now have available make it easier than ever to start something new. However, as we upgrade and maintain these frameworks, we eventually pay the upfront costs that these frameworks may initially save in terms of our technical debt.

    If we rely on third-party frameworks, adopting new standards can sometimes take longer since we may have to wait for those frameworks to adopt those standards. These frameworks, which once made it easier to adopt new techniques sooner, have since evolved into obstacles. These same frameworks often come with performance costs too, forcing users to wait for scripts to load before they can read or interact with pages. And when scripts fail ( whether due to poor code, network issues, or other environmental factors ), users frequently have no choice but to use blank or broken pages.

    Where do we go from here?

    Hacks of today help to shape standards for tomorrow. And there’s nothing inherently wrong with embracing hacks —for now—to move the present forward. Problems only arise when we refuse to acknowledge that they are hacks or when we choose not to replace them. So what can we do to create the future we want for the web?

    Build for the long haul. Optimize for performance, for accessibility, and for the user. weigh the price of those user-friendly tools. They may make your job a little easier today, but how do they affect everything else? What is the cost to the users? To future developers? To adoption of standards? Sometimes the convenience may be worth it. Sometimes it’s just a hack that you’ve gotten used to. And sometimes it’s holding you back from even better options.

    Start with standards. Standards continue to evolve over time, but browsers have done a remarkably good job of continuing to support older standards. The same holds true for third-party frameworks, though. Sites built with even the hackiest of HTML from the’ 90s still work just fine today. The same can’t always be said of websites created with frameworks even after a few years.

    Design with care. Consider the effects of each choice, whether it is your craft, which is code, pixels, or processes. The convenience of many a modern tool comes at the cost of not always understanding the underlying decisions that have led to its design and not always considering the impact that those decisions can have. Use the time saved by modern tools to consider more carefully and design with consideration rather than rush to “move fast and break things”

    Always be learning. If you constantly learn, you also develop. Sometimes it may be hard to pinpoint what’s worth learning and what’s just today’s hack. Even if you were to concentrate solely on learning standards, you might end up focusing on something that won’t matter next year. ( Remember XHTML? ) However, ongoing learning opens up new neural connections, and the techniques you learn in one day may be useful for guiding future experiments.

    Play, experiment, and be weird! The ultimate experiment is this web we created. It’s the single largest human endeavor in history, and yet each of us can create our own pocket within it. Be brave and try something new. Build a playground for ideas. In your own bizarre science lab, conduct absurd experiments. Start your own small business. There has never been a place where we have more room to be creative, take risks, and discover our potential.

    Share and amplify. Share what you think has worked for you as you experiment, play, and learn. Write on your own website, post on whichever social media site you prefer, or shout it from a TikTok. Write something for A List Apart! But take the time to amplify others too: find new voices, learn from them, and share what they’ve taught you.

    Make a move and make it happen.

    As designers and developers for the web ( and beyond ), we’re responsible for building the future every day, whether that may take the shape of personal websites, social media tools used by billions, or anything in between. Let’s incorporate our values into the products we produce, and let’s improve the world for everyone. Create that thing that only you are uniquely qualified to make. Then share it, improve it, re-use it, or create something new. Learn. Make. Share. Grow. Rinse and repeat. Everything will change whenever you believe you’ve mastered the web.

  • To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    Photo this. You’ve joined a club at your business that’s designing innovative product features with an focus on technology or AI. Or perhaps your business only started using a personalization website. Either way, you’re designing with information. What’s next? When it comes to designing for personalization, there are many warning stories, no immediately achievement, and some guidelines for the baffled.

    The personalization space is real, between the dream of getting it right and the worry of it going wrong ( like when we encounter “persofails” similar to a company’s repeated pleas for more toilet seats from regular people ). It’s an particularly confusing place to be a modern professional without a map, a map, or a strategy.

    Because successful personalisation is so dependent on each group’s skill, technology, and market position, there are no Lonely Planet and some tour guides for those of you who want to personalize.

    But you can ensure that your group has packed its carriers reasonably.

    There’s a DIY method to increase your chances for victory. You’ll at least at least disarm your boss ‘ irrational exuberance. Before the group you’ll need to properly plan.

    We refer to it as prepersonalization.

    Behind the audio

    Take into account Spotify’s DJ feature, which was introduced last month.

    We’re used to seeing the polished final outcome of a personalization have. A personal have had to be developed, budgeted, and given priority before the year-end prize, the making-of-backstory, or the behind-the-scenes success chest. Before any customisation have goes live in your product or service, it lives amid a delay of valuable ideas for expressing consumer experiences more automatically.

    How do you decide where to position customisation wagers? How do you design regular interactions that hasn’t journey up users or—worse—breed mistrust? We’ve discovered that several budgeted programs foremost needed one or more workshops to join key stakeholders and domestic customers of the technology to justify their continuing investments. Create it count.

    We’ve witnessed the same evolution up near with our clients, from big tech to budding companies. In our experience with working on small and large personalization work, a program’s best monitor record—and its capacity to weather tough questions, work steadily toward shared answers, and manage its design and engineering efforts—turns on how successfully these prepersonalization activities play out.

    Effective workshops consistently distinguish successful future endeavors from unsuccessful ones, saving countless hours of time, resources, and overall well-being in the process.

    A personalization practice involves a multiyear effort of testing and feature development. Your tech stack is not experiencing a switch-flip. It’s best managed as a backlog that often evolves through three steps:

    1. customer experience optimization ( CXO, also known as A/B testing or experimentation )
    2. always-on automations ( whether rules-based or machine-generated )
    3. mature features or standalone product development ( such as Spotify’s DJ experience )

    This is why we created our progressive personalization framework and why we’re field-testing an accompanying deck of cards: we believe that there’s a base grammar, a set of “nouns and verbs” that your organization can use to design experiences that are customized, personalized, or automated. You won’t require these cards. But we strongly recommend that you create something similar, whether that might be digital or physical.

    Set the timer for your kitchen.

    How long does it take to cook up a prepersonalization workshop? The evaluation activities that we suggest including can ( and frequently do ) last for weeks. For the core workshop, we recommend aiming for two to three days. Here are a summary of our broad approach and information on the most crucial first-day activities.

    The full arc of the wider workshop is threefold:

      Kickstart: This specifies the terms of engagement as you concentrate on the potential, the readiness and drive of your team, and your leadership.
    1. Plan your work: This is the heart of the card-based workshop activities where you specify a plan of attack and the scope of work.
    2. Work your plan: This stage consists of making it possible for team members to individually present their own pilots, which each include a proof-of-concept project, business case, and operating model.

    Give yourself at least a day, split into two large time blocks, to power through a concentrated version of those first two phases.

    Kickstart: Apt your appetite

    We call the first lesson the “landscape of connected experience“. It looks at the possibilities for personalization in your organization. A connected experience, in our parlance, is any UX requiring the orchestration of multiple systems of record on the backend. This might be a marketing-automation platform combined with a content-management system. It could be a digital-asset manager combined with a customer-data platform.

    Give examples of connected experience interactions that you admire, find familiar, or even dislike, as examples of consumer and business-to-business examples. This should cover a representative range of personalization patterns, including automated app-based interactions ( such as onboarding sequences or wizards ), notifications, and recommenders. These cards contain a catalog, which we have. Here’s a list of 142 different interactions to jog your thinking.

    It’s all about setting the tone. What are the possible paths for the practice in your organization? Here’s a long-form primer and a strategic framework for a broader view.

    Assess each example that you discuss for its complexity and the level of effort that you estimate that it would take for your team to deliver that feature ( or something similar ). In our cards, we break down connected experiences into five categories: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to draw attention to the benefits of ongoing investment as well as the difference between what you deliver right now and what you want to deliver in the future.

    Next, have your team plot each idea on the following 2×2 grid, which lays out the four enduring arguments for a personalized experience. This is crucial because it emphasizes how personalization can affect your own methods of working as well as your external customers. It’s also a reminder ( which is why we used the word argument earlier ) of the broader effort beyond these tactical interventions.

    Each team member should decide where their focus should be placed for your product or service. Naturally, you can’t prioritize all of them. Here, the goal is to show how various departments may view their own benefits from the effort, which can vary from one department to the next. Documenting your desired outcomes lets you know how the team internally aligns across representatives from different departments or functional areas.

    The third and final Kickstart activity is about filling in the personalization gap. Is your customer journey well documented? Will data and privacy protection be a significant challenge? Do you have content metadata needs that you have to address? It’s just a matter of acknowledging the magnitude of that need and finding a solution ( we’re fairly certain that you do ). In our cards, we’ve noted a number of program risks, including common team dispositions. For instance, our Detractor card lists six intractable stakeholder attitudes that prevent progress.

    Effectively collaborating and managing expectations is critical to your success. Consider the potential obstacles to your advancement in the future. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. As research has shown, personalization initiatives face a number of common obstacles.

    At this point, you’ve hopefully discussed sample interactions, emphasized a key area of benefit, and flagged key gaps? Good, you’re ready to go on.

    Hit that test kitchen

    Next, let’s take a look at what you’ll need to create personalization recipes. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. Their capabilities are broad and potent, and they give you a variety of ways to organize your company. This presents the question: Where do you begin when you’re configuring a connected experience?

    What’s crucial here is to avoid treating the installed software like a dream kitchen from some imaginary remodeling project ( as one of our client executives memorably put it ). These software engines are more like test kitchens where your team can begin devising, tasting, and refining the snacks and meals that will become a part of your personalization program’s regularly evolving menu.

    Over the course of the workshop, the final menu of the prioritized backlog will be created. And creating “dishes” is the way that you’ll have individual team stakeholders construct personalized interactions that serve their needs or the needs of others.

    The dishes will be made from recipes, which have predetermined ingredients.

    Verify your ingredients

    You’ll ensure that you have everything you need to create your desired interaction ( or that you can determine what needs to be added to your pantry like a good product manager ) and that you have validated with the right stakeholders present. These ingredients include the audience that you’re targeting, content and design elements, the context for the interaction, and your measure for how it’ll come together.

    This is not just about identifying needs. Documenting your personalizations as a series of if-then statements lets the team:

    1. compare findings to a common method for developing features, similar to how artists paint with the same color palette,
    2. specify a consistent set of interactions that users find uniform or familiar,
    3. and establish parity between all important performance indicators and performance metrics.

    This helps you streamline your designs and your technical efforts while you deliver a shared palette of core motifs of your personalized or automated experience.

    Create a recipe.

    What ingredients are important to you? Consider the construct “what-what-when-why”

    • Who are your key audience segments or groups?
    • What kind of content will you provide for them, what design elements, and under what circumstances?
    • And for which business and user benefits?

    Five years ago, we created these cards and card categories. We regularly play-test their fit with conference audiences and clients. And there are still fresh possibilities. But they all follow an underlying who-what-when-why logic.

    In the cards in the accompanying photo below, you can typically follow along with right to left in three examples of subscription-based reading apps.

    1. Nurture personalization: When a guest or an unknown visitor interacts with a product title, a banner or alert bar appears that makes it easier for them to encounter a related title they may want to read, saving them time.
    2. Welcome automation: An email is sent when a newly registered user is a subscriber and is able to highlight the breadth of the content catalog.
    3. Winback automation: Before their subscription lapses or after a recent failed renewal, a user is sent an email that gives them a promotional offer to suggest that they reconsider renewing or to remind them to renew.

    We’ve also found that sometimes this process comes together more effectively by cocreating the recipes themselves, so a good preworkshop activity might be to think about what these cards might be for your organization. Start with a set of blank cards, and begin labeling and grouping them through the design process, eventually distilling them to a refined subset of highly useful candidate cards.

    The workshop’s later stages, which shift from focusing on cookbooks to focusing on customers, might seem more nuanced. Individual” cooks” will pitch their recipes to the team, using a common jobs-to-be-done format so that measurability and results are baked in, and from there, the resulting collection will be prioritized for finished design and delivery to production.

    Architecture must be improved to produce better kitchens.

    Simplifying a customer experience is a complicated effort for those who are inside delivering it. Beware of anyone who contradicts your advice. With that being said,” Complicated problems can be hard to solve, but they are addressable with rules and recipes“.

    A team overfitting: they aren’t designing with their best data, is what causes personalization to become a laugh line. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. For instance, your AI’s output quality is in fact impacted by your IA. Spotify’s poster-child prowess today was unfathomable before they acquired a seemingly modest metadata startup that now powers its underlying information architecture.

    You can’t stand the heat, in fact…

    Personalization technology opens a doorway into a confounding ocean of possible designs. Only a disciplined and highly collaborative approach will produce the necessary concentration and intention for success. So banish the dream kitchen. Instead, head to the test kitchen to save time, preserve job security, and avoid imagining the creative concepts that come from your organization’s masters. There are meals to serve and mouths to feed.

    You have a better chance of lasting success and sound beginnings with this workshop framework. Wiring up your information layer isn’t an overnight affair. However, if you use the same cookbook and the same recipe combination, you’ll have solid ground for success. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.

    Your time well spent is being able to assess your unique situation and digital skills, despite the associated costs associated with investing in this kind of technology and product design. Don’t squander it. The pudding is the proof, as they say.

  • User Research Is Storytelling

    User Research Is Storytelling

    I’ve been fascinated by movies since I was a child. I loved the heroes and the excitement—but most of all the stories. I aspired to be an artist. And I believed that I’d get to do the things that Indiana Jones did and go on fascinating experiences. I also came up with concept movies that my friends and I could create and sun in. But they never went any farther. However, I did end up working in user experience ( UI). Today, I realize that there’s an element of drama to UX— I hadn’t actually considered it before, but consumer research is story. And to get the most out of customer studies, you must tell a compelling story that involves stakeholders, including the product team and decision-makers, and piques their interest in learning more.

    Think of your favorite film. It probably follows a three-act narrative architecture: the layout, the conflict, and the resolution, which is prevalent in literature. The second act shows what exists now, and it helps you get to know the characters and the challenges and problems that they face. Act two sets the scene for the fight and introduces the action. Here, difficulties grow or get worse. The solution comes in the third and final work. This is where the issues are resolved and the figures learn and change. This structure, in my opinion, is also a fantastic way to think about customer research, and I think it can be particularly useful for explaining consumer research to others.

    Use story as a framework when conducting study.

    It’s sad to say, but many have come to see studies as being inconsequential. Research is typically one of the first things to go when expenses or deadlines are tight. Instead of investing in study, some goods professionals rely on manufacturers or—worse—their personal judgment to make the “right” options for users based on their experience or accepted best practices. That may get groups a little bit out of the way, but that approach is therefore easily miss out on resolving people ‘ real issues. To be user-centered, this is something we really avoid. User study improves pattern. It keeps it on record, pointing to problems and opportunities. You can keep back of your competition by being aware of the problems with your goods and fixing them.

    In the three-act structure, each action corresponds to a part of the process, and each part is important to telling the whole story. Let’s examine the various functions and how they relate to customer study.

    Act one: installation

    Fundamental analysis comes in handy because the setup is all about comprehending the background. Basic research ( also called conceptual, discovery, or original research ) helps you understand people and identify their problems. You’re learning about the difficulties people face now, what options are available, and how those challenges impact them, just like in the films. To do basic research, you may conduct cultural inquiries or journal studies ( or both! ), which can assist you in identifying both prospects and issues. It doesn’t need to get a great investment in time or money.

    What is the least sustainable ethnography that Erika Hall can do is spend fifteen minutes with a consumer and say,” Walk me through your day yesterday. That’s it. Give that one demand. Opened up and listen to them for 15 days. Do everything in your power to protect both your objectives and yourself. Bam, you’re doing ethnography”. According to Hall, “[This ] will probably prove quite fascinating. In the very unlikely event that you didn’t learn anything new or helpful, carry on with increased confidence in your way”.

    This makes sense to me in all its entirety. And I love that this makes consumer studies so visible. You can simply attract participants and carry out the recruitment process without having to create a lot of paperwork! This can offer a wealth of knowledge about your customers, and it’ll help you better understand them and what’s going on in their life. That’s what work one is really all about: understanding where people are coming from.

    Maybe Spool talks about the importance of basic research and how it may type the bulk of your research. If you can supplement what you’ve heard in the fundamental studies by using any more user data that you can obtain, such as surveys or analytics, to make recommendations that may need to be investigated further, you might as well use those that can be drawn from those that you can obtain. Together, all this information creates a clearer picture of the state of things and all its inadequacies. And that’s the start of a gripping tale. It’s the place in the story where you realize that the principal characters—or the people in this case—are facing issues that they need to conquer. This is where you begin to develop compassion for the characters and support their success, much like in films. And finally partners are now doing the same. Their concern may be with their company, which could be losing money because consumers are unable to complete specific tasks. Or probably they do connect with customers ‘ problems. In either case, action one serves as your main strategy for piqueing interest and investment from the participants.

    When partners begin to understand the value of basic research, that is open doors to more opportunities that involve users in the decision-making approach. And that can influence product team ‘ focus on improving. This gains everyone—users, the goods, and partners. It’s similar to winning an Oscar for a film because it frequently results in a favorable and productive outcome for your item. And this can be an opportunity for participants to repeat this process with different items. The secret to this method is storytelling, and knowing how to tell a compelling story is the only way to entice partners to do more research.

    This brings us to work two, where you incrementally review a design or idea to see whether it addresses the problems.

    Act two: fight

    Act two is all about digging deeper into the problems that you identified in operate one. This typically involves conducting lateral study, such as accessibility tests, where you evaluate a potential solution ( such as a design ) to see if it addresses the problems you identified. The issues may include unfulfilled needs or problems with a circulation or procedure that’s tripping users away. More problems will come up in the process, much like in the second action of a film. It’s here that you learn more about the figures as they grow and develop through this action.

    According to Jakob Nielsen, five users should be normally in usability tests, which means that this number of users can generally identify the majority of the issues:” As you add more and more users, you learn less and less because you will keep seeing the same things again and again… After the second user, you are wasting your time by observing the same findings consistently but not learning much new.”

    There are parallels with storytelling here too, if you try to tell a story with too many characters, the plot may get lost. With fewer participants, each user’s struggles will be more easily recalled and shared with other parties when discussing the research. This can help convey the issues that need to be addressed while also highlighting the value of doing the research in the first place.

    Usability tests have been conducted in person for tens of thousands of years, but remote testing can also be done using software like Microsoft Teams, Zoom, or other teleconferencing tools. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You might interpret in-person usability tests as a form of theater watching as opposed to remote testing. There are advantages and disadvantages to each. Much more in-depth research is conducted on user experience. Stakeholders can experience the sessions with other stakeholders. Additionally, you get real-time reactions, including surprises, disagreements, and discussions about what they’re seeing. Much like going to a play, where audiences get to take in the stage, the costumes, the lighting, and the actors ‘ interactions, in-person research lets you see users up close, including their body language, how they interact with the moderator, and how the scene is set up.

    If conducting usability testing in the field is like watching a play that is staged and controlled, where any two sessions may be very different from one another. You can take usability testing into the field by creating a replica of the space where users interact with the product and then conduct your research there. Or you can meet users at their location to conduct your research. With either option, you get to see how things work in context, things come up that wouldn’t have in a lab environment—and conversion can shift in entirely different directions. You have less control over how these sessions run as researchers, but this can occasionally improve your understanding of users. Meeting users where they are can provide clues to the external forces that could be affecting how they use your product. Usability tests in person offer a level of detail that is frequently absent from remote testing.

    That’s not to say that the “movies” —remote sessions—aren’t a good option. Remote training sessions can reach a wider audience. They allow a lot more stakeholders to be involved in the research and to see what’s going on. And they make access to a much wider range of users in their own country. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working.

    You can ask real users questions to understand their thoughts and understanding of the solution as a result of usability testing, whether it is conducted remotely or in person. This can help you not only identify problems but also glean why they’re problems in the first place. Additionally, you can test your own hypotheses and determine whether your reasoning is correct. By the end of the sessions, you’ll have a much clearer picture of how usable the designs are and whether they work for their intended purposes. The excitement is in the second act, but there are also potential surprises in the third. This is equally true of usability tests. Unexpected things that participants say frequently alter the way you look at things, and these unexpected revelations can lead to unexpected turns in the narrative.

    Unfortunately, user research is sometimes seen as expendable. Usability testing is often the only method of research that some stakeholders believe they ever need, especially in this regard. In fact, if the designs that you’re evaluating in the usability test aren’t grounded in a solid understanding of your users ( foundational research ), there’s not much to be gained by doing usability testing in the first place. Because you’re narrowing the scope of what you’re receiving feedback on without understanding the needs of the users. As a result, there’s no way of knowing whether the designs might solve a problem that users have. In the context of a usability test, it’s just feedback on a particular design.

    On the other hand, if you only do foundational research, while you might have set out to solve the right problem, you won’t know whether the thing that you’re building will actually solve that. This demonstrates the value of conducting both directional and foundational research.

    In act two, stakeholders will—hopefully—get to watch the story unfold in the user sessions, which creates the conflict and tension in the current design by surfacing their highs and lows. And in turn, this can encourage stakeholders to take action on the issues raised.

    Act three: resolution

    The third act is about resolving the issues from the first two acts, while the first two acts are about understanding the background and the tensions that can compel stakeholders to take action. While it’s important to have an audience for the first two acts, it’s crucial that they stick around for the final act. That includes all members of the product team, including developers, UX experts, business analysts, delivery managers, product managers, and any other interested parties. It allows the whole team to hear users ‘ feedback together, ask questions, and discuss what’s possible within the project’s constraints. And it gives the UX design and research teams more time to clarify, suggest alternatives, or provide more context for their choices. So you can get everyone on the same page and get agreement on the way forward.

    Voiceover narration of this act is typically used with audience input. The researcher is the narrator, who paints a picture of the issues and what the future of the product could look like given the things that the team has learned. They offer the stakeholders their suggestions and suggestions for how to create this vision.

    Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. The most effective presenters employ the same methods as great storytellers: By reaffirming the status quo and then revealing a better way, they create a conflict that needs to be resolved, writes Duarte. ” That tension helps them persuade the audience to adopt a new mindset or behave differently”.

    This type of structure aligns well with research results, and particularly results from usability tests. It provides proof for “what is “—the issues you’ve identified. And “what could be “—your recommendations on how to address them. And so forth and forth.

    You can reinforce your recommendations with examples of things that competitors are doing that could address these issues or with examples where competitors are gaining an edge. Or they can be visual, like quick sketches of how a new design could function to solve a problem. These can help generate conversation and momentum. And this continues until the session is over when you’ve concluded everything by summarizing the key points and offering suggestions for a solution. This is the part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. The stakeholders will now have the opportunity to take the next steps, and hopefully the will-power to do so!

    While we are nearly at the end of this story, let’s reflect on the idea that user research is storytelling. The three-act structure of user research contains all the components for a good story:

      Act one: You meet the protagonists ( the users ) and the antagonists ( the problems affecting users ). This is the plot’s beginning. In act one, researchers might use methods including contextual inquiry, ethnography, diary studies, surveys, and analytics. These techniques can produce personas, empathy maps, user journeys, and analytics dashboards.
      Act two: Next, there’s character development. The protagonists face problems and difficulties, which they must overcome, and there is conflict and tension. In act two, researchers might use methods including usability testing, competitive benchmarking, and heuristics evaluation. Usability findings reports, UX strategy documents, usability guidelines, and best practices can be included in the output of these.
      Act three: The protagonists triumph and you see what a better future looks like. Researchers may use techniques like storytelling, presentation decks, and digital media in act three. The output of these can be: presentation decks, video clips, audio clips, and pictures.

    The researcher performs a number of tasks: they are the producer, the director, and the storyteller. The participants have a small role, but they are significant characters ( in the research ). And the audience are the stakeholders. But the most important thing is to get the story right and to use storytelling to tell users ‘ stories through research. By the end, the parties should have a goal and a desire to solve the product’s flaws.

    So the next time that you’re planning research with clients or you’re speaking to stakeholders about research that you’ve done, think about how you can weave in some storytelling. In the end, user research is beneficial to everyone, and all parties must be interested in the conclusion.

  • From Beta to Bedrock: Build Products that Stick.

    From Beta to Bedrock: Build Products that Stick.

    I’ve lost count of the times I’ve watched promising thoughts go from zero to warrior in a few days before failing to deliver within weeks as a product developer for very long.

    Financial goods, which is the area of my specialization, are no exception. It’s tempting to put as many features at the ceiling as possible and expect something sticks because people’s true, hard-earned money is on the line, user expectations are high, and crowded market. However, this strategy will lead to disaster. Why, you see this:

    The perils of feature-first growth

    It’s easy to get swept up in the enthusiasm of developing innovative features when you start developing a financial product from scratch or are migrating existing client journeys from papers or phone channels to online bank or mobile applications. You might be thinking,” If I can only put one more thing that solves this particular person problem, they’ll appreciate me”! What happens, however, when you eventually encounter a roadblock caused by your safety team? don’t like it? When a battle-tested film isn’t as well-known as you anticipated or when it fails due to unforeseen difficulty?

    The concept of Minimum Viable Product ( MVP ) is applied to this. Even if Jason Fried doesn’t usually refer to this concept, his book Getting Real and his audio Redo frequently discuss it. An MVP is a product that offers only enough value to your users to keep them interested, but not so much that it becomes difficult to keep up. Although the idea seems simple, it requires a razor-sharp eye, a brutal edge, and the courage to stand up for your position because” the Columbo Effect” makes it easy to fall for something when one always says” just one more thing …” to include.

    The issue with most fund apps is that they frequently turn out to be reflections of the company’s internal politics rather than an experience created purely for the customer. This implies that the priority should be given to delivering as many features and functionalities as possible in order to satisfy the requirements and needs of competing internal departments as opposed to crafting a compelling value statement that is focused on what people in the real world actually want. These products may therefore quickly become a muddled mess of confusing, related, and finally unlovable client experiences—a feature salad, you might say.

    The significance of the foundation

    What is a better strategy, then? How may we create products that are user-friendly, firm, and, most importantly, stick?

    The concept of “bedrock” comes into play in this context. Rock is the main feature of your item that really matters to customers. The foundation of worth and relevance over time is built upon it.

    The rock must be in and around the standard servicing journeys in the retail banking industry, which is where I work. People only look at their existing account once every blue moon, but they do so daily. They purchase a credit card every year or every other year, but they at least once a month assess their stability and pay their bills.

    The key is in identifying the main jobs that people want to complete and working relentlessly to render them simple, reliable, and trustworthy.

    How can you reach the foundation, though? By focusing on the” MVP” strategy, giving convenience precedence, and working incrementally toward a clear value proposition. This means avoiding unnecessary characteristics and putting your customers first, and adding real value.

    It also requires some fortitude, as your coworkers might not always agree on your vision at first. And in some cases, it might even mean making it clear to consumers that you won’t be coming over to their home to prepare their meal. Sometimes you may need to use the sporadic “opinionated user interface design” ( i .e. clunky workaround for edge cases ) to test a concept or to give yourself some room to work on something more crucial stuff.

    Realistic methods for creating financially successful products

    What are the main learnings I’ve made from my own research and practice, then?

    1. What issue are you attempting to resolve first, and why? Whom? Before beginning any construction, make sure your goal is completely clear. Make certain it also aligns with the goals of your business.
    2. Avoid the temptation to put too many characteristics at once by focusing on one, key feature and focusing on getting that right before moving on to something else. Choose one that actually adds benefit, and work from that.
    3. When it comes to financial items, clarity is often more important than difficulty. Eliminate unwanted details and concentrate solely on what matters most.
    4. Accept ongoing iteration as Bedrock is a powerful process rather than a fixed destination. Continuously collect customer feedback, make product improvements, and advance in that direction.
    5. Stop, look, and listen: Don’t just go through with testing your product as part of the delivery process; test it frequently in the field. Use it for yourself. A/B tests are run. User opinions on Gear. Speak to those who use it, and change things up correctly.

    The foundational dilemma

    Building towards core implies sacrificing some short-term expansion potential in favor of long-term balance, which is an interesting paradox at play here. But the payoff is worthwhile because products built with a emphasis on bedrock will outlive and surpass their rivals over time and provide users with long-term value.

    How do you begin your journey to rock, then? Take it slowly. Start by identifying the essential components that your customers actually care about. Concentrate on developing and improving a second, potent function that delivers real value. And most importantly, check constantly because, whatever you think, Abraham Lincoln, Alan Kay, or Peter Drucker are all in the same boat! The best way to foretell the future is to make it, he said.

  • An Holistic Framework for Shared Design Leadership

    An Holistic Framework for Shared Design Leadership

    Picture this: Two people are having what appears to be the same talk about the same design issue in a conference room at your technical company. One is talking about whether the staff has the proper skills to handle it. The other examines whether the answer really addresses the user’s issue. Similar room, the same issue, and entirely various perspectives.

    This is the lovely, sometimes messy fact of having both a Design Manager and a Guide Designer on the same group. And you’re asking the right question if you’re wondering how to make this job without creating confusion, coincide, or the feared” to some cooks” situation.

    The conventional solution has been to create clear traces on an organizational chart. The Design Manager handles persons, the Lead Designer handles art. Problem solved, is that correct? Except that clear com charts are fantasy. In fact, both roles care greatly about crew health, style quality, and shipping great work.

    When you start thinking of your style organization as a style organism, the magic happens when you embrace the collide rather than fighting it.

    A Healthy Design Team’s Biology

    Here’s what I’ve learned from years of being on both flanks of this formula: think of your design team as a living organism. The Design Manager concentrates on the internal security, career advancement, team dynamics, and other factors. The Lead Designer is more focused on the body ( the handiwork, the design standards, the hands-on projects that are delivered to users ).

    But just like mind and body aren’t totally separate systems, but, also, do these tasks overlap in significant ways. Without working in harmony with one person, you can’t have a healthier person. The technique is to know where those aligns are and how to manage them gently.

    When we look at how good team really function, three critical devices emerge. Each role must coexist, but one must assume primary responsibility for maintaining a solid system.

    Folks & Psychology: The Nervous System

    Major caregiver: Design Manager
    Supporting position: Lead Designer

    Signs, comments, emotional health are all important components of the nervous program. When this technique is good, information flows easily, people feel safe to take risks, and the staff may react quickly to new problems.

    The main caregiver here is the Design Manager. They are making sure the team’s emotional pulse is healthier, creating the ideal environment for growth, and keeping track of the team’s psychological pulse. They’re hosting job meetings, managing task, and making sure no single burns out.

    However, the Lead Designer has a vital enabling position. They’re offering visual feedback on build development requirements, identifying stagnant design skills, and assisting with the design manager’s potential growth opportunities.

    Design Manager tends to:

    • discussions about careers and career development
    • internal security and dynamics of the crew
    • Job management and resource planning
    • Performance evaluations and input mechanisms
    • Providing opportunities for learning

    Direct Custom supports by:

    • Providing craft-specific evaluation of team member growth
    • identifying opportunities for growth and style talent gaps
    • Providing design mentoring and assistance
    • indicating when a group is prepared for more challenging tasks.

    The Muscular System: Design, Design, and Execution

    Major caretaker: Lead Designer
    Design Manager supporting position

    The skeletal structure focuses on developing strength, coordination, and talent development. When this technique is healthy, the team can do complicated design work with precision, maintain regular quality, and adjust their craft to fresh challenges.

    The Lead Designer is the main caregiver at this place. They are establishing design standards, offering craft instruction, and making sure that shipping work meets the required standards. They’re the ones who can tell you if a design decision is sound or if we’re solving the right problem.

    However, the Design Manager has a significant supporting role. They are making sure the team has the resources and support they need to perform their best work, including ensuring that an athlete receives adequate nutrition and time for recovery.

    Lead Designer tends to:

    • Definition of system usage and design standards
    • Feedback on design work that meets the required standards
    • Experience direction for the product
    • Design choices and product-wide alignment are at stake.
    • advancement of craft and innovation

    Design Manager supports by:

    • ensuring that all members of the team are aware of and adopting design standards
    • Confirming that the right direction is being used is being done
    • Supporting practices and systems that scale without bottlenecking
    • facilitating design alignment among all teams
    • Providing resources and removing obstacles to outstanding craft work

    The Circulatory System: Strategy &amp, Flow

    Both the lead designer and the design manager were caretakers.

    The circulatory system is about how decisions, energy, and information flow through the team. When this system is healthy, strategic direction is clear, priorities are aligned, and the team can respond quickly to new opportunities or challenges.

    True partnership occurs in this area. Although both positions bring unique perspectives, keeping the circulation strong is a dual responsibility.

    Lead Designer contributes:

    • The product fulfills the needs of the users.
    • overall experience and product quality
    • Strategic design initiatives
    • User needs based on research for each initiative

    Design Manager contributes:

    • Communication to team and stakeholders
    • Management of stakeholders and alignment
    • Team accountability across all levels
    • Strategic business initiatives

    Both parties work together on:

    • Co-creation of strategy and leadership
    • Team goals and prioritization approach
    • organizational structure decisions
    • Success frameworks and measures

    Keeping the Organism Healthy

    Understanding that all three systems must work together is the key to making this partnership sing. A team will eventually lose their way despite excellent craftmanship and poor psychological safety. A team with great culture but weak craft execution will ship mediocre work. A team that has both but poor strategic planning will concentrate on the wrong things.

    Be Specific About the System You’re Defending.

    When you’re in a meeting about a design problem, it helps to acknowledge which system you’re primarily focused on. Everyone has context for their input.” I’m thinking about this from a team capacity perspective” ( nervous system ) or” I’m looking at this through the lens of user needs” ( muscular system ).

    It’s not about staying in your lane. It’s about being transparent as to which lens you’re using, so the other person knows how to best add their perspective.

    Create Positive Feedback Loops

    The partnerships that I’ve seen have the most effective partnerships that create clear feedback loops between the systems:

    Nervous system signals to muscular system:” The team is struggling with confidence in their design skills” → Lead Designer provides more craft coaching and clearer standards.

    The nervous system receives the message” The team’s craft skills are progressing more quickly than their project complexity.”

    Both systems communicate to the circulatory system that” We’re seeing patterns in team health and craft development that suggest we need to adjust our strategic priorities.”

    Handle Handoffs Gracefully

    When something switches from one system to another, this partnership’s pivotal moment is. This might occur when a design standard ( muscular system ) needs to be implemented across the team ( nervous system ) or when a tactical initiative ( circulatory system ) requires specific craft execution ( muscular system ).

    Make these transitions explicit. The new component standards have been defined. Can you give me some ideas on how to get the team up to speed?” or” We’ve agreed on this strategic direction. From here, I’ll concentrate on the specific user experience approach.

    Stay curious and avoid being territorial.

    The Design Manager who never thinks about craft, or the Lead Designer who never considers team dynamics, is like a doctor who only looks at one body system. Even when they aren’t the primary caretaker, great design leadership requires both people to be as concerned with the entire organism.

    This entails posing questions rather than making assumptions. ” What do you think about the team’s craft development in this area”? or” How do you think this is affecting team morale and workload”? keeps both viewpoints at the forefront of every choice.

    When the Organism Gets Sick

    This partnership can go wrong even with clear roles. What are the most typical failure modes I’ve seen:

    System Isolation

    The Design Manager ignores craft development and only concentrates on the nervous system. The Lead Designer ignores team dynamics and concentrates solely on the muscular system. Both people retreat to their comfort zones and stop collaborating.

    The signs: Team members receive conflicting messages, poor morale, and poor communication.

    Reconnect around common goals in the treatment. What are you both trying to achieve? It’s typically excellent design work that arrives on time from a capable team. Discover how both systems accomplish that goal.

    Poor Circulation

    There is no clear strategic direction, shifting priorities, or accepting responsibility for keeping information flowing.

    The symptoms are: Team members are unsure of their priorities, work is duplicated or dropped, and deadlines are missed.

    The treatment: Explicitly assign responsibility for circulation. Who is communicating with whom? When? What’s the feedback loop?

    Autoimmune Response

    One person feels threatened by the other’s skill set. The Design Manager thinks the Lead Designer is undermining their authority. The Design Manager is allegedly misunderstanding the craft, according to the Lead Designer.

    The signs: defensive behavior, territorial disputes, team members sucked into the middle.

    The treatment: Remember that you’re both caretakers of the same organism. The entire team suffers when one system fails. The team thrives when both systems are healthy.

    The Payoff

    Yes, there is more communication required with this model. Yes, both parties must be able to assume full responsibility for team health. But the payoff is worth it: better decisions, stronger teams, and design work that’s both excellent and sustainable.

    When both roles are well-balanced and functioning well together, you get the best of both worlds: strong people leadership and deep craft knowledge. One person can help keep the team’s health when one is sick, on vacation, or overjoyed. When a decision requires both the people perspective and the craft perspective, you’ve got both right there in the room.

    The framework has a balance, which is crucial. You can use the same system thinking to new challenges as your team grows. Need to launch a design system? Both the muscular system and the nervous system are more prevalent in the work environment and communication, and the design manager is more focused on the implementation and change management.

    Bottom Line

    The relationship between a Design Manager and Lead Designer isn’t about dividing territories. It’s about multiplying impact. Magic occurs when both roles are aware that they are promoting various aspects of a healthy organism.

    The mind and body work together. The team benefits from both strategic thinking and craftmanship. And most importantly, the work that is distributed to users benefits both sides.

    So the next time you’re in that meeting room, wondering why two people are talking about the same problem from different angles, remember: you’re watching shared leadership in action. And if it’s functioning well, your design team’s mind and body are both strengthening.

  • 6 Times Great Wrestlers Turned Out to Be Great Screen Actors

    6 Times Great Wrestlers Turned Out to Be Great Screen Actors

    Today, Dwayne” The Rock” Johnson is rumored to be an Oscar winner. That’s the information coming out the Venice Film Festival, as his film The Smashing Machine—directed by Benny Safdie and co-staring Emily Blunt—received a 15-minute sitting applause. While it’s true that The Slamming System was able to set Johnson on a level that no other artist had ever before […]

    The article 6 Times Great Wrestlers Turned Out to Be Great Screen Actors appeared first on Den of Geek.

    Universal Orlando’s Halloween Horror Nights has been providing top-notch bothers for years. The fright-inducing Halloween celebration opened its 34th time on August 29 and simply keeps getting better. Consider the haunted house lineup for this year, which includes terrifying walkthrough experiences based on well-known intellectual property like Prime Video’s Fallout TV series, Five Nights at Freddy’s film, and Damien Leone’s Terrifier, one of this writer’s favourite horror film franchises.

    ” When you look at all three Terrifier movie, there’s so much rich content for a haunted house practice”, Ramón Paradoa, one of the masterminds behind Halloween Horror Nights at Universal Orlando Resort, tells Den of Geek. The film’s tone perfectly translates to what we do at Halloween Horror Nights and an interactive haunted house knowledge thanks to the not only the dies, but also the character of Art the Clown.

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    While the Terrifier company is very gruesome, its enemy, Art the Clown, is outrageously fun to watch. Yes, he’s extremely horrible and has given me factual hallucinations, but he’s also just a silly little man who’s misunderstood. After all, how can someone who wears a humorous helmet and has a predilection for wearing funny glasses be all that bad?

    Having no knowledge of skill? The villain first appeared in Leone’s 2008 little film, The 9th Circle, finally received his very own small film with Leone’s 2011 Terrifier, a 20-minute introduction to just how frightening a slasher the harlequin had been. The 2013 movie All Hallow’s Eve featured both of Leone’s short films, but Art actually started to flourish when David Howard Thornton’s first full-length video, Art the Clown, debuted in 2016. Thornton gave Art the character he’d formerly been lacking, and the cruel villain reappeared in 2022’s Terrifier 2 and 2024’s Terrifier 3. Terrifier 4 is currently in development, and Art the Clown has officially entered popular, joining Michael Meyers, Leatherface, and Jason Voorhees as other horror images who have created their own haunted homes for Halloween Horror Nights.

    ” Art the Clown is just like a lovely persona”, Paradoa says. In the 1970s, 1980s, and 1990s, slashers were mainly in the minds of those who were regarded as iconic in the scary zeitgeist. It wasn’t really until the Terrifier pictures and Skill the Clown that we had a fresh, contemporary time slasher that’s reached this level of popularity”.

    What was it like to collaborate with Damien Leone, the genius of despair, on the Terrifier Halloween Horror Nights home? He was simply a wonderful companion from leap street”, Paradoa says. He “was very involved right away.” We were going back and forth with tips on how to modify existing events from the pictures and adopt new events into the haunted house. We had the opportunity to work on a few brand-new dies and encounters with him. He was very, very enthusiastic and it was an honor for us to have his faith because actually, these pictures also have a very close-knit sense to them even as common as they’ve become”.

    One doesn’t have to dig into Leone’s early Art the Clown-related works unless they want to because the majority of the experience is based on Terrifier, Terrifier 2, and Terrifier 3. But the house still plays heavily into the lore of those three films, creating “one of the most visceral experiences in our event’s history, per Paradoa.

    He claims that what’s really cool is that we’ve practically recreated some of the scenes from the movies one-for-one. A perfect example of this is the Clown Cafe… you feel like you’re stepping into that moment from the film. You’re also going to get to experience some of the kills from the movies that we’ve designed in a new way because it looks exactly like it does in the movie.

    ” We knew we wanted to set the environment of the house as the funhouse from the end of Terrifier 2, “he adds”. The idea is that you are passing through this rundown funhouse, and some of the scenes are actually from the funhouse itself, and some of the scenes are backstage scenes. We’re taking kills from the film like the hacksaw kill from Terrifier, the bedroom salt-and-bleach kill from Terrifier 2, and the chainsaw kill from Terrifier 3 and recreating these iconic moments in newly-immersive ways.”

    As an active kill, a body, or a severed head, Paradoa predicts more than 20 victims from the Terrifier franchise to be represented in the house. ” But other than the 20+ victims of Art the Clown, will we recognize other familiar faces in the Halloween Horror Nights house? Paradoa says there is a 100 % chance that you’ll see Vicky, Sienna, and the Little Pale Girl.

    ” We loved the idea of Vicky and Little Pale Girl being Art’s sidekicks to lure us into this bloodbath, so we knew they needed to have a big presence in the experience, “he says”. Then there’s Sienna Shaw, who we obviously had to represent because she is, in my opinion, one of the coolest, most charismatic, and most badass final girls we’ve had in horror in recent, if not ever. We knew she had to have a big part in the experience and really play into the ending of the experience.”

    What’s more, Paradoa advises viewers to expect” the most bodies ever at Halloween Horror Nights, by almost twice,” in addition to numerous Easter eggs that pay homage to the movies&nbsp,

    Walking through the house, I noticed the Terrifier Easter eggs were plentiful. In fact, I’m tempted to take one of Universal’s Unmasking the Horror tours, where you can search through the homes while the lights are on. In my two times through the house, I spotted things like the creepy” circus “hitchhiking sign Art holds in the original Terrifier short film, a wall emblazoned with” Vicky + Art,” a throwback to Vicky’s moments in the asylum before she gives birth to Art’s reanimated head at the close of Terrifier 2, and lots of smeared, partially-mopped blood around Allie’s bed in the salt-and-bleach bedroom kill scene, because Art always cleans up after himself, silly little guy that he is.

    Over the years, the Terrifier franchise appears to have gotten less violent toward women and, at the very least, started incorporating the killing of men into the movies. With many critics of Leone’s works saying they go too far in their exploitation of women, I asked Paradoa if Art’s haunted house would show an equal number of men and women being slaughtered.

    ” One hundred percent, he says.” When you go through the hacksaw hallway and you see those two hacksaw rigs going back and forth, that’s happening to two male victims that have unfortunately been captured by Art the Clown. Because I believe Art the Clown does not pick and choose, he just kind of kills as he goes, the haunted house is definitely well balanced. He is a tornado and he is going to run past anybody in his path.”

    And Paradoa is correct. Yes, I saw some of Art’s cringiest female kills, like a naked Dawn being sawed in half upside down in Terrifier, but there was plenty of violence inflicted upon guys in the house as well, from Cole’s chainsaw shower death in Terrifier 3 to those hacksawed male victims Paradoa told me to keep an eye out for. Art the Clown is an equal-opportunity slayer in this adaptation of Terrifier. Additionally, the Terrifier haunted house will end with the opportunity for guests to choose between a wet and dry path. Universal has been making the announcement that those who choose the wet path will completely soaked ever since.

    ” When we were thinking of ways to make this experience viscerally immersive, we were playing with the sights and smells, but we wanted to go beyond that,” Paradoa says”. What if we made it feel as though you were being bathed in the blood of Art’s victims throughout the entire experience, but especially in the finale? So in the finale you have the opportunity to choose between the blood bath and the dry path.

    That eventually led to the most advanced water effects integration we’ve ever done at Halloween Horror Nights. Throughout the experience, you’re going to get water blasts and feel the blood spray from some of those kills, but once you get to the finale, which we’re calling the ‘ Symphony of Blood,’ you’re going to go into this open warehouse environment at the very back of the funhouse and see an iconic visual of Art the Clown standing over a waterfall of blood … on either side of him are two paths and you have a choice. You will get very wet if you brave the blood bath. You’ll smell the iron-y smell of blood and it’s going to make you think you’re being doused in the blood of Art’s victims. You’re going to get very wet because we’ve got more and more rain and we’re having driplines and water blasts.

    Because I was committed to the bit, I went through the Terrifier Halloween Horror Nights house twice in a row, once along Art’s “blood bath” and once on the dry path. I donned a plastic poncho ( which was on sale at the house entrance for about$ 10) and went “wet” first to get it over with. I did, indeed, get soaked. Everything Paradoa promised actually came true: As I exited the house, I noticed an actor playing Sienna Shaw, holding up Art’s severed head, and wearing her iconic Valkyrie-style angel costume from the movies. I smelled blood, I was splashed senseless, and I was left.

    The dry path felt shorter, with less of a blood smell and a different representation of Sienna’s short-lived victory: Instead of encountering her in the flesh, the dry path shows a silhouette of Sienna beheading Art behind a panel. However, it’s difficult to keep Art down because both paths end with a beheaded Art the Clown, still alive and ready to wreak even greater havoc on Siena Shaw and her friends and family.

    Art won’t just be terrifying guests in his own haunted house at HHN. Universal made the announcement that there will be a roving Art the Clown character who will interact with visitors throughout the park during the event. Paradoa calls this addition” a really early idea” that came up when Universal first began their partnership with Leone and his team.

    Because of the one-on-one interactions he has with people, Paradoa says,” we knew we wanted Art the Clown to have a presence in the event beyond the haunted house.” ” We wanted to give guests an enhanced way to interact with Art the Clown beyond just seeing him come out and scare you in the haunted house”.

    However, Art won’t show up in designated locations and times throughout the event. ” We wanted to play into the unpredictability of the character”, Paradoa says. As you progress through Halloween Horror Nights, you are never sure how you will come across him. Art the Clown might pop up in a dark alleyway or in a restaurant while you’re eating or in a store while you’re buying merchandise. No two operations nights will be the same.

    There’s also a food kiosk in this year’s HHN line-up that’s a fun twist on the Clown Cafe. Visitors to the food truck-style booth can purchase everything from popcorn covered in sauce-topped chicken bites that resemble bloody body parts to cookies that resemble Art’s iconic sunflower sunglasses. And then there’s the merchandise: I spotted things like Art masks and popcorn buckets, Terrifier Christmas ornaments, and a crossbody bag featuring lots of characters from the franchise.

    Many people have been posting videos of their own social media interactions, despite the fact that I haven’t seen any roving art in the park. It’s been delightful to watch Damien Leone share these posts and others, including a viral trend of people showing how they look before getting soaking wet in the Terrifier house and how they look after.

    One of the worst HHN houses I’ve seen, The Terrifier house itself, is wildly entertaining as well. Walking through, you encounter Art countless times, and he’s always his typical smiley, cheerful self, whether he’s showing off his bottle of bleach in the Allie kill scene or wearing Santa Claus ‘ face in the Christmas kill scene. I had no idea how many actors were there to portray the Art I was introduced to, but I was envious of how many of them clapped along to the Clown Cafe jingle, flaunted their zany sunglasses, and laughed as they sawed through their victims. &nbsp,

    Oh no, art, please! I exclaimed several times as I discovered the clown torturing a victim. Every time he would clap and laugh while flaunting his bloody prowess. Truly, it’s the first Halloween Horror Nights house where I remember the actors being that interactive with guests throughout. And whether there was blood and guts or no blood and guts, it appeared that everyone working in the house was having just as much fun as visitors were having while traversing the house.

    But I also wanted to know: Is there a chance David Howard Thornton himself will put on his Art the Clown suit and surprise park-goers? &nbsp,

    ” I’d really hope if that happens, we’d keep it under wraps because fans would freak out if they encountered Art the Clown and went,’ Wait a second, is that the man himself?’” says Paradoa. ” I don’t know what plans are in motion but I hope if it does happen, it’s kept under wraps because it’d be a really fun surprise”.

    The first post on Den of Geek was Terrifier House Lets Art the Clown Be a Silly Little Guy.

  • Halloween Horror Nights’ Terrifier House Lets Art the Clown Be a Silly Little Guy

    Halloween Horror Nights’ Terrifier House Lets Art the Clown Be a Silly Little Guy

    Halloween Horror Nights at Universal Orlando has been providing top-notch bothers for years. The fright-inducing Halloween celebration opened its 34th period on August 29 and simply keeps getting better. Consider the haunted house portfolio from this year, which includes terrifying walkthrough activities based on well-known intellectual property, such as Prime Video’s Fallout TV set, the Five.

    The article Halloween Horror Nights ‘ Terrifier House Lets Art the Clown Become a Silly Little Guy appeared initially on Den of Geek.

    Universal Orlando’s Halloween Horror Nights has been providing top-notch bothers for years. The fright-inducing Halloween celebration opened its 34th period on August 29 and simply keeps getting better. Consider the haunted house roster for this year, which includes terrifying walkthrough experiences based on well-known intellectual property like Prime Video’s Fallout TV series, Five Nights at Freddy’s film, and Damien Leone’s Terrifier, one of this writer’s preferred horror film franchises.

    ” When you look at all three Terrifier movie, there’s so much rich content for a haunted house knowledge”, Ramón Paradoa, one of the masterminds behind Halloween Horror Nights at Universal Orlando Resort, tells Den of Geek. The film’s “awesome” feeling, which includes both the kills and Art the Clown, perfectly fits into our work at Halloween Horror Nights and into an engaging disturbed house experience.

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    While the Terrifier company is very gruesome, its enemy, Art the Clown, is outrageously fun to watch. Yes, he’s extremely horrible and has caused me factual hallucinations, but he’s also just a silly little man who’s misunderstood. After all, how can someone who wears a humorous helmet and has a predilection for wearing funny glasses be all that bad?

    No well-versed in skill? The villain first appeared in Leone’s 2008 little film, The 9th Circle, finally received his very own small film with Leone’s 2011 Terrifier, a 20-minute introduction to just how frightening a slasher the harlequin had been. The 2013 movie All Hallow’s Eve featured both of Leone’s short films, but Art actually started to flourish when David Howard Thornton’s first full-length video, Art the Clown, debuted in 2016. Thornton gave Art the character he’d formerly been lacking, and the cruel villain reappeared in 2022’s Terrifier 2 and 2024’s Terrifier 3. Terrifier 4 is currently in development, and Art the Clown has officially entered major, joining Michael Meyers, Leatherface, and Jason Voorhees as other horror images who have created their own haunted homes for Halloween Horror Nights.

    ” Art the Clown is just like a lovely persona”, Paradoa says. In the 1970s, 1980s, and 1990s, mostly when you think of classic slashers in the scary zeitgeist, they were present and became popular in the 70s, 80s, and 90s. It wasn’t really until the Terrifier pictures and Skill the Clown that we had a fresh, contemporary time slasher that’s reached this level of popularity”.

    What was it like to collaborate with Damien Leone, the architect behind Terrifier Halloween Horror Nights? He was simply a wonderful companion from leap street”, Paradoa says. He “was very involved right away.” We were going back and forth with tips on how to modify existing events from the pictures and adopt new events into the haunted house. We had the opportunity to work on a few brand-new shoots and encounters with him. He was very, very enthusiastic and it was an honor for us to have his faith because actually, these pictures also have a very close-knit sense to them even as common as they’ve become”.

    One doesn’t have to dig into Leone’s early Art the Clown-related works unless they want to because the majority of the experience is based on Terrifier, Terrifier 2, and Terrifier 3. But the house still plays heavily into the lore of those three films, creating “one of the most visceral experiences in our event’s history, per Paradoa.

    He claims that what’s really cool is that we’ve practically recreated some of the scenes from the movies one-for-one. A perfect example of this is the Clown Cafe… you feel like you’re stepping into that moment from the film. Although it looks exactly like it does in the movie, you’re also going to get to see some of the kills from the movies that we’ve created in a completely different way.

    ” We knew we wanted to set the environment of the house as the funhouse from the end of Terrifier 2, “he adds”. The idea is that you are passing through this rundown funhouse, and some of the scenes are actually from the funhouse itself, and some of the scenes are backstage scenes. We’re taking kills from the film like the hacksaw kill from Terrifier, the bedroom salt-and-bleach kill from Terrifier 2, and the chainsaw kill from Terrifier 3 and recreating these iconic moments in newly-immersive ways.”

    As an active kill, a body, or a severed head, Paradoa predicts more than 20 Terrifier franchise victims will be represented in the house. ” But other than the 20+ victims of Art the Clown, will we recognize other familiar faces in the Halloween Horror Nights house? Paradoa says there is a 100 % chance that you’ll see Vicky, Sienna, and the Little Pale Girl.

    ” We loved the idea of Vicky and Little Pale Girl being Art’s sidekicks to lure us into this bloodbath, so we knew they needed to have a big presence in the experience, “he says”. And then there’s Sienna Shaw, who we obviously had to represent because, in my opinion, she is one of the coolest, most charismatic, and most badass final girls we’ve had in horror for a while, if not ever. We knew she had to have a big part in the experience and really play into the ending of the experience.”

    What’s more, Paradoa advises viewers to expect” the most bodies ever at Halloween Horror Nights, by almost twice,” in addition to numerous Easter eggs that pay homage to the movies&nbsp,

    Walking through the house, I noticed the Terrifier Easter eggs were plentiful. In fact, I’m tempted to take one of Universal’s Unmasking the Horror tours, where you can search through the homes while the lights are on. In my two times through the house, I spotted things like the creepy” circus “hitchhiking sign Art holds in the original Terrifier short film, a wall emblazoned with” Vicky + Art,” a throwback to Vicky’s moments in the asylum before she gives birth to Art’s reanimated head at the close of Terrifier 2, and lots of smeared, partially-mopped blood around Allie’s bed in the salt-and-bleach bedroom kill scene, because Art always cleans up after himself, silly little guy that he is.

    Over the years, the Terrifier franchise appears to have slowed down in how it depicts violence against women or at the very least started incorporating the killing of men into the movies. With many critics of Leone’s works saying they go too far in their exploitation of women, I asked Paradoa if Art’s haunted house would show an equal number of men and women being slaughtered.

    He claims that “one hundred percent” When you go through the hacksaw hallway and you see those two hacksaw rigs going back and forth, that’s happening to two male victims that have unfortunately been captured by Art the Clown. In the haunted house, it’s definitely well balanced because I believe the beauty of Art the Clown is that he kind of kills as he moves along. He does not pick and choose. He is a tornado and he is going to run past anybody in his path.”

    And Paradoa is correct. Yes, I saw some of Art’s cringiest female kills, like a naked Dawn being sawed in half upside down in Terrifier, but there was plenty of violence inflicted upon guys in the house as well, from Cole’s chainsaw shower death in Terrifier 3 to those hacksawed male victims Paradoa told me to keep an eye out for. Art the Clown is an equal-opportunity slayer in this adaptation of Terrifier. Additionally, the Terrifier haunted house will end with the opportunity for guests to choose between a wet and dry path. Universal has been making the announcement that those who choose the wet path will be completely soaked ever since this feature was released.

    ” When we were thinking of ways to make this experience viscerally immersive, we were playing with the sights and smells, but we wanted to go beyond that,” Paradoa says”. What if we made it feel as though you were being bathed in the blood of Art’s victims throughout the entire experience, but especially in the finale? So in the finale you have the opportunity to choose between the blood bath and the dry path.

    That eventually led to the most advanced water effects integration we’ve ever done at Halloween Horror Nights. Throughout the experience, you’re going to get water blasts and feel the blood spray from some of those kills, but once you get to the finale, which we’re calling the ‘ Symphony of Blood,’ you’re going to go into this open warehouse environment at the very back of the funhouse and see an iconic visual of Art the Clown standing over a waterfall of blood … on either side of him are two paths and you have a choice. You will get very wet if you brave the blood bath. You’ll smell the iron-y smell of blood and it’s going to make you think you’re being doused in the blood of Art’s victims. You’re going to get very wet because we’ve intensified driplines, rain curtains, and water blasts.

    Because I was committed to the bit, I went through the Terrifier Halloween Horror Nights house twice in a row, once along Art’s “blood bath” and once on the dry path. I donned a plastic poncho ( which was on sale at the house entrance for about$ 10) and went “wet” first to get it over with. I did, indeed, get soaked. Everything Paradoa promised actually came true: As I exited the house, I noticed an actor playing Sienna Shaw, holding up Art’s severed head, and wearing her iconic Valkyrie-style angel costume from the movies. I smelled blood, I was splashed senseless, and I was left.

    The dry path felt shorter, with less of a blood smell and a different representation of Sienna’s short-lived victory: Instead of encountering her in the flesh, the dry path shows a silhouette of Sienna beheading Art behind a panel. However, it’s difficult to keep Art down because Art the Clown, who is still alive and ready to wreak more havoc on Siena Shaw and her friends, is the only one who can keep Art from falling.

    Art won’t just be terrifying guests in his own haunted house at HHN. Universal made the announcement that there will be a roving Art the Clown character roaming the park during the event. Paradoa calls this addition” a really early idea” that came up when Universal first began their partnership with Leone and his team.

    Because of the one-on-one interactions he has with people, Paradoa says,” we knew we wanted Art the Clown to have a presence in the event beyond the haunted house.” ” We wanted to give guests an enhanced way to interact with Art the Clown beyond just seeing him come out and scare you in the haunted house”.

    However, Art won’t show up at designated locations and times throughout the event. ” We wanted to play into the unpredictability of the character”, Paradoa says. You are making your way through Halloween Horror Nights without knowing how you are going to react to him. Art the Clown might pop up in a dark alleyway or in a restaurant while you’re eating or in a store while you’re buying merchandise. No two operating nights will be the same.

    There’s also a food kiosk in this year’s HHN line-up that’s a fun twist on the Clown Cafe. Visitors to the food truck-style booth can purchase everything from popcorn covered in sauce-topped chicken bites that resemble bloody body parts to cookies that resemble Art’s iconic sunflower sunglasses. And then there’s the merchandise: I spotted things like Art masks and popcorn buckets, Terrifier Christmas ornaments, and a crossbody bag featuring lots of characters from the franchise.

    Many people have been posting videos of their own social media interactions, despite the fact that I haven’t seen any roving art in the park. It’s been delightful to watch Damien Leone share these posts and others, including a viral trend of people showing how they look before getting soaking wet in the Terrifier house and how they look after.

    One of the most goriest HHN homes I’ve seen, The Terrifier house itself is incredibly entertaining as well. Walking through, you encounter Art countless times, and he’s always his typical smiley, cheerful self, whether he’s showing off his bottle of bleach in the Allie kill scene or wearing Santa Claus ‘ face in the Christmas kill scene. I had no idea how many actors could have accurately depicted the Art I was introduced to, but I was envious of the way they clapped along to the Clown Cafe jingle, donned their zany sunglasses, and laughed through the pain of their victims. &nbsp,

    ” Oh no, Art”! I exclaimed several times as I discovered the clown torturing a victim. Every time he would clap and laugh while flaunting his bloody prowess. Truly, it’s the first Halloween Horror Nights house where I remember the actors being that interactive with guests throughout. And whether there was blood and guts or no blood and guts, it appeared that everyone working in the house was having just as much fun as visitors were having while traversing the house.

    But I also wanted to know: Is there a chance David Howard Thornton himself will put on his Art the Clown suit and surprise park-goers? &nbsp,

    ” I’d really hope if that happens, we’d keep it under wraps because fans would freak out if they encountered Art the Clown and went,’ Wait a second, is that the man himself?’” Paradoa asserts. ” I don’t know what plans are in motion but I hope if it does happen, it’s kept under wraps because it’d be a really fun surprise”.

    The first post on Den of Geek was Terrifier House Lets Art the Clown Be a Silly Little Guy.