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  • Design for Safety, An Excerpt

    Design for Safety, An Excerpt

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

    This book will provide you with that plan of action. It covers how to incorporate security concepts into your design work to create healthy technology, how to persuade stakeholders that this work is required, and how to respond to criticism that there isn’t really enough diversity. ( Spoiler: we do, but diversity alone is not the antidote to fixing unethical, unsafe tech. )

    The diverse safety method

    When you are designing for health, your goals are to:

    • detect the abuse potential of your product.
    • style ways to prevent the maltreatment, and
    • offer assistance for users who are prone to regain control and power.

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

    • Conducting study
    • creating tropes
    • Pondering issues
    • creating options
    • Testing for health

    The Process is meant to be flexible; in some situations, it didn’t make sense for groups to employ every step. Use the parts that are related to your special function and environment, this is meant to be something you can put into your existing style process.

    And if you’ve used it, if you have suggestions for improving it, or just want to give an example of how it helped your staff, please get in touch with me. It’s a dwelling report that I hope will continue to be a helpful and practical tool that technicians can use in their day-to-day job.

    Be sure to study Chapter 7, which explicitly addresses the condition and should be handled a little different if you’re creating a product especially for a defenseless group or victims of some form of injury, such as an application for survivors of domestic violence, sexual abuse, or drug dependency. The guidelines below are for evaluating safety when designing a more basic product that will have a large customer base ( which, we now know from data, will include specific groups that should be protected from harm ). Chapter 7 concentrates on goods made especially for those who have been traumatized and are susceptible.

    Step 1: Do study

    Design research should involve a thorough evaluation of how your technology might be used for abuse as well as certain insight into the experiences of those who have witnessed and perpetrated that kind of abuse. At this stage, you and your group does investigate issues of social harm and abuse, and examine any other safety, security, or inclusivity issues that might be a concern for your product or service, like data security, prejudiced algorithms, and harassment.

    broad-based research

    Your project should begin with broad, general research into similar products and issues around safety and ethical concerns that have already been reported. For instance, a team building a smart home device would be wise to comprehend the many ways that already-existing smart home devices have been misused as abuse tools. If your product will involve AI, seek to understand the potentials for racism and other issues that have been reported in existing AI products. Nearly all forms of technology have potential or actual harm that have been covered in academic writing or in the media. Google Scholar is a useful tool for finding these studies.

    Survivors as a specific research area

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

    It is crucial to pay people for their knowledge and lived experiences, especially when interviewing survivors of any kind of trauma. Don’t ask survivors to share their trauma for free, as this is exploitative. You should always make the offer in the first interview, even though some survivors might not want to be paid. An alternative to payment is to donate to an organization working against the type of violence that the interviewee experienced. In Chapter 6, we’ll discuss how to approach interviews with survivors.

    Specific research: Abusers

    Teams aiming to design for safety are unlikely to be able to interview self-declared abductors or those who have broken laws in areas like hacking. Don’t make this a goal, rather, try to get at this angle in your general research. Attempt to understand how abusers or bad actors use technology to harm others, how they use it against others, and how they justify or explain the abuse.

    Step 2: Create archetypes

    Use your research after you’ve finished conducting it to create abuser and survivor archetypes. Archetypes are not personas, as they’re not based on real people that you interviewed and surveyed. They are based on your investigation into potential safety problems, much like when we design for accessibility: we don’t need to have identified any blind or deaf people in our interview pool to come up with a design that is representative of them. Instead, we base those designs on existing research into what this group needs. Personas typically represent actual users and contain a lot of information, whereas archetypes are more diverse and can be more generalized.

    The abuser archetype is someone who will look at the product as a tool to perform harm ( Fig 5.2 ). They may be attempting to harm someone they don’t know by using surveillance or anonymous harassment, or they may be trying to control, monitor, abuse, or otherwise torment someone they know.

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

    To capture a range of experiences, you might want to create several survivor archetypes. They may know that the abuse is happening but not be able to stop it, like when an abuser locks them out of IoT devices, or they know it’s happening but don’t know how, such as when a stalker keeps figuring out their location ( Fig 5.4). Include as many of these scenarios in your survivor archetype as you need. You’ll use these later on when you design solutions to help your survivor archetypes achieve their goals of preventing and ending abuse.

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

    And while the “abuser/survivor” model fits most cases, it doesn’t fit all, so modify it as you need to. For instance, if you found a security flaw, such as the ability for someone to talk to children through a home camera system, the malicious hacker would receive the abuser archetype and the child’s parents would receive the survivor archetype.

    Step 3: Brainstorm problems

    Brainstorm novel abuse cases and safety issues after creating archetypes. ” Novel” means things not found in your research, you’re trying to identify completely new safety issues that are unique to your product or service. This step is intended to exhaust every effort put forth to identify potential harms your product might cause. You aren’t worrying about how to prevent the harm yet—that comes in the next step.

    What other uses could your product be used for besides what you’ve already identified in your research? I recommend setting aside at least a few hours with your team for this process.

    Try conducting a Black Mirror brainstorming session if you want to start somewhere. This exercise is based on the show Black Mirror, which features stories about the dark possibilities of technology. Find out the most outrageous, horrible, and out-of-control ways your product could be used for harm in an episode of the show. When I’ve led Black Mirror brainstorms, participants usually end up having a good deal of fun ( which I think is great—it’s okay to have fun when designing for safety! ). I suggest time-boxing a Black Mirror brainstorm for the first half an hour, then dialing back, and using the remaining time to consider more plausible forms of harm.

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

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

    4. Create solutions

    At this point, you should have a list of ways your product can be used for harm as well as survivor and abuser archetypes describing opposing user goals. Next, it’s time to figure out how to design in accordance with the objectives of the identified abuser and the objectives of the survivor. This step is a good one to insert alongside existing parts of your design process where you’re proposing solutions for the various problems your research uncovered.

    Questions to ask yourself include: What are some ways to protect your archetypes and to support your self-identity?

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

    In some products, it’s possible to proactively recognize that harm is happening. For instance, a pregnancy app might be modified to allow users to report that they were the victims of an assault, which could result in an offer to receive resources for local and national organizations. This sort of proactiveness is not always possible, but it’s worth taking a half hour to discuss if any type of user activity would indicate some form of harm or abuse, and how your product could assist the user in receiving help in a safe manner.

    Nonetheless, be careful when doing anything that could harm a user if their devices are being monitored. If you do offer some kind of proactive help, always make it voluntary, and think through other safety issues, such as the need to keep the user in-app in case an abuser is checking their search history. In the next chapter, we’ll walk through a good illustration of this.

    Step 5: Test for safety

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

    Safety testing should be performed in addition to usability testing. If you’re at a company that doesn’t do usability testing, you might be able to use safety testing to cleverly perform both, a user who goes through your design attempting to weaponize the product against someone else can also be encouraged to point out interactions or other elements of the design that don’t make sense to them.

    If your final prototype or the finished product has already been released, you’ll want to conduct safety testing on both. There’s nothing wrong with testing an existing product that wasn’t designed with safety goals in mind from the onset —”retrofitting” it for safety is a good thing to do.

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

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

    Abuse testing

    The goal of this testing is to understand how easy it is for someone to weaponize your product for harm. You want to make it impossible, or at least difficult, for them to accomplish their goal, in contrast to usability testing. Reference the goals in the abuser archetype you created earlier, and use your product in an attempt to achieve them.

    For instance, we can imagine that the abuser archetype would have the goal of determining the location of his ex-girlfriend right now in a fitness app with GPS-enabled location features. With this goal in mind, you’d try everything possible to figure out the location of another user who has their privacy settings enabled. You might try to follow her running routes, view any information she has on her profile, view any information she has made private, and check out the profiles of any other users who are connected to her account, such as her followers.

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

    Survivor testing

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

    However, there are instances where it makes sense. For example, for a smart thermostat, a survivor archetype’s goals would be to understand who or what is making the temperature change when they aren’t doing it themselves. If you couldn’t find the information in step 4, you would need to do it again by looking for the thermostat’s history log and looking for usernames, actions, and times.

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

    Stress testing

    To make your product more inclusive and compassionate, consider adding stress testing. This idea is a result of Design for Real Life by Sara Wachter-Boettcher and Eric Meyer. The authors pointed out that personas typically center people who are having a good day—but real users are often anxious, stressed out, having a bad day, or even experiencing tragedy. These are known as” stress cases,” and testing your products for users in stress-case scenarios can reveal areas where your design lacks compassion. Design for Real Life has more details about what it looks like to incorporate stress cases into your design as well as many other great tactics for compassionate design.

  • Breaking Out of the Box

    Breaking Out of the Box

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

    Square features, for instance, make it fun to play with round picture areas. Mobile screen notches and electronic keyboards present difficulties in how to best coordinate content that stays out of reach. And two display or portable devices make us reassess how to best utilize available space in a number of various device postures.

    These new evolutions of the internet system made it both more demanding and more exciting to design products. They’re fantastic options for us to leave our triangular boxes.

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

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

    PWAs are really exciting as a style area because they challenge us to consider how blending online and device-native customer interfaces may be. On desktop products in certain, we have more than 40 years of history telling us what software may look like, and it can be hard to break out of this mental concept.

    PWAs on workstation are ultimately limited to the glass they appear in, which is a square with a name bar at the top.

    Here’s what a standard pc PWA app looks like:

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

    What if we could look beyond this field and reclaim the entire window of the app? Doing so would give us a chance to create our programs more wonderful and feel more included in the operating system.

    This is exactly what the Window Controls Overlay provides. This innovative PWA operation makes it possible to take advantage of the full floor area of the app, including where the name bar usually appears.

    About the windows and title table settings

    Let’s begin with an explanation of what the title bar and glass controls are.

    The name club, which typically contains the phone’s name, appears at the top of an game window. Window controls are the affordances, or buttons, that make it possible to decrease, increase, or near the app’s screen, and are also displayed at the top.

    Window Controls Overlay removes the physical constraint of the title bar and window controls areas. The title bar and window control buttons are overlayed on top of the application’s web content, allowing for full height to be the app window.

    If you are reading this article on a desktop computer, take a quick look at other apps. They’re probably already doing something similar. In fact, the very web browser you are using to read this uses the top area to display tabs.

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

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

    The goal of this feature is to give you the ability to use this space with your own content while also providing a way to account for the window control buttons. And it enables you to offer this modified experience on a range of platforms while not adversely affecting the experience on browsers or devices that don’t support Window Controls Overlay. PWAs are all about progressive enhancement, so this feature offers a chance to make the most of this additional space available.

    Let’s use the feature

    We’ll be developing a demo app for the remainder of this article to learn more about how to use the feature.

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

    The app has two pages. The first lists the CSS designs you’ve already created:

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

    Since I’ve added a simple web manifest and service worker, we can install the app as a PWA on desktop. What it appears to be on macOS is shown below:

    And on Windows:

    The first page’s white title bar is a waste of space, despite our app’s attractive design. In the second page, it would be really nice if the design area went all the way to the top of the app window.

    To enhance this, let’s use the Window Controls Overlay feature.

    Enabling Window Controls Overlay

    The film is still in its experimental phase right now. To try it, you need to enable it in one of the supported browsers.

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

    Using the overlay of Window Controls

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

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

    The feature appears to be very simple to use. This manifest change is the only thing we need to make the title bar disappear and turn the window controls into an overlay.

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

    Here is what the app looks like now:

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

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

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

    CSS to stay away from window controls

    Along with the feature, new CSS environment variables have been introduced:

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

    You can use these variables in conjunction with the CSS env function to position your content where the title bar would have been and make sure it doesn’t overlap with the window controls. In our case, we’ll use two of the variables to position our header, which contains the logo, search bar, and NEW button.

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

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

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

    Our header now adapts to its surroundings, and it doesn’t seem like there are any afterthoughts to the window control buttons. The app looks a lot more like a native app.

    Changing the window controls the background color so that it blends in

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

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

    By changing the theme color of the app, we can fix this. There are a couple of ways to define it:

      The theme_color manifest member in the web app manifest file can be used by PWAs to define a theme color. This color is then used by the OS in different ways. It serves as a background color for the title bar and window controls on desktop computers.
    • Websites can use the theme-color meta tag as well. It’s used by browsers to customize the color of the UI around the web page. For PWAs, this color can override the manifest theme_color.

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

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

    Here is the function we’ll use:

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

    With this in place, we can envision how using CSS and color transitions to smoothly transition between the list page and the demo page and make the window control buttons blend in with the rest of the app’s interface.

    Dragging the window

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

    Users can use the Window Controls Overlay feature to move the window, but this area becomes limited to where the control buttons are, and they must carefully aim between these buttons to move the window. However, the title bar offers a sizable area for users to click and drag.

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

    To make any element of the app become a dragging target for the window, we can use the following:

    -webkit-app-region: drag;

    Additionally, it is possible to specify explicitly that an element be non-draggable:

    -webkit-app-region: no-drag; 

    These options can be useful for us. We can rename the entire header as a dragging target, but we can also make the NEW button and search field non-draggable so they can still be used as they normally are.

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

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

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

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

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

    With the above code, users can click and drag where the title bar used to be. Users are expecting to be able to move windows on their desktops, and we are not breaking this expectation, which is good.

    adapting to window resizing

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

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

    Three intriguing things are provided by the API:

    • navigator.windowControlsOverlay.visiblelets us know whether the overlay is visible.
    • navigator.windowControlsOverlay.getBoundingClientRect()lets us know where the title bar’s area is located and how big it is.
    • navigator.windowControlsOverlay.ongeometrychangelets us know when the size or visibility changes.

    Let’s use this to illustrate how large the title bar area is, and move the header down if it’s too small.

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

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

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

    When the window is too small, we can move the header down using the above CSS code to avoid hitting the window control buttons, and we can also lower the thumbnails accordingly.

    Thirty pixel of creative challenge


    Using the Window Controls Overlay feature, we were able to take our simple demo app and turn it into something that feels so much more integrated on desktop devices. Something that transcends the traditional window restrictions and offers its users a personalized experience.

    In reality, this feature only gives us about 30 pixels of extra room and comes with challenges on how to deal with the window controls. However, these additional space and those difficulties can be used as creative design opportunities.

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

    So let’s embrace this. Use the common technologies at our disposal and experiment with new concepts to create personalized experiences for all devices using just one codebase!


    If you get a chance to try the Window Controls Overlay feature and have feedback about it, you can open issues on the spec’s repository. You can help make this feature even better because it’s still in its early stages of development. Or, you can take a look at the feature’s existing documentation, or this demo app and its source code.

  • How to Sell UX Research with Two Simple Questions

    How to Sell UX Research with Two Simple Questions

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

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

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

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

    A gauntlet between research and screen design

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

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

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

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

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

    Getting in the same curiosity-boat

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

    Mark Twain

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

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

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

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

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

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

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

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

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

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

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

    “So are caregivers in scope for this redesign?”

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

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

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

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

    The two questions

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

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

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

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

    Prep work: Noun foraging

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

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

    Here are just a few great noun foraging sources:

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

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

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

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

    1. Structure
    2. Instances
    3. Purpose

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

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

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

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

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

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

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

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

    Drumroll, please…

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

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

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

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

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

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

    Facilitate an Object Definition Workshop

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

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

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

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

    1. What is this thing?

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

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

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

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

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

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

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

    OK, moving on. 

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

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

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

    Stakeholder 1: Yes! Definitely.

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

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

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

    4. What’s the relationship between these objects?

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

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

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

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

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

    5. Is this object in scope?

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

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

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

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

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

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

    6. Create a visual representation of the objects’ relationships

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

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

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

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

    Light the fuse

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

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

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

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

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

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

    Final words: Hold the screen design!

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

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

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

    All the best of luck! Now go sell research!

  • Personalization Pyramid: A Framework for Designing with User Data

    Personalization Pyramid: A Framework for Designing with User Data

    As a UX skilled in today’s data-driven landscape, it’s extremely likely that you’ve been asked to design a personal digital experience, whether it’s a common website, user portal, or local application. Although there is still a lot of advertising hype surrounding personalization programs, there are still very some standardized methods for implementing personalized UX.

    That’s where we come in. We set ourselves the challenge of developing a systematic personalization platform tailored to UX practitioners after finishing dozens of personalization tasks over the past few years. The Personalization Pyramid is a designer-centric model for standing up human-centered personalisation programs, spanning information, classification, content delivery, and general goals. By using this strategy, you will be able to understand the core elements of a modern, UX-driven personalization system ( or at the very least understand enough to get started ).

    Getting Started

    For the sake of this article, we’ll believe you’re already familiar with the basics of online personalization. A nice guide can be found these: Website Personalization Planning. Although Graphic projects in this field can take a variety of forms, they frequently start from the same place.

    Popular circumstances for launching a personalization task:

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

    A powerful personalization system will need the same fundamental components regardless of where you begin. We’ve captured these as the “levels” on the tower. Whether you are a UX artist, scholar, or planner, understanding the core components may help make your contribution effective.

    From top to bottom, the amounts include:

      North Star: What larger geopolitical goal is the personalisation initiative pursuing?
    1. Objectives: What are the specific, tangible benefits of the system?
    2. Touchpoints: Where will the personalized experience been served?
    3. Contexts and Campaigns: What personalization information does the person view?
    4. User Sections: What constitutes a special, suitable market?
    5. Actionable Data: What trustworthy and credible information is collected by our specialized software to improve personalization?
    6. Natural Data: What wider set of data is potentially available ( now in our environment ) allowing you to optimize?

    We’ll go through each of these amounts sequentially. An associated deck of cards was created to demonstrate specific examples from each level to make this more meaningful. We’ve found them useful in brainstorming about personalization, and we’ll provide cases for you here.

    Beginning at the Top

    The elements of the pyramids are as follows:

    North Star

    With your customisation plan, whether large or small, you aim for a general north star. The North Star identifies the personalization program’s (one ) overall goal. What do you wish to perform? North Stars cast a ghost. The bigger the sun, the bigger the darkness. Example of North Starts may include:

      Function: Personalize based on basic customer input. Examples:” Raw” messages, basic search effects, system user settings and settings options, general flexibility, basic improvements
    1. Feature: Self-contained personalisation componentry. Examples:” Cooked” notifications, advanced optimizations ( geolocation ), basic dynamic messaging, customized modules, automations, recommenders
    2. Experience: Personal user experiences across many interactions and consumer flows. Examples: Email campaigns, landing pages, advanced messaging ( i. e. C2C chat ) or conversational interfaces, larger user flows and content-intensive optimizations ( localization ).
    3. Solution: Highly differentiating customized product experiences. Example: Standalone, branded encounters with personalization at their base, like the “algotorial” songs by Spotify quite as Discover Weekly.

    Goals

    As in any great UX style, personalization may help promote designing with client intentions. The goals serve as the military and measurable indicators of the success of the entire system. A good place to begin is with your existing analytics and assessment software and metrics you can standard against. In some cases, fresh targets may be ideal. The most important thing to keep in mind is that personalisation is never a desired outcome. Popular targets include:

    • Conversion
    • Time on work
    • Net promoter score ( NPS)
    • Consumer satisfaction

    Touchpoints

    Personalization takes place at connections. As a UX artist, this will be one of your largest areas of responsibility. The touchpoints you have will depend on how your personalization and the related technologies are configured, and they should be based on enhancing a person’s encounter at a specific point in the journey. Touchpoints can be multi-device ( mobile, in-store, website ) but also more granular ( web banner, web pop-up etc. ). Here are some examples:

    Channel-level Touchpoints

    • Email: Role
    • Email: Occasion of empty
    • In-store display ( JSON endpoint )
    • Native game
    • Search

    Wireframe-level Touchpoints

    • Web overlay
    • Web call club
    • Web symbol
    • Web content wall
    • Web restaurant

    If you’re designing for online interface, for instance, you will likely need to include personal “zones” in your wireframes. Based on our next move, context, and campaigns, the articles for these can be presented dynamically in touchpoints.

    Contexts and Campaigns

    After you’ve outlined some touchpoints, you may consider the actual personal information a user may get. Many personalization tools will refer to these as” campaigns” ( so, for example, a campaign on a web banner for new visitors to the website ). These will be displayed automatically to specific customer sections, as defined by consumer data. At this stage, we find it helpful to contemplate two distinct concepts: a framework design and a willing design. The environment helps you consider the level of user engagement at the customisation moment, for instance, if they are just lightly browsing information rather than engaging in a deep dive. Think of it in terms of behavior in data retrieval. The content model can then guide you in deciding what kind of personalization to use in the context ( for instance, an” Enrich” campaign that features related articles might be a good substitute for extant content ).

    Personalization Context Model:

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

    Personalization Content Model:

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

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

    User Sections

    User segments may be created based on consumer research, either prescriptively or dynamically ( for example, using principles and logic tied to set user actions or through A/B testing ). You will need to think about how to treat the unidentified or first-time visitor, the guest or returning visitor for whom you may have a stateful cookie ( or an equivalent post-cookie identifier ), or the logged-in visitor who is authenticated. The personalisation tower has some of the following cases:

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

    Actionable Data

    Every business has access to data, regardless of its online presence. It’s important to inquire about how to use the data you can ethically gather on users, its intrinsic dependability and value, and what is the term for “data stimulation.” Fortunately, the tide is turning to first-party information: a recent study by Twilio estimates some 80 % of companies are using at least some type of first-party information to personalize the customer experience.

    First-party data represents multiple advantages on the UX front, including being relatively simple to collect, more likely to be accurate, and less susceptible to the” creep factor” of third-party data. Therefore, determining which method of data collection is best for your audiences should be a crucial component of your UX strategy. Here are some examples:

    When it comes to recognizing and making decisions about various audiences and their signals, profiling has evolved. As user data volume and time and confidence increase, it varies more granularly to more precise constructs about ever-smaller cohorts of users.

    Although having some combination of implicit and explicit data is typically required for any implementation ( more commonly known as first-party and third-party data ), ML efforts are typically not cost-effective right away. This is because optimization requires a strong data backbone and content repository. These approaches, however, should be taken into account as part of the overall plan and may in fact help to speed up the organization’s progress overall. You’ll typically work together to create a profiling model with key stakeholders and product owners. The profiling model includes a defined process for setting up profiles, profile keys, profile cards, and pattern cards. A multi-faceted approach to profiling which makes it scalable.

    Pulling it Together

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

    One can begin to chart the entire course of a card’s “hand” from leadership focus to a tactical and tactical execution. It is also at the heart of the way that both co-authors have organized workshops to build a backlog of programs, which would make a good subject for a separate article.

    In the meantime, it is important to note that each colored class of cards is helpful in understanding the range of options that you might have, as well as making specific choices about who will be made these decisions: when, when, and how.

    Lay Down Your Cards

    Any sustainable personalization strategy must consider near, mid and long-term goals. There is simply no “easy button” where a personalization program can be stood up and immediately see meaningful results, even with the leading CMS platforms like Sitecore and Adobe or the most exciting composable CMS DXP out there. That said, there is a common grammar to all personalization activities, just like every sentence has nouns and verbs. These cards attempt to map that territory.

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

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

    The mobile-first style approach is great—it focuses on what really matters to the consumer, it’s well-practiced, and it’s been a popular style design for years. But developing your CSS mobile-first should also be wonderful, too…right?

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

    Mobile-first CSS may yet be the best option for your own projects, but you need to first determine how ideal it is in light of the physical design and user interactions you’re working on. To help you get started, here’s how I go about tackling the elements you need to watch for, and I’ll discuss some alternative remedies if mobile-first doesn’t seem to fit your job.

    Benefits of mobile-first

    Some of the points to enjoy with mobile-first CSS creation —and why it’s been the de facto growth strategy for thus long—make a lot of feeling:

    Development order. One thing you definitely get from mobile-first is a great development hierarchy—you only focus on the cellular view and get developing.

    Tried and tested. It has been a tried-and-true method that has worked for years because it solves a trouble flawlessly.

    Prioritizes the portable watch. The smart watch is the simplest and perhaps the most crucial because it covers all of the crucial user journeys and frequently accounts for more user visits ( depending on the project ) in terms of both simple and crucial aspects.

    Stops desktop-centric growth. It can be tempting to first focus on the desktop perspective because desktop computers are used for growth. However, considering mobile from the beginning prevents us from getting stuck eventually; no one wants to spend their day getting a site that is focused on desktops to work on mobile devices!

    Drawbacks of mobile-first

    Model declarations can be set at higher breakpoints and finally overwritten at higher breakpoints:

    More richness. The more pointless script you inherit from lower thresholds the higher you go in the hierarchy.

    Higher CSS sensitivity. A class name declaration with a restored default value for a style has a higher specificity today. When you want to preserve the CSS pickers as simple as possible, this can cause a headache on massive projects.

    Requires more analysis tests. All higher thresholds must be regression tested if changes to CSS at a lower see ( such as adding a new style ) are required.

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

    The issue of home value supersedes

    Overwriting values is not necessarily essentially wrong; CSS was created to do that. However, sharing incorrect values is counterproductive and can be burdensome and inadequate. When you need to overwrite styles to reset them to their defaults, which can cause issues later, especially if you’re using a combination of bespoke CSS and utility classes, can this also lead to more style specificity. We won’t be able to use a utility class on a style that has been increased in specificity when it was reset.

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

    This approach opens up some opportunities, as you can look at each breakpoint as a clean slate. If a component’s layout looks like it should be based on Flexbox at all breakpoints, it’s fine and can be coded in the default style sheet. However, if it appears that Grid would be much better for screens with large screens and Flexbox would be better for mobile, both can be accomplished entirely independently when the CSS is placed into closed media query ranges. Additionally, developing simultaneously requires you to have a thorough understanding of any given component in all breakpoints right away. This can help identify issues with the design more quickly in the development process. We don’t want to go down the rabbit hole while creating complex mobile components, only to discover that the desktop designs are just as complex and incompatible with the HTML we created for the mobile view!

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

    Having said that, I don’t feel the order itself is particularly relevant. If you like to work on one device at a time, are comfortable with focusing on the mobile view, and are familiar with the requirements for other breakpoints, then you should definitely follow the classic development order. The key is to find common styles and exceptions so that you can include them in the appropriate stylesheet, which is a kind of manual tree-shaking procedure! Personally, I find this a little easier when working on a component across breakpoints, but that’s by no means a requirement.

    Closed media query ranges in practice

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

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

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

    Classic min-width mobile-first

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

    Closed media query range

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

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

    The goal is to: 

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

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

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

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

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

    separating the CSS from combining it

    Due to the browser's concurrent request limit (typically around six ), it was crucial back then to keep the number of requests to a minimum. As a consequence, the use of image sprites and CSS bundling was the norm, with all the CSS being downloaded in one go, as one stylesheet with highest priority.

    With HTTP/2 and HTTP/3 now on the scene, the number of requests is no longer the big deal it used to be. By using a media query, we can break CSS into several files. The obvious benefit of this is that the browser can now request the CSS it currently requires with a higher priority than the CSS it doesn't. This is more effective and can shorten the amount of time a page is blocked overall.

    Which HTTP version are you using?

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

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

    Also, if your site is still using HTTP/1... WHY?!! What awaits you? Excellent user support exists for HTTP/2.

    Splitting the CSS

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

    We can see that the mobile and default CSS are loaded with" Highest" priority in the following example of a website that is visited on a mobile breakpoint. The remaining CSS files ( print, tablet, and desktop ) are still downloaded in case they'll be needed later, but with" Lowest" priority.

    Before rendering can begin, the browser will need to download and parse the CSS file when using bundled CSS.

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

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

    Bundled CSS



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

    Separated CSS



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

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

    Moving on

    The adoption of mobile-first CSS was a significant milestone in web development because it allowed front-end developers to concentrate on mobile web applications rather than creating websites for desktop use and attempting to retrofit them to work on other devices.

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

    In the end, simplifying CSS rule creation whenever possible is a more effective strategy than circling around with overrides. But whichever methodology you choose, it needs to suit the project. Mobile-first may—or may not—turn out to be the best choice for what's involved, but first you need to solidly understand the trade-offs you're stepping into.

  • Designers, (Re)define Success First

    Designers, (Re)define Success First

    I introduced the concept of normal social style about two and a half years earlier. It was born out of my disappointment with the many obstacles to achieving style that’s accessible and equal, protects people’s protection, firm, and target, benefits society, and restores nature. I argued that we must overcome the difficulties that prevent us from acting morally and that we must functionally integrate design ethics into our daily routine, procedures, and tools to raise it to a more realistic level.

    However, we’re still very far from this best.

    At the time, I didn’t realize yet how to functionally combine morality. Yes, I had found some tools that had worked for me in past projects, such as using checklists, notion monitoring, and “dark truth” sessions, but I didn’t manage to use those in every task. I was still battling for time and support, and at best I had only partially surpassed my goal of having a higher ( moral ) level of design, which is not what I would consider to be structurally integrated.

    I made the decision to investigate deeper the causes of organization that prevent us from practicing regular social style. Today, after much research and experimentation, I believe that I’ve found the code that will let us functionally combine ethics. And it’s amazingly easy! However, we must first move out to understand what we’re going through.

    Control the system

    Unfortunately, we’re trapped in a capitalist structure that reinforces materialism and inequality, and it’s obsessed with the dream of infinite growth. Sea levels, temperature, and our demand for energy continue to rise unquestioned, while the divide between rich and poor continues to increase. Owners expect ever-higher returns on their investments, and firms feel forced to set short-term goals that reflect this. Over the last years, those goals have twisted our well-intended human-centered mentality into a powerful system that promotes ever-higher levels of consumption. When we’re working for an organization that pursues “double-digit growth” or “aggressive sales targets” ( which is 99 percent of us ), that’s very hard to resist while remaining human friendly. Yet with our best intentions, and even though we like to suggest that we create solutions for people, we’re a part of the problem.

    What steps can we take to alter this?

    We can begin by acting appropriately throughout the program. Donella H. Meadows, a system scholar, previously listed ways to influence a system in order of success. When you apply these to architecture, you get:

      At the lowest level of effectiveness, you can change numbers such as accessibility results or the number of layout views. However, none of that will alter a company’s manner.
    • Similarly, affecting buffers ( such as team budgets ), stocks ( such as the number of designers ), flows ( such as the number of new hires ), and delays ( such as the time that it takes to hear about the effect of design ) won’t significantly affect a company.
    • Focusing rather on feedback rings such as management power, staff identification, or design-system purchases can help a business become better at achieving its objectives. But that doesn’t alter the goals themselves, which means that the business will also work against your ethical-design ideals.
    • The next level, data flows, is what most ethical-design activities focus on then: the transfer of moral strategies, tools, articles, conferences, workshops, and so on. This is where ethical design has largely remained theoretical. This entire system has been focused on the wrong level.
    • Take rules, for example—they beat knowledge every time. There can be widely accepted rules, such as how finance works, or a scrum team’s definition of done. However, unofficial rules intended to maintain profits can also smother ethical design, which are frequently revealed through statements like” the client didn’t ask for it” or “don’t make it too big.”
    • It is difficult to change the laws without exercising official authority. That’s why the next level is so influential: self-organization. Experimentation, bottom-up initiatives, passion projects, self-steering teams—all of these are examples of self-organization that improve the resilience and creativity of a company. It’s exactly this diversity of viewpoints that’s needed to structurally tackle big systemic issues like consumerism, wealth inequality, and climate change.
    • Yet even stronger than self-organization are objectives and metrics. Our businesses strive to increase their profits, which means that everyone in the company makes an effort to increase that profit. And once I realized that profit is merely a measure, I realized how crucial a very specific, defined metric can be in the direction of a company.

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

    Redefine success

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

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

    The means are feasibility and desire, while viability is the objective. Companies—outside of nonprofits and charities—exist to make money.

    A genuinely purpose-driven company would try to reverse this dynamic: it would recognize finance for what it was intended for: a means. Therefore, both the company’s goals and its viability are important in order to realize what they are trying to accomplish. It makes intuitive sense: to achieve most anything, you need resources, people, and money. ( Fun fact: the Italian language knows no difference between feasibility and viability, both are simply fattibilità. )

    However, merely switching between what is desirable and what is acceptable isn’t enough to produce an ethical result. Consumption is still associated with desirability because the associated activities aim to determine what people want, regardless of whether or not it benefits them. Desirability objectives, such as user satisfaction or conversion, don’t consider whether a product is healthy for people. They don’t stop us from influencing or deceiving others, or prevent us from reducing society’s wealth inequality. They are unable to restore a healthy relationship with nature.

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

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

    Pursue well-being, equity, and sustainability

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

    An objective on the individual level teaches us that success transcends the typical area of focus on usability and satisfaction, taking into account factors like how much time and effort are required from users. We pursued well-being:

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

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

    We develop goods and services that benefit society. We consider economic equality, racial justice, and the inclusivity and diversity of people as teams, users, and customer segments. We listen to local culture, communities, and those we affect.

    Finally, the global goal of maintaining harmony with humanity’s sole home is the ultimate goal. Referring to it simply as sustainability, our definition was:

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

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

    Measure impact

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

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

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

    The system will produce military spending if the desired system state is national security, which is defined as the amount of money spent on the military. It may or may not produce national security”.

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

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

    Additionally, choosing the right metric is enormously helpful in focusing the design team. You are forced to consider what success looks like in real life and how you can demonstrate that you have met your ethical goals once you have chosen the metrics to use. It also makes you think about what we as designers have control over: what can I add or change in my design process to achieve the desired level of success? The response to this query is very concise and focused.

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

    Practice daily ethical design

    Only then do you have the opportunity to structurally practice ethical design once you have defined your goals and have a reasonable idea of the potential metrics for your design project. It” simply” becomes a matter of using your imagination and sifting through the knowledge and tools that are already at your disposal.

    I think this is quite exciting! The design process is presented with a whole new set of difficulties and considerations. Should you stick to that time-consuming video or would a brief illustration suffice? Which typeface is the most calm and inclusive? What brand-new equipment and techniques do you employ? When is the website’s end of life? How can you offer the same service to users with less focus? How can you ensure that those who are affected by decisions are present when they are made? How can you measure our effects?

    The definition of success will fundamentally alter what doing good design entails.

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

    Kick it off or return to the pre-existing

    The most crucial meeting can be overlooked, making the kickoff so simple to overlook. It consists of two major phases: 1 ) the alignment of expectations, and 2 ) the definition of success.

    In the first phase, the entire ( design ) team goes over the project brief and meets with all the relevant stakeholders. Everyone gets to know one another, shares their hopes for the outcome, and makes their own contributions to it. Assumptions are raised and discussed. The goal is to reach the same level of understanding, which will help to prevent mistakes and surprises later on in the project.

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

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

    It is crucial to reach an understanding of what success means at this early stage because you can rely on it for the duration of the project. The design team can use diversity as a specific success factor during the kickoff if, for instance, they want to create an inclusive app for a diverse user group. If the client consents, the team will be able to recite that promise throughout the project. To create a successful product, we agreed in our first meeting that a diverse user group that includes A and B is necessary. Therefore, we conduct activity X and follow the research procedure Y. Compare those odds to a scenario where the team had to request permission halfway through the project and didn’t agree to it in advance. The client might argue that that was in excess of the agreed scope, and she would be correct.

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

    We went through each dimension, writing down ideas on digital sticky notes. Then we exchanged ideas and verbally agreed on the most crucial ones. Our client, for instance, agreed that the platform’s success depends heavily on sustainability and progressive enhancement. Additionally, the subject-matter expert stressed the importance of including students from underprivileged and low-income groups in the design process.

    After the kickoff, we rehashed our ideas and agreed on common ground in a project brief that adequately described these details:

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

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

    Conclusion

    Over the past year, quite a few colleagues have asked me,” Where do I start with ethical design”? Create a session with your stakeholders to ( re)define success, which is what I’ve always said. Even though you might not always be entirely successful in coming to terms with goals that address all responsibility objectives, that consistently beats the status quo. If you want to be an ethical, responsible designer, there’s no skipping this step.

    To be even more specific: if you consider yourself a strategic designer, your challenge is to define ethical objectives, set the right metrics, and conduct those kick-off sessions. If you think of yourself as a system designer, you need to understand how your industry influences consumerism and inequality, how finance drives business, and how to think creatively about how to use the most powerful tools to influence the system. Then redefine success to give those levers a new lease of life.

    And for those who identify as service designers, UX designers, or UI designers, steer clear of the toolkits, meetups, and conferences for a while if you truly want to have a positive, meaningful impact. Instead, gather your colleagues and define goals for well-being, equity, and sustainability through design. Engage your stakeholders in a workshop and challenge them to think about ways to accomplish and evaluate those ethical objectives. Take their input, make it concrete and visible, ask for their agreement, and hold them to it.

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

    Of course, engaging your stakeholders in this way can be uncomfortable. Many of my colleagues expressed doubts such as” What will the client think of this”?,” Will they take me seriously”?, and “Can’t we just do it within the design team instead”? A product manager once questioned why ethics couldn’t just be a set process for design, avoiding having to put forth an effort to define ethical goals. It’s a tempting idea, right? We wouldn’t need to engage in contentious discussions with stakeholders about what values or which key-performance indicators to use. It would let us focus on what we like and do best: designing.

    But as systems theory tells us, that’s not enough. That uncomfortable space is where we need to be if we truly want to make a difference for those of us who aren’t from marginalized groups and have the privilege of speaking up and being heard. We can’t remain within the design-for-designers bubble, enjoying our privileged working-from-home situation, disconnected from the real world out there. If we only keep talking about ethical design and it continues to be contained within articles and toolkits, for those of us who have the opportunity to speak up and be heard, we are not designing ethically. It’s just theory. By challenging them to redefine success in business, we must actively engage with our coworkers and clients.

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

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

  • User Research Is Storytelling

    User Research Is Storytelling

    Ever since I was a boy, I’ve been fascinated with movies. I loved the characters and the excitement—but most of all the stories. I wanted to be an actor. And I believed that I’d get to do the things that Indiana Jones did and go on exciting adventures. I even dreamed up ideas for movies that my friends and I could make and star in. But they never went any further. I did, however, end up working in user experience (UX). Now, I realize that there’s an element of theater to UX—I hadn’t really considered it before, but user research is storytelling. And to get the most out of user research, you need to tell a good story where you bring stakeholders—the product team and decision makers—along and get them interested in learning more.

    Think of your favorite movie. More than likely it follows a three-act structure that’s commonly seen in storytelling: the setup, the conflict, and the resolution. The first act shows what exists today, and it helps you get to know the characters and the challenges and problems that they face. Act two introduces the conflict, where the action is. Here, problems grow or get worse. And the third and final act is the resolution. This is where the issues are resolved and the characters learn and change. I believe that this structure is also a great way to think about user research, and I think that it can be especially helpful in explaining user research to others.

    Use storytelling as a structure to do research

    It’s sad to say, but many have come to see research as being expendable. If budgets or timelines are tight, research tends to be one of the first things to go. Instead of investing in research, some product managers rely on designers or—worse—their own opinion to make the “right” choices for users based on their experience or accepted best practices. That may get teams some of the way, but that approach can so easily miss out on solving users’ real problems. To remain user-centered, this is something we should avoid. User research elevates design. It keeps it on track, pointing to problems and opportunities. Being aware of the issues with your product and reacting to them can help you stay ahead of your competitors.

    In the three-act structure, each act corresponds to a part of the process, and each part is critical to telling the whole story. Let’s look at the different acts and how they align with user research.

    Act one: setup

    The setup is all about understanding the background, and that’s where foundational research comes in. Foundational research (also called generative, discovery, or initial research) helps you understand users and identify their problems. You’re learning about what exists today, the challenges users have, and how the challenges affect them—just like in the movies. To do foundational research, you can conduct contextual inquiries or diary studies (or both!), which can help you start to identify problems as well as opportunities. It doesn’t need to be a huge investment in time or money.

    Erika Hall writes about minimum viable ethnography, which can be as simple as spending 15 minutes with a user and asking them one thing: “‘Walk me through your day yesterday.’ That’s it. Present that one request. Shut up and listen to them for 15 minutes. Do your damndest to keep yourself and your interests out of it. Bam, you’re doing ethnography.” According to Hall, [This] will probably prove quite illuminating. In the highly unlikely case that you didn’t learn anything new or useful, carry on with enhanced confidence in your direction.”  

    This makes total sense to me. And I love that this makes user research so accessible. You don’t need to prepare a lot of documentation; you can just recruit participants and do it! This can yield a wealth of information about your users, and it’ll help you better understand them and what’s going on in their lives. That’s really what act one is all about: understanding where users are coming from. 

    Jared Spool talks about the importance of foundational research and how it should form the bulk of your research. If you can draw from any additional user data that you can get your hands on, such as surveys or analytics, that can supplement what you’ve heard in the foundational studies or even point to areas that need further investigation. Together, all this data paints a clearer picture of the state of things and all its shortcomings. And that’s the beginning of a compelling story. It’s the point in the plot where you realize that the main characters—or the users in this case—are facing challenges that they need to overcome. Like in the movies, this is where you start to build empathy for the characters and root for them to succeed. And hopefully stakeholders are now doing the same. Their sympathy may be with their business, which could be losing money because users can’t complete certain tasks. Or maybe they do empathize with users’ struggles. Either way, act one is your initial hook to get the stakeholders interested and invested.

    Once stakeholders begin to understand the value of foundational research, that can open doors to more opportunities that involve users in the decision-making process. And that can guide product teams toward being more user-centered. This benefits everyone—users, the product, and stakeholders. It’s like winning an Oscar in movie terms—it often leads to your product being well received and successful. And this can be an incentive for stakeholders to repeat this process with other products. Storytelling is the key to this process, and knowing how to tell a good story is the only way to get stakeholders to really care about doing more research. 

    This brings us to act two, where you iteratively evaluate a design or concept to see whether it addresses the issues.

    Act two: conflict

    Act two is all about digging deeper into the problems that you identified in act one. This usually involves directional research, such as usability tests, where you assess a potential solution (such as a design) to see whether it addresses the issues that you found. The issues could include unmet needs or problems with a flow or process that’s tripping users up. Like act two in a movie, more issues will crop up along the way. It’s here that you learn more about the characters as they grow and develop through this act. 

    Usability tests should typically include around five participants according to Jakob Nielsen, who found that that number of users can usually identify most of the problems: “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 fifth user, you are wasting your time by observing the same findings repeatedly 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. Having fewer participants means that each user’s struggles will be more memorable and easier to relay to other stakeholders when talking about 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.

    Researchers have run usability tests in person for decades, but you can also conduct usability tests remotely using tools like Microsoft Teams, Zoom, or other teleconferencing software. This approach has become increasingly popular since the beginning of the pandemic, and it works well. You can think of in-person usability tests like going to a play and remote sessions as more like watching a movie. There are advantages and disadvantages to each. In-person usability research is a much richer experience. Stakeholders can experience the sessions with other stakeholders. You also get real-time reactions—including surprise, agreement, disagreement, 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 in-person usability testing is like watching a play—staged and controlled—then conducting usability testing in the field is like immersive theater where any two sessions might 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 go out to meet users at their location to do 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. As researchers, you have less control over how these sessions go, but this can sometimes help you understand users even better. Meeting users where they are can provide clues to the external forces that could be affecting how they use your product. In-person usability tests provide another level of detail that’s often missing from remote usability tests. 

    That’s not to say that the “movies”—remote sessions—aren’t a good option. Remote 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 open the doors to a much wider geographical pool of users. But with any remote session there is the potential of time wasted if participants can’t log in or get their microphone working. 

    The benefit of usability testing, whether remote or in person, is that you get to see real users interact with the designs in real time, and you can ask them questions to understand their thought processes and grasp of the solution. This can help you not only identify problems but also glean why they’re problems in the first place. Furthermore, you can test hypotheses and gauge whether your thinking 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. Act two is the heart of the story—where the excitement is—but there can be surprises too. This is equally true of usability tests. Often, participants will say unexpected things, which change the way that you look at things—and these twists in the story can move things in new directions. 

    Unfortunately, user research is sometimes seen as expendable. And too often usability testing is the only research process that some stakeholders think that they ever need. 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. That’s because you’re narrowing the focus of what you’re getting feedback on, without understanding the users’ needs. As a result, there’s no way of knowing whether the designs might solve a problem that users have. It’s only feedback on a particular design in the context of a usability test.  

    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 illustrates the importance of doing both foundational and directional 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 help motivate stakeholders to address the issues that come up.

    Act three: resolution

    While the first two acts are about understanding the background and the tensions that can propel stakeholders into action, the third part is about resolving the problems from the first two acts. 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 means the whole product team, including developers, UX practitioners, business analysts, delivery managers, product managers, and any other stakeholders that have a say in the next steps. It allows the whole team to hear users’ feedback together, ask questions, and discuss what’s possible within the project’s constraints. And it lets the UX research and design teams clarify, suggest alternatives, or give more context behind their decisions. So you can get everyone on the same page and get agreement on the way forward.

    This act is mostly told in voiceover with some audience participation. 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 give the stakeholders their recommendations and their guidance on creating this vision.

    Nancy Duarte in the Harvard Business Review offers an approach to structuring presentations that follow a persuasive story. “The most effective presenters use the same techniques as great storytellers: By reminding people of the status quo and then revealing the path to a better way, they set up 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 evidence for “what is”—the problems that you’ve identified. And “what could be”—your recommendations on how to address them. And so on and so 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 mockups of how a new design could look that solves a problem. These can help generate conversation and momentum. And this continues until the end of the session when you’ve wrapped everything up in the conclusion by summarizing the main issues and suggesting a way forward. This is the part where you reiterate the main themes or problems and what they mean for the product—the denouement of the story. This stage gives stakeholders the next steps and hopefully the momentum to take those steps!

    While we are nearly at the end of this story, let’s reflect on the idea that user research is storytelling. All the elements of a good story are there in the three-act structure of user research: 

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

    The researcher has multiple roles: they’re the storyteller, the director, and the producer. The participants have a small role, but they are significant characters (in the research). And the stakeholders are the audience. 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 stakeholders should walk away with a purpose and an eagerness to resolve the product’s ills. 

    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. Ultimately, user research is a win-win for everyone, and you just need to get stakeholders interested in how the story ends.

  • To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    To Ignite a Personalization Practice, Run this Prepersonalization Workshop

    Picture this. You’ve joined a squad at your company that’s designing new product features with an emphasis on automation or AI. Or your company has just implemented a personalization engine. Either way, you’re designing with data. Now what? When it comes to designing for personalization, there are many cautionary tales, no overnight successes, and few guides for the perplexed. 

    Between the fantasy of getting it right and the fear of it going wrong—like when we encounter “persofails” in the vein of a company repeatedly imploring everyday consumers to buy additional toilet seats—the personalization gap is real. It’s an especially confounding place to be a digital professional without a map, a compass, or a plan.

    For those of you venturing into personalization, there’s no Lonely Planet and few tour guides because effective personalization is so specific to each organization’s talent, technology, and market position. 

    But you can ensure that your team has packed its bags sensibly.

    There’s a DIY formula to increase your chances for success. At minimum, you’ll defuse your boss’s irrational exuberance. Before the party you’ll need to effectively prepare.

    We call it prepersonalization.

    Behind the music

    Consider Spotify’s DJ feature, which debuted this past year.

    We’re used to seeing the polished final result of a personalization feature. Before the year-end award, the making-of backstory, or the behind-the-scenes victory lap, a personalized feature had to be conceived, budgeted, and prioritized. Before any personalization feature goes live in your product or service, it lives amid a backlog of worthy ideas for expressing customer experiences more dynamically.

    So how do you know where to place your personalization bets? How do you design consistent interactions that won’t trip up users or—worse—breed mistrust? We’ve found that for many budgeted programs to justify their ongoing investments, they first needed one or more workshops to convene key stakeholders and internal customers of the technology. Make yours count.

    ​From Big Tech to fledgling startups, we’ve seen the same evolution up close with our clients. In our experiences with working on small and large personalization efforts, a program’s ultimate track record—and its ability to weather tough questions, work steadily toward shared answers, and organize its design and technology efforts—turns on how effectively these prepersonalization activities play out.

    Time and again, we’ve seen effective workshops separate future success stories from unsuccessful efforts, saving countless time, resources, and collective well-being in the process.

    A personalization practice involves a multiyear effort of testing and feature development. It’s not a switch-flip moment in your tech stack. 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 need these cards. But we strongly recommend that you create something similar, whether that might be digital or physical.

    Set your kitchen timer

    How long does it take to cook up a prepersonalization workshop? The surrounding assessment activities that we recommend including can (and often do) span weeks. For the core workshop, we recommend aiming for two to three days. Here’s a summary of our broader approach along with details on the essential first-day activities.

    The full arc of the wider workshop is threefold:

    1. Kickstart: This sets the terms of engagement as you focus on the opportunity as well as the readiness and drive of your team and your leadership. .
    2. 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.
    3. Work your plan: This phase is all about creating a competitive environment for team participants to individually pitch their own pilots that each contain a proof-of-concept project, its business case, and its 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: Whet your appetite

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

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

    This is all about setting the table. What are the possible paths for the practice in your organization? If you want a broader view, here’s a long-form primer and a strategic framework.

    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 divide connected experiences into five levels: functions, features, experiences, complete products, and portfolios. Size your own build here. This will help to focus the conversation on the merits of ongoing investment as well as the gap between what you deliver today 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 critical because it emphasizes how personalization can not only help your external customers but also affect your own ways of working. 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 vote on where they see your product or service putting its emphasis. Naturally, you can’t prioritize all of them. The intention here is to flesh out how different departments may view their own upsides to the effort, which can vary from one 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 naming your personalization gap. Is your customer journey well documented? Will data and privacy compliance be too big of a challenge? Do you have content metadata needs that you have to address? (We’re pretty sure that you do: it’s just a matter of recognizing the relative size of that need and its remedy.) In our cards, we’ve noted a number of program risks, including common team dispositions. Our Detractor card, for example, lists six stakeholder behaviors that hinder progress.

    Effectively collaborating and managing expectations is critical to your success. Consider the potential barriers to your future progress. Press the participants to name specific steps to overcome or mitigate those barriers in your organization. As studies have shown, personalization efforts face many common barriers.

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

    Hit that test kitchen

    Next, let’s look at what you’ll need to bring your personalization recipes to life. Personalization engines, which are robust software suites for automating and expressing dynamic content, can intimidate new customers. Their capabilities are sweeping and powerful, and they present broad options for how your organization can conduct its activities. This presents the question: Where do you begin when you’re configuring a connected experience?

    What’s important here is to avoid treating the installed software like it were a dream kitchen from some fantasy 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.

    The ultimate menu of the prioritized backlog will come together over the course of the workshop. 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 come from recipes, and those recipes have set ingredients.

    Verify your ingredients

    Like a good product manager, you’ll make sure—andyou’ll validate with the right stakeholders present—that you have all the ingredients on hand to cook up your desired interaction (or that you can work out what needs to be added to your pantry). 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 isn’t just about discovering requirements. Documenting your personalizations as a series of if-then statements lets the team: 

    1. compare findings toward a unified approach for developing features, not unlike when artists paint with the same palette; 
    2. specify a consistent set of interactions that users find uniform or familiar; 
    3. and develop parity across performance measurements and key performance indicators too. 

    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.

    Compose your recipe

    What ingredients are important to you? Think of a who-what-when-why construct

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

    We first developed these cards and card categories five years ago. We regularly play-test their fit with conference audiences and clients. And we still encounter new possibilities. But they all follow an underlying who-what-when-why logic.

    Here are three examples for a subscription-based reading app, which you can generally follow along with right to left in the cards in the accompanying photo below. 

    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: When there’s a newly registered user, an email is generated to call out the breadth of the content catalog and to make them a happier subscriber.
    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.

    A useful preworkshop activity may be to think through a first draft of what these cards might be for your organization, although we’ve also found that this process sometimes flows best through cocreating the recipes themselves. 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.

    You can think of the later stages of the workshop as moving from recipes toward a cookbook in focus—like a more nuanced customer-journey mapping. 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.

    Better kitchens require better architecture

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

    When personalization becomes a laugh line, it’s because a team is overfitting: they aren’t designing with their best data. Like a sparse pantry, every organization has metadata debt to go along with its technical debt, and this creates a drag on personalization effectiveness. Your AI’s output quality, for example, is indeed limited 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 definitely stand the heat…

    Personalization technology opens a doorway into a confounding ocean of possible designs. Only a disciplined and highly collaborative approach will bring about the necessary focus and intention to succeed. So banish the dream kitchen. Instead, hit the test kitchen to save time, preserve job satisfaction and security, and safely dispense with the fanciful ideas that originate upstairs of the doers in your organization. There are meals to serve and mouths to feed.

    This workshop framework gives you a fighting shot at lasting success as well as sound beginnings. Wiring up your information layer isn’t an overnight affair. But if you use the same cookbook and shared recipes, you’ll have solid footing for success. We designed these activities to make your organization’s needs concrete and clear, long before the hazards pile up.

    While there are associated costs toward investing in this kind of technology and product design, your ability to size up and confront your unique situation and your digital capabilities is time well spent. Don’t squander it. The proof, as they say, is in the pudding.

  • The Wax and the Wane of the Web

    The Wax and the Wane of the Web

    I offer a single bit of advice to friends and family when they become new parents: When you start to think that you’ve got everything figured out, everything will change. Just as you start to get the hang of feedings, diapers, and regular naps, it’s time for solid food, potty training, and overnight sleeping. When you figure those out, it’s time for preschool and rare naps. The cycle goes on and on.

    The same applies for those of us working in design and development these days. Having worked on the web for almost three decades at this point, I’ve seen the regular wax and wane of ideas, techniques, and technologies. Each time that we as developers and designers get into a regular rhythm, some new idea or technology comes along to shake things up and remake our world.

    How we got here

    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.

    The birth of web standards

    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 better server-side tools came the first era of web applications, starting with content-management systems (particularly in the blogging space with tools 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. Suddenly, pages could update their content without needing to reload. 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 let crafty designers and developers display fonts of their choosing. And technologies like Flash made it possible to add animations, games, and even more interactivity.

    These new technologies, standards, and techniques reinvigorated the industry in many ways. Web design flourished as designers and developers explored more diverse styles and layouts. But we still relied on tons of 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). Complicated layouts required all manner of nested floats or absolute positioning (or both). 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 easy for anyone to add a dash of interaction to pages, although at the cost of doubling or even quadrupling the download size of simple websites.

    The web as software platform

    The symbiosis between the front end and back end continued to improve, and that led to the current era of modern web applications. 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. Alongside these tools came others, including collaborative version control, build automation, and shared package libraries. What was once primarily an environment for linked documents became a realm of infinite possibilities.

    At the same time, mobile devices became more capable, and they gave us internet access in our pockets. Mobile apps and responsive design opened up opportunities for new interactions anywhere and any time.

    This combination of capable mobile devices and powerful development tools contributed to the waxing of social media and other centralized tools for people to connect and consume. 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 offered connections on a global scale, with both the good and bad that that entails.

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

    Where we are now

    In the last couple of years, it’s felt like we’ve begun to reach another major inflection point. As social-media platforms fracture and wane, there’s been a growing interest in owning our own content again. There are many different ways to make a website, from the tried-and-true classic of hosting plain HTML files to static site generators to content management systems of all flavors. The fracturing of social media also comes with a cost: we lose crucial infrastructure for discovery and connection. Webmentions, RSS, ActivityPub, and other tools of the IndieWeb can help with this, but they’re still relatively underimplemented and hard to use for the less nerdy. 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 standards like web components has accelerated, especially through efforts like Interop. New technologies gain support across the board in a fraction of the time that they used to. I often learn about a new feature and check its browser support only to find that its coverage is already above 80 percent. 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.

    Today, with a few commands and a couple of lines of code, we can prototype almost any idea. All the tools that we now have available make it easier than ever to start something new. But the upfront cost that these frameworks may save in initial delivery eventually comes due as upgrading and maintaining them becomes a part 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 used to let us adopt new techniques sooner—have now become hindrances instead. 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 through poor code, network issues, or other environmental factors), there’s often no alternative, leaving users with blank or broken pages.

    Where do we go from here?

    Today’s hacks help to shape tomorrow’s standards. And there’s nothing inherently wrong with embracing hacks—for now—to move the present forward. Problems only arise when we’re unwilling to admit that they’re hacks or we hesitate 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 costs of those developer-friendly tools. They may make your job a little easier today, but how do they affect everything else? What’s the cost to users? To future developers? To standards adoption? Sometimes the convenience may be worth it. Sometimes it’s just a hack that you’ve grown accustomed to. And sometimes it’s holding you back from even better options.

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

    Design with care. Whether your craft is code, pixels, or processes, consider the impacts of each decision. 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. Rather than rushing headlong to “move fast and break things,” use the time saved by modern tools to consider more carefully and design with deliberation.

    Always be learning. If you’re always learning, you’re also growing. Sometimes it may be hard to pinpoint what’s worth learning and what’s just today’s hack. You might end up focusing on something that won’t matter next year, even if you were to focus solely on learning standards. (Remember XHTML?) But constant learning opens up new connections in your brain, and the hacks that you learn one day may help to inform different experiments another day.

    Play, experiment, and be weird! This web that we’ve built is the ultimate experiment. It’s the single largest human endeavor in history, and yet each of us can create our own pocket within it. Be courageous and try new things. Build a playground for ideas. Make goofy experiments in your own mad science lab. Start your own small business. There has never been a more empowering place to be creative, take risks, and explore what we’re capable of.

    Share and amplify. As you experiment, play, and learn, share what’s worked for you. 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.

    Go forth and make

    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 imbue our values into the things that we create, and let’s make the web a better place for everyone. Create that thing that only you are uniquely qualified to make. Then share it, make it better, make it again, or make something new. Learn. Make. Share. Grow. Rinse and repeat. Every time you think that you’ve mastered the web, everything will change.

  • Opportunities for AI in Accessibility

    Opportunities for AI in Accessibility

    In reading Joe Dolson’s recent piece on the intersection of AI and accessibility, I absolutely appreciated the skepticism that he has for AI in general as well as for the ways that many have been using it. In fact, I’m very skeptical of AI myself, despite my role at Microsoft as an accessibility innovation strategist who helps run the AI for Accessibility grant program. As with any tool, AI can be used in very constructive, inclusive, and accessible ways; and it can also be used in destructive, exclusive, and harmful ones. And there are a ton of uses somewhere in the mediocre middle as well.

    I’d like you to consider this a “yes… and” piece to complement Joe’s post. I’m not trying to refute any of what he’s saying but rather provide some visibility to projects and opportunities where AI can make meaningful differences for people with disabilities. To be clear, I’m not saying that there aren’t real risks or pressing issues with AI that need to be addressed—there are, and we’ve needed to address them, like, yesterday—but I want to take a little time to talk about what’s possible in hopes that we’ll get there one day.

    Alternative text

    Joe’s piece spends a lot of time talking about computer-vision models generating alternative text. He highlights a ton of valid issues with the current state of things. And while computer-vision models continue to improve in the quality and richness of detail in their descriptions, their results aren’t great. As he rightly points out, the current state of image analysis is pretty poor—especially for certain image types—in large part because current AI systems examine images in isolation rather than within the contexts that they’re in (which is a consequence of having separate “foundation” models for text analysis and image analysis). Today’s models aren’t trained to distinguish between images that are contextually relevant (that should probably have descriptions) and those that are purely decorative (which might not need a description) either. Still, I still think there’s potential in this space.

    As Joe mentions, human-in-the-loop authoring of alt text should absolutely be a thing. And if AI can pop in to offer a starting point for alt text—even if that starting point might be a prompt saying What is this BS? That’s not right at all… Let me try to offer a starting point—I think that’s a win.

    Taking things a step further, if we can specifically train a model to analyze image usage in context, it could help us more quickly identify which images are likely to be decorative and which ones likely require a description. That will help reinforce which contexts call for image descriptions and it’ll improve authors’ efficiency toward making their pages more accessible.

    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 suppose that you came across a chart whose description was simply the title of the chart and the kind of visualization it was, such as: Pie chart comparing smartphone usage to feature phone usage among US households making under $30,000 a year. (That would be a pretty awful alt text for a chart since that would tend to leave many questions about the data unanswered, but then again, let’s suppose that that was the description that was in place.) If your browser knew that that image was a pie chart (because an onboard model concluded this), imagine a world where users could ask questions like these about the graphic:

    • Do more people use smartphones or feature phones?
    • How many more?
    • Is there a group of people that don’t fall into either of these buckets?
    • How many is that?

    Setting aside the realities of large language model (LLM) hallucinations—where a model just makes up plausible-sounding “facts”—for a moment, the opportunity to learn more about images and data in this way could be revolutionary for blind and low-vision folks as well as for people with various forms of color blindness, cognitive disabilities, and so on. 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.

    Taking things a step further: What if you could ask your browser to simplify a complex chart? What if you could ask it to isolate a single line on a line graph? 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 swap colors for patterns? Given these tools’ chat-based interfaces and our existing ability to manipulate images in today’s AI tools, that seems like a possibility.

    Now imagine a purpose-built model that could extract the information from that chart and convert it to another format. For example, perhaps it could turn that pie chart (or better yet, a series of pie charts) into more accessible (and useful) formats, like spreadsheets. That would be amazing!

    Matching algorithms

    Safiya Umoja Noble absolutely hit the nail on the head when she titled her book Algorithms of Oppression. While her book was focused on the ways that search engines reinforce racism, I think that it’s equally true that all computer models have the potential to amplify conflict, bias, 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. A lot of this stems from a lack of diversity among the people who shape and build them. When these platforms are built with inclusively baked in, however, there’s real potential for algorithm development to help people with disabilities.

    Take Mentra, for example. They are an employment network for neurodivergent people. They use an algorithm to match job seekers with potential employers based on over 75 data points. 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 considers each work environment, communication factors related to each job, and the like. As a company run by neurodivergent folks, Mentra made the decision to flip the script when it came to typical employment sites. 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 creation of algorithms, that can reduce the chances that these algorithms will inflict harm on their communities. That’s why diverse teams are so important.

    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 example, if you were to follow a bunch of nondisabled white male academics who talk about AI, it could suggest that you follow academics who are disabled or aren’t white or aren’t male who also talk about AI. If you took its recommendations, perhaps you’d get a more holistic and nuanced understanding of what’s happening in the AI field. 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 helps people with disabilities

    If I weren’t trying to put this together between other tasks, I’m sure that I could go on and on, providing all kinds of examples of how AI could be used to help 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 seen the VALL-E paper or Apple’s Global Accessibility Awareness Day announcement or you may be familiar with the voice-preservation offerings from Microsoft, Acapela, or others. 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. This is, of course, the same tech that can also be used to create audio deepfakes, so it’s something that we need to approach responsibly, but the tech has truly transformative potential.
    • 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 have plans to expand this to other conditions as the project progresses. This research will result in more inclusive data sets that will let more people with disabilities use voice assistants, dictation software, and voice-response services as well as control their computers and other devices more easily, using only their voice.
    • Text transformation. The current generation of LLMs is quite capable of adjusting existing text content without injecting hallucinations. This is hugely empowering for people with cognitive disabilities who may benefit from text summaries or simplified versions of text or even text that’s prepped for Bionic Reading.

    The importance of diverse teams and data

    We need to recognize that our differences matter. Our lived experiences are influenced by the intersections of the identities that we exist in. These lived experiences—with all their complexities (and joys and pain)—are valuable inputs to the software, services, and societies that we shape. Our differences need to be represented in the data that we use to train new models, and the folks who contribute that valuable information need to be compensated for sharing it with us. Inclusive data sets yield more robust models that foster more equitable outcomes.

    Want a model that doesn’t demean or patronize or objectify people with disabilities? Make sure that you have content about disabilities that’s authored by people with a range of disabilities, and make sure that that’s well represented in the training data.

    Want a model that doesn’t use 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. That being said, when it comes to sensitivity reading, AI models won’t be replacing human copy editors anytime soon. 

    Want a coding copilot that gives you accessible recommendations from the jump? Train it on code that you know to be accessible.


    I have no doubt that AI can and will harm people… today, tomorrow, and well into the future. But I also believe that we can acknowledge that and, with an eye towards accessibility (and, more broadly, inclusion), make thoughtful, considerate, and intentional changes in our approaches to AI that will reduce harm over time as well. Today, tomorrow, and well into the future.


    Many thanks to Kartik Sawhney for helping me with the development of this piece, Ashley Bischoff for her invaluable editorial assistance, and, of course, Joe Dolson for the prompt.