2012-05-22

Design Demons: The Critic Demon

An earlier post gave an overview of the design demons: Creative, Critic and Pragmatist. This post takes a closer look at the Critic Demon. A designer should also seek to develop ability in each of the each of their demons so that the overall team is stronger.

The Critic Demon is more strongly related with the left side of the brain. It is the analytic thinker that evaluates and judges the ideas flowing from the Creative demon. The Critic demon can be overly picky and will have impossibly high standards. When the Critic demon is rejecting all ideas then perhaps trade-offs should be made in the design. The Critic demon is most suited to the development and refinement stages of the design process. The Critic demon will cripple the Creative demon if the Critic demon has influence during the Concepting phases. The Critic demon's favourite word is: Perfection.

The problem with perfection is that there is never a single solution and design is often a trade off between many competing factors.

The underdeveloped Critic demon will be unable to properly evaluate the ideas of the Creative demon. The underdeveloped Critic will allow poorly resolved and aesthetically unpolished work to progress. A person with a weak critic demon and good execution skills will make a high volume of rough work. They might be successful through volume alone.

The strength of the Critic demon can be improved through education, reflection and critique (see the critique section). Critical analysis and logical thought is the life-force of this demon. Any study into understanding of design theory, history and case studies will permanently strengthen this demon. The act of reviewing and thinking about design work - especially honest criticism confirmed by trusted peers - is the Critic demon's gym workout.

The noisy Critic will distract the Creative demon and may war with the Pragmatist demon during the later stages of the project. The Critic will discourage the Creative demon by saying how each idea of stupid and this will stop the Creative demon from leaping from idea to idea. The pragmatist will want to finish a project but the Critic demon will insist that it is completed properly before it can be released - even if this means expending more resources than allowed for the project. This can delay the delivery of a project.

A noisy Critic demon can be taught to speak only in turn. Use good conceptualizing procedures where the Creative is free to talk for a set period of time before the Critic can judge the ideas. Standard brainstorming technique is to simply record all ideas without judgment or editing for a set period of time and only then allow for the Critic to speak. Focusing on the resources allowed for a project (esp. the deadline) gives the Pragmatist demon enough power to overcome the Critic. A beginner design can delegate the critic function to a trusted and more experienced peer. This should eventually train the critic to influence at the most useful times.

A strong Critic demon is important for a designer to produce professionally polished works that are executed well. Working to improve the Critic demon will give long term benefit to the designer.

2012-05-12

Design Demons: The Creative Demon

An earlier post gave an overview of the design demons: Creative, Critic and Pragmatist. This post takes a closer look at the Creative Demon.

Each of the demons has their own levels of ability and influence. Ability is the strength of the demon in their specialisation. Influence is how likely the designer is to listen to demon. Each demon‘s talents are better suited for different parts of the design process therefore a designer should train themselves to minimise the influence of each demon and instead judge when their advice is most appropriate. A designer should also seek to develop strength in each of the each of their demons so that the overall team is stronger.

The Creative Demon is strongly related with the right side of the brain. It is the lateral thinker that comes up with the original ideas. Many of the Creative demons ideas are impractical, but one should not discourage the Creative demon from making them. When somebody has Designer's Block then their Creative demon is tired and out of ideas (see the Creativity section for help). The Creative Demon gets enthusiasm and rewards from coming up with many cool ideas. This makes the Creative demon very useful during the concept stage of the design process but a distracting influence during the development and production stages. However, the Creative demon can be useful during problem solving that can happen during production. The Creative demon's favourite word is Freedom.

The underdeveloped creative demon can come up with only derivative ideas occupying a limited range. A person with a underdeveloped creative demon but with strong execution skills will be very good within a small number of visual styles. This person will follow tutorials on the internet on how to produce some effect in popular software.

The strength of the Creative demon can be improved through stimulation and exposure to many different ideas. Inspiration is the life-force of this demon and it must be constantly replenished. Viewing the design works of others, visual art, music, culture and new experiences all provide inspirational fuel. Increasing the visual knowlege of the designer makes their creative demon permanently stronger. Also the act of creation in itself - especially when creating with others - is the equivalent of sending the Creative demon to the gym.

The noisy creative demon will continue to distract the designer way past the time concepting is completed. A noisy creative demon will always interupt with a completely different approach while the designer is trying to develop and produce an already selected idea. This can pull the designer off track and if they are seduced by their Creative demon's voice then they will always come with something new instead of finishing what they have started. This can delay the execution and delivery of a project.

A noisy creative demon can be taught to speak only in turn. Until the Creative demon knows to only speak in turn or when something is very important, the designer should move deliberately through each stage of the design process. At the end of each stage the designer should force themselves to make a decision that is not reversible without a second opinion from a more experienced colleague/friend. This should eventually train the Creative dragon to be noisy and quiet at the right times.

A strong creative demon is important for a designer to produce works that go beyond the mundane and ordinary. Working to improve the Creative demon will give long term benefit to the designer.

2012-05-05

PokerStars on an iPad (including HUD)

Some people are curious as to how I play PokerStars on the iPad - complete with Holdem Manager HUD and TableNinja. The answer is easy: remote desktop. I use this setup to play from around my home, any place with wifi, and even over 3G (tethered to my cheapo Android phone). Sure there's the brilliant PokerStars app, but that doesn't have ZOOM, HUD or TableNinja.

Specifically: I use the LogMeIn Ignition product. Install the free LogMeIn client on the desktop computer, grab the LogMeIn Ignition app from the app store, set up an account and you're good to go. And it only costs a few dollars total to do. You can probably use other free/cheap remote desktop products (e.g. VNC, RDP) but I like LogMeIn Ignition because I don't have to worry about firewalls and other complications because it just works.

This technique should work for any Poker site.

TIP: On the iPad, once you're running Igntion, use the settings to force the connection to use 1024x768 screen resolution. That's the iPad1/iPad2's native resolutions so you'll have less problems with things being too small. Ignition will reset the desktop computer to it's original resolution when it ends the remote desktop session.

TIP: TableNinja works brilliantly in this setup. No keyboard? fine it still does default bet-sizing for you.

TIP: TableNinja and a wireless keyboard is where it's at. Connect the iPad to the big TV (or a projector), sit back on the couch with a beer and it's game on!

Multitabling does work - but due to the low screen-res you'll want to do this in stacked mode.

Result: ZOOM poker - anytime anywhere. Oh yes we can :)


If you like this article then perhaps you'll also like WorkOut Poker where I use a Kinect to play poker by waving my arms around.

2012-03-14

The “Temp” Designer

Many industries already use skilled pools of temporary workers. This allows employers to temporarily fill capacity or skill needs. There are many labourer pools that allow construction companies to have a more flexible workforce where they can scale capability where needed. New Zealand schools have shared pools of relief teachers. The IT industry contracts specialist workers into their customer companies. There is a business opportunity here for design studios.

The default answer for a flexible workforce in graphic design is to employ freelancers. But freelancers can be a risky hit and miss affair for companies who are less able to judge the abilities of freelancers. One solution could be for studios to provide contracted “temp” designers to their client companies. Instead of contracting by project the contract covers a temp in-house designer for set hours who works at the client premises. The designer remains an employee of the studio (not the client).

This enables a client to add capability or skills to an existing in-house design team or to have the advantages of an in-house designer with few of the downsides. The general advantages of in-house designers include; set budget, low overheads per project and quicker communication.

There are benefits for the clients that are unique to the temp. The first is that the studio provides a guarantee to the skill and ability level of the placement designer. This eliminates the risky hit and miss of hiring an in-house designer or engaging directly with freelancers. The temporary designer contract can also include some oversight; the designer is mentored by senior members of the studio. This gives experienced insight without much additional cost.

There are other benefits: the temp designer can be in the client placement part-time so that they are working alongside other designers some of the time. This will help in keeping their creative and technical skills sharp. The temp designer maintains access to advice from specialist colleagues. The studio also takes care of cover during holidays.

Where a client has an on-going need for graphic design work but cannot necessarily afford a fulltime designer then a temp designer can fill this need. Because the temp designer is probably a fulltime employee of their studio then the churn common with part-time employees is less of a risk.

Small design jobs can accumulate within a client organisation. Unfortunately the overheads in setting these up as projects under the usual studio-client relationship can be prohibitive relative to the size of the job. A temp in-house designer has much lower per-project overheads so can clear away these accumulated jobs quickly.

The temp designer is another service that a design studio can offer their clients. When used in the right situations then it can provide good value to the client and simplify the studio-client relationship for collections of small jobs. Temp designers can become another tool for the studio to keep their clients happy.

2012-03-05

Scope Creep is your Friend

We all have those clients – the ones that have a huge idea but only a tiny budget. It is impossible to deliver on their grand vision but maybe you can help them with a first step. And then there is the “just had a cool idea” client who creates scope creep.

As design projects get larger with more deliverables and much more coding scope creep becomes a real issue. The default answer is to contract tightly so scope creep is prohibited. But without some scope creep the project risks becoming irrelevant to the client. The unhappy client then might look elsewhere for the next job.

Both these clients can be dealt with in much the same way. Project management techniques currently being explored in software development (Agile and Lean) have direct parallels to design projects. We can start with some fuzzy overall goals and then iterate towards them learning as we go. This means that what was once evil scope creep is now considered a vital part of thinking and learning about the needs of the project.

Some of the commercial designers I have spoken to recently have started doing something similar though the iteration was more driven by a sales need to generate more income from previous customers. The subtle shift in iterative design projects is to treat every customer as a relationship where you are both journeying together. Each small project is another step closer to the goal.

The sales script goes like this: Keep selling the customer on their enthusiasm for their big idea. Talk universe conquering stuff. Then get the client talking about a small first step. Make it something of real value but requiring little risk/effort by either side. Fit within the tiny budget.

Completing that first step project is like dating. Each party gets to see if things with the other will work out without having wasted too much energy. There is an implied expectation that further work will arise but client or designer are both free to depart at this point. That is the sales advantage of this approach – the client is already thinking about the next small job to do with your design company.

After that first step hold a "retrospective"/reflection both within the design studio and with the client. Were their processes that could be improved? What worked well? What could be improved? What did we learn from this project? What are the new ideas we have for the next small project? – see no longer evil scope creep but friendly extra business.

As small tasks are completed (and presumably you’ve been paid) momentum and energy begin to build around the project. Listen to the client and together agree on “next steps” that will bring value to their business.

For the free-lancer a few tasks will tell you if the client is worth building a relationship with. If the client has complex needs then consider offering to go on retainer so that they (and you) have greater control over the budget.

Working in small iterative projects with retrospection before quickly iterating helps to build stronger relationships and should result in projects that are more relevant. Treating scope creep as a positive thing will eliminate a source of negativity in the client-designer relationship. Scope creep is then your friend because it brings repeat business to you.

2012-02-29

Responsive Web Design: Design Theory's Experimental Frontier

Some questions to ponder while reading:

  • How does our understanding of grids change if the page size is no longer fixed?
  • How does our understanding of typographic layout change if column sizes are no longer fixed?
  • How does our understanding of visual hierarchy change if layouts are no longer fixed?

Important advances in simplifying the understanding of aesthetic formalism have often come about by quantifying design in mathematical terms. From the Greek golden section, to Müller-Brockmann's grids, the photographer's rule of thirds, the typographic scale, W3C colour contrast algorithms and Donald Knuth's work in computer typesetting - these all distil aesthetic ideas into formulas.

Traditionally the output mediums were of limited fixed sizes and so a sensible designer could redesign for a different size without much needed to quantify layout in response to weird output sizes. A few general rules of thumb and a good sense of aesthetics was all that was necessary.

Things have changed; Websites are now displayed on a wide variety of devices with different screen sizes and proportions. It used to be that a designer would simply ignore anything but desktop or design a second site for mobile. For over fifteen years web designers have been able to largely ignore increasing desktop screen-resolution by fixing their designs at a certain size within the browser window - effectively ignoring the live resizing of browser windows. This meant no difficult decisions regarding text-line lengths and image sizes relative to column sizes because this could all be fixed at design time. But as the number of devices increase (and thus variety of screen size) many web designers are realising that they should design responsively.

The gateway drug for responsive web design is the flexible grid. Designers are forced to think in terms of ratios (expressed in percentages) instead of pixels. Further to this as the web browser window size is moved into previously nonsensical proportions, the responsive web designer is faced with unique challenges to preserve "design integrity". Solving these challenges via flexible grids, media queries, typographic hacks and even changes to the visual hierarchy are forcing designers to express these visual relationships in code.

Responsive web design at its highest craft is about flexing within specified constraints then having alternative plans when those constraints are violated. How narrow can the browser window get before a column is dropped? How small can the logo go? How wide can a line of text be? All these decisions made by the responsive web designer and codified in CSS and JavaScript provide a living source of data for new understandings in layout and proportion.

Web designers are pragmatic people and don't like doing things twice. So as the body of aesthetic approaches in responsive web design grows many of these heuristics are becoming encoded into behaviours in JavaScript frameworks that are freely shared. Here, JavaScript and CSS code provide good documentation of the ratios and formulas at work. So while web designers pragmatically solve the problems of non-constant screen sizes, their experimentation leads to a new way to look at layout, proportion and hierarchy and this will lead to a greater understanding of mathematics of layout aesthetics.

2012-02-16

Designer Work Style.

Nearly 20 years ago I was in a management paper and learned that workers exist on a continuum between the consistent 9-5er and the inconsistent burst worker. It is no surprise that creatives are burst workers. A person whose natural tendency is to work in bursts but who has learned to fit into the 9-5 paradigm will have significant swings in productivity and motivation during the workday. It's almost axiomatic that the more creative a person the less consistent they are.

Designers rise to the challenge of completing deadlines but can become easily exhausted. Much of our training of designers instils into them the primacy of the deadline above all else and this reinforces the burst personality. For the industry this is helpful in that it helps "get projects out the door" and the downtime is necessary for rest, recovery and reflection. The danger is that overwork is much more difficult to detect and burnout is a real risk.

Burst work is fine when project are of generally short duration (i.e. not months or years) and deadlines are not daily. But as our deadlines extend (larger projects particularly web and development) then burst working is less desirable. IT has the "deathmarch project" where the deadline is far away but everybody is pushed into overwork to make it and larger design projects carry the same risks.

My own experience is that there are very few designers who find the consistency of 9-5 easy who are also great visual creatives. The consistent 9-5ers are normally competent and reliable but lack that creative spark or flair. They may be great technically and/or quite good visually but they're likely never going to win a creative award.

Don't knock them because their consistent workers are an important part of a design team. Not only do they handle the routine jobs more accurately and with less frustration, they also provide a yardstick of "normalcy" to their peers. They remind people that families are waiting, the sun goes up and down and the tides go in and out. They are living examples that despite our obsessive tendencies towards our projects and deadlines that there are more important things.

Burst work could be why we place so much emphasis on professionalism - particularly punctuality and attendance. Just to try and counter-act the tendency towards relying on burst work instead of proper planning. Perhaps this is the Confucian balance to the natural tendency of designers. The Confucian education principle here is that education often involves strategies for handling imbalanced tendencies. "Be more aggressive" a passive person and "Be more passive" to an aggressive person. In this aspect design is pragmatic: we need to work together at overlapping times in a team and we should do that when our clients are active (i.e. the working day). It helps our socialisation to even loosely fit a working pattern common in our culture.

There is a danger: if we do successfully turn these normally naturally burst workers into consistent 9-5ers then we may kill what it is that gives them the creative spark. Mindless consistency is the enemy of creativity. Therefore a mixed burst-consistent approach might provide a compromise; the creative bursters are allowed an equivalent but more irregular schedule provided they meet deadlines.

This is just another of those things that makes design hard: the right amounts of consistency and burst, unbounded creativity and creative pragmatism, obssessiveness but with perspective maintained. And this provides important decisions for employers building a team: it's often not just about the skill set, but how their work-style fits the work you do.

2012-02-12

My PhD: The Simple Version

I have been struggling to come up with a simple way to explain my PhD but I think I have it.

My research tries to reduce information overload when displaying data where the structure of that data is not known ahead of time.

This is a particular problem for the Semantic Web because of the Innumerable Corpus property. That is: there is an innumerable amount of data expressed using innumerable ontologies (structures). This research will help in the construction of a general purpose semantic web browser.

What is the scale of the problem? If an ontology is well known then a human can hand-craft a display for that ontology but that display is fragile and fixed. Fragile meaning that it will only work for that one ontology and will not display data that only partially uses the ontology (and what is data is used from multiple ontologies?). A fixed display will not necessarily suit the needs of all users.

Where ontological enrichment research expands the amount of data available about a subject, my research reduces data to the minimally most useful set compared to what is known about user goals. My research then attempts to select displays that reduce information overload by taking into account user needs.

I currently (Feb 2012) have a beta semantic web browser (Eme) suitable for continued experimentation. I am currently working on algorithms to make intelligent decisions for the display by discovering how data triplets are related.

Are triplets related somehow? completely independant? members of the same set/list? redundant equivalents? or a related alternative? Knowing this allows us to make intelligent decisions about the display; related triplets can be grouped together, members of a set can be displayed as a list, redundant triplets can be eliminated and alternative need only one of the alternatives displayed.

2012-02-10

Best time to join cash tables

On PokerStars I've noticed a little bit of a trend on the lower limit tables. These limits are just full of regulars with 11/8 stats that are annoying to play against when there are too many on the table. Ideally you want tables with at least two fish that you can exploit. Here's my tip:

Join tables in the five minutes before the half hour or the whole hour.

Why does this work? Well it turns out the people with these stats are grinders. They play a fairly predictable game over a large number of tables. They also tend to play to for a set length of time which incidentally tends to end on the half or whole hour. These are the times when seats might open up on tables with the fish. With so many seats opening up it might even attract a few new fish to your tables.

2011-09-06

Say Hello to Your Design Demons

Based upon more than a decade in graphic design education I have a working theory called “Design demons” to explain the psychology behind the design process. In a previous post I looked at how design schools grades matched particular designers. Design demons more specifically looks at how the personality of the designer relates to the design process and therefore acts as a basis for giving individualised advice for designers to develop themselves.

There are three primary demons in the designer’s mind that each battle for attention. These are the Creative, the Critic and the Pragmatist. The label demon was chosen because these are powerful forces that can both help and overwhelm. Each demon has a different level of loudness, ability and affinity for a stage of the design process.

The Creative demon is the divergent thinker. Full of enthusiasm, curiosity and ideas this demon always has a positive attitude: “Wouldn’t it be cool if .... “ The Creative demon is the wellspring of new ideas. The Creative demon is at their best during the early “Concepting” stages of the design process though the Creative demon can have a role to play in later stages for problem solving. However, if the Creative demon is always coming up with new ideas then the project will neither be polished nor finished on time.

The Critic demon evaluates ideas and judges them. A strong Critic demon enables the designer to choose their best concepts and refine them further. The Critic demon decides when an idea is good enough to pursue further. Therefore the Critic demon relates to the Development and Refinement stages of the design process. An overly negative Critic demon will trap a designer into constantly going back to the drawing board. A poorly developed critic is unable to make decisions.

The Pragmatist demon is the taskmaster. This demon watches the clock, the budget, the ability of the designer and other available resources. The demon tells the Critic demon to stop being so picky and to move on because the deadline is looming. A weak Pragmatist demon will miss milestones. An overly safe Pragmatist demon will only allow easy to produce, safe ideas to progress. The Pragmatist is most useful in the feasibility and production stages of the design process.

Developing ability in each demon is part of a good design education. For beginning designers they will learn to listen to each demon in turn as they progress through the design process. More experienced designers can allow all the demons to speak at once.

Example of Design Demons 1: Often highly creative people struggle in graphic design programs because their Critic demon is too weak to rank concepts and the Pragmatist demon is not strong enough to keep an eye on the clock. Right up to the last minute their loud Creative demon will be feeding them with crazy off-the-wall and impractical ideas. These people can become successful designers by reigning in the Creative demon and allowing the other demons room to develop.

Example of Design Demons 2: Sometimes a designer can get stuck in a loop where the Creative demon cannot come up with anything to satisfy the Critic demon. This is either a sign that the Critic demon is too loud and the Pragmatist demon needs to make the Critic demon choose something that is “good enough”. Or, it could be a sign that the designer needs additional help in developing ability in the Creative demon.

My hope is that thinking in terms of Design Demons helps educating designers and gives a framework for designers to self-evaluate their strengths.

2011-05-09

Future Design Careers: Getting started in Infographics

This article follows up the post on Information Visualization Design careers with some practical tips to get started. Some of you gave feedback that this was an area of design that interested you and wanted to know how to get started.

Like any area of design a portfolio is everything. Start by building up a infographic pieces and add these to the general design portfolio. Use some publically available statistics on an interesting topic – perhaps something that is currently in the news. Approach a charity and pitch to do an info graphic for them pro bono. Once the portfolio contains a few infographic pieces then the designer can add infographic to their list of skills.

At present there are few jobs that are infographic only positions. Most will be design jobs where you may get the opportunity for infographic work. For now, an in-house designer in a progressive communications department probably has more opportunity to create infographics than a studio designer. An in-house designer could approach the Information System department an offer to work with them to produce infographics.

While infographics will be a big part of our future, the current state of affairs means that infographic designers must create opportunities for themselves by selling the idea of infographics to their clients. Current clients just do not understand what an infographic is or how it can be useful in decision making.

Current infographics are flat 2d pieces that are generally posters. There is opportunity to produce data visualizations that are in other formats like on web sites or large displays. However these will require some coding ability on the part of the designer. A designer who already has ability to code could utilize their skills to produce live data visualization graphics.

Finally, aspiring infographic designers should participate in the growing infographic community in order to stay up with latest trends, get inspiration and build an understanding of what good infographics are. Some website links follow.

2011-05-01

Future Design Software: The ExerciseUI

Recent research (see Men’s Health, NPR & NYTimes) has shown that sedentary office jobs, like those of designers, shorten lives, increase heart disease and increase weight. Since the research is conclusive and given the numbers of sedentary computer users about to enter their 50’s in the next decade the risk of Health and Safety lawsuits for employers increases. Designers are particularly at risk due to the addition of deadline hyper-focus and overstress. Sedentary jobs could become the next biggest wave of health lawsuits since the OOS/RSI lawsuits of the 1990s. If this happens then work place computer usage will need to change to be less sedentary.

At first employers will provide subsidized gym memberships, but these will be of limited use because gym attendance needs extra hours in the day. Employers will mandate exercise breaks but stressed users will not take these when under deadline pressure. The solution will be to include more movement in the actual everyday usage of computers.

There already is a growing awareness of the fitness potential of gesture based user interfaces. Nintendo already sell exercise related games that are entirely gesture based under the Wii Fit name. PlayStation Move and Xbox Kinect are Sony's and Microsoft’s answers to gesture based gaming. Since the exercise potential of gestural user interfaces is obvious then it will make sense to build exercise into the office computer user interfaces of the future. Imagine controlling your computer and getting a work-out at the same time. An ExerciseUI is the cross over between gestural user interfaces and physical fitness.

Since we already have widely available consumer gestural technology then the only barrier to adoption is social and cultural.

Widespread adoption of ExerciseUIs will cause gym memberships to fall. However, personal trainers can find new roles on user interface design teams where they will consult on safe and good mixtures of movement for users. Since exercise is a very individualized thing, offices will have consultant personal trainers who will work with users to customize their ExerciseUIs for their health and ability needs.

At first people will complain about the extra physical effort needed to drive the ExerciseUI but their fitness levels will gradually increase. Short-term productivity may decrease compared to current mouse GUIs but longer term productivity and morale should increase for many tasks. The reason is that more exercise will improve physical health, mental health and give happy endorphin boosts.

During periods of deadline stress the extra physical movements and speed to drive the computer faster will help burn off deadly overstress hormones. Stressful periods that overwork the body into anaerobic stiffness will physically force users to rest between tasks. This will help them mentally balance stressful work better as they learn to take breaks when their body forces them and rest their brains.

Workplaces will need to change dress codes to allow for more exercise friendly clothing. Showering facilities will also be needed. ExerciseUIs will also require a bit more space per user compared to current office cubicles.

Provided ExerciseUIs give good productivity for common office computing tasks then there are few downsides and many benefits to adopting them. Lawsuit pressure might force this to occur sooner rather than later.

(Read more articles in the Future Design Software series.)
(Read about the first ExerciseUI project: WorkOut Poker Episode 1

2011-04-28

Body Care for Designers: Design Makes You Fat

Previous Body Care for Designers articles discussed the importance of exercise and good nutrition for designers from the point of view of controlling OOS. Despite having access to this information many designers find exercise and nutrition difficult to control. Weight becomes an issue for designers and the effects are more than just from lack of exercise. The health of designers is at risk from self-reinforcing factors the spiral health downwards. This article explores those factors.

Designers typically work long hours in fixed positions over computers with little physical activity. There is the ever present pressure of the deadline and sleep is often seen as weakness. Designers also tend to be perfectionists and design generally has no clear measurements for success. This means that designers create a constant performance anxiety stress for themselves.

The right amount of stress is good for active humans needing a temporary boost in physical performance. Stress releases hormones; adrenaline which increases heart-rate to supply fuel to the body and cortisol which increases blood sugar for fuel, increases brain consumption of glucose prepares the body for healing. Adrenaline and cortisol are very useful for humans about to face a physical confrontation but potentially dangerous to a sedentary desk jockey. Stress hormones naturally flush from the body over about three days once stress has passed.

Over stress is very bad – this happens when stress occurs more often and with greater intensity than the body has the ability to flush the stress hormones. Prolonged over stress can cause many problems such as: Heart disease, insomnia, digestive problems, weight gain, memory issues, skin problems, depression and ADD. The consequent loss in performance from overstress can have a compounding effect as the designer gets more concerned about not meeting deadlines.

The hyperfocus on deadlines means that designers often neglect healthy routines and the circadian rhythms that government healthy sleep-wake-alertness cycles can get out of kilter. Pushing aside everything for the deadline means that designers will often forget to exercise. Exercise is important to help flush stress hormones to prevent over stress.

Focus on deadlines will have designers forget to keep good eating patterns. Mental fatigue tends to make the body crave easy calories like sugars and processed carbohydrates. Sleep deprivation can have much the same effect on craving. For some designers snacking will working can become compulsive. Stress does stop digestion so stress for prolonged periods starves the body of fuel so it begins to crave the sugars and carbohydrates to provide a quick energy boost. Stressed and sleep deprived people tend to consume more calories.

All this contributes to a spiraling worsening of designer health. The most telling sign for most will be weight gain. All the extra calories combined with little exercise means the risk of obesity is high. Other effects will be insomnia. Extreme cases will suffer depression, ADD and have severely impacted mental performance. These health effects all feed upon each other.

Designers must learn to manage stress. Everybody responds differently to stress and it is often about personal attitude towards a situation. Changing the attitude can go a long way towards lowering stress levels. Be more realistic about deadlines and if one might slip then talk to the client – often it might not be such a problem. Above all, maintain good sleep-wake-meal routines, eat good food, avoid energy dense snacks and exercise regularly. The more stressed, the more exercise is needed. Staying healthy and at good weights is just going to be that much harder for designers.

2011-04-26

Future Design Careers: Information Visualization Designer

The future design jobs will be a series of articles that look at jobs that designers could be doing in the future. The intent is to give graphic designers a heads up on potential directions in their own careers. This first article is on data visualization designers.

Information visualization is where design and statistics meet. The information visualization designer’s job is to make data digestible. The intended audience should be able to interpret a good information visualization to understand key things about the under lying data. A data visualization designer works with a source of data and tries to find the important and interesting facts that lie within data. Data visualization is about visually interpreting data in order to produce good stories.

Information visualization designers will need solid layout illustration skills. It will help to have a background in statistics – though initially designers will work alongside statisticians eventually the role of information visualization designer will specialize to include a need for statistics too. The designer will also need good empathy with their target audiences to know what information they will want to know.

A person considering a career in information visualization should train as a designer and illustrator first and minor in statistics. Learning interactive design and programming (like Processing and Flash) will help the information visualization designer produce live data visualizations that can be run on demand. Animation and storytelling related subjects will help the information visualization designer learn how to produce information visualization animations. Journalism could be another useful supporting subject to learn about the standards and ethics associated with interpreting data for consumption by others.

There is a related field called “interactive data visualization” that provides interfaces for users to view the data in any way they choose. This is not information visualization because there is no interpretation of the data into information and stories. Interactive data visualization is most useful for those who are able to interpret the data for themselves. General and non-expert audiences will benefit most from having information interpreted for them.

Data visualization will become more important as our culture becomes increasingly visual. Viewers will be drawn to the simple explanations that visualization offers. In particular visualization can make scale comparisons and quantities easier to understand than words can. The discourse of the future will be increasingly visual as better access to data means we look for better ways to express that data in ways useful to viewers.

Data visualization will be used within organizations to help make better sense of the data they are already capturing. Data visualization will be used by organization seeking to make a point based on quantitative research: political groups, charities, lobbyists, advertisers. As information brokers the information visualization designer will play a central role future communications. The information visualization designer better have a keen sense of ethics.

2011-04-19

Body Care for Designers – Exercise

Designers spend long hours at their computers in fixed positions. Their overall workload is sedentary and involves no great strenuous physical effort. The mental loads of designers tend to have them crave sugars and carbohydrates to feed their brains. Designers often have poor posture. A previous eturnerx article explored how to avoid OOS in these situations. In addition to exercise breaks, that article also suggested background fitness and exercise. This article discusses what form those exercises should take. Disclaimer: consult your healthcare professional – their advice trumps mine.

Consult the professionals before beginning any new exercise routine. This starts with a quick check up from your doctor then talk to a personal trainer. Many gyms will include a personal trainer consultation with any new membership – but it pays to ask. Let the personal trainer know that you work long hours at a computer, any areas of pain you have and what goals you have for your exercise regime. If you already have particular areas of pain then a doctor might suggest consulting a physio (physical therapist) who will prescribe remedial exercises.

In general, designers need a well rounded fitness routine – one that does not rely too much on just one of strength, flexibility, speed or cardio-vascular exercises. The exercises should be tailored to improving how the designer handles their daily work tasks.

One issue with sedentary lifestyles like design is that metabolic rate can slow and thus reduce the rate at which toxins are eliminated from the body. The static workloads of designers mean that lactic acid builds in muscles – particularly in the neck, shoulders, arms and hands. Most exercise routines will boost metabolism and a faster metabolism helps the body eliminate lactic acid quicker.

Cardio-vascular exercise gets the heart pumping for at least 20 minutes three to five times per week. This form of exercise is important to promote good blood circulation which will help flush lactic acid from the muscles where it may cause damage. Cardio also produces endorphins that helps combat the nervous stress of working to deadlines. Too much deadline stress builds up adrenaline in the system which can ultimately disturb sleep and shorten life expectancy. Strenuous cardio exercise can work off that adrenalin.

Designers should avoid too much anaerobic exercise – particularly in the arms and shoulders – because anaerobic exercise builds up lactic acid. Designers already have problems with lactic build up so anaerobic exercise should only be done if extensive warm up and warm down exercises are done to fully flush any lactic build up.

Stretching is an important part of the designer’s exercise regime. The daily static workloads mean that joints are rarely moved through a full range of motion so flexibility will be lost over time. Incorporating stretches into the exercise routine will help combat the loss of flexibility and promote better mobility as the designer ages.

Strength training to build (or maintain) muscle mass is important. Muscles are necessary to support the weight of the body and also have a background calorie burning effect. There is no need to become an body builder but do some strength training. A particular area to focus on is the core abdominal muscles that hold the upper body erect. A strong core can promote good posture and avoid back pain. Exercise systems like Pilates can promote good core strength.

Take care of those bodies designers, they need to last a career well enough to have a long and enjoyable retirement.

(The article on OOS discusses why lactic acid build up is such a problem for designers)

2011-04-18

Productivity in User Interfaces

A recent poll on Lifehacker asked if an intuitive user interface was more important than functionality. The default answer is that content is king – therefore functionality wins. An intuitive user interface that does nothing useful serves little purpose. However the question is too short-sighted because it does not examine the relationship between intuitive and functional.

Firstly the question implies that there is a tradeoff between functionality and intuitive. This is not true because an interface can be both intuitive and functional at the same time. The two attributes are only rarely mutually exclusive. Good knowledge of the target audience (users) enables a designer to create user interfaces that are intuitively tuned to that audience in ways that provide the most functionality in the simplest possible way.

Consider productivity which is calculated as outputs divided by inputs. An interface’s outputs are the functionality it enables. The inputs are the costs of achieving those outputs which in interface terms is crudely the human time taken to achieve the outputs. This means that an intuitive user interface has higher productivity because outputs can be achieved in less time than with a less intuitive interface.

User Experience designers also consider the connotative side of productivity. They consider the feelings that the experience of using the interface will produce. These emotions are an important part of the overall message of the interface and should be support the brand message of the user interface’s creator. Feelings such as a sense of control, delight, ease, efficiency are all things that an interface can engender. Interaction is therefore must be considered strongly for its semiotic content alongside the traditional static visual communication based on composition that designers are used to. In static compositions perhaps color carries the most connotative meaning, but in a user interface interaction can surpass color in terms of the amount of meaning carried.

Accuracy is an important part of productivity. Even trained users make fewer mistakes when using an intuitive interface. Each mistake reduces productivity because it either takes time to fix when noticed or creates a negative output when not noticed.

Technological progress goes hand in hand with productivity. Functionality alone is not a good measure of progress because while functionality dictates what technology makes possible, productivity dictates what technology makes pragmatically probable. For example much of what jQuery does today for web designers has been functionally possible for over a decade however it took toolkits like jQuery to simplify things so that the time (and skill level) required to produce those outputs was reduced enough to tip the productivity equation in favor of more interaction on web pages. Also, computers have become cheap enough, fast enough and capable enough that they have almost completely surpassed traditional forms of doing graphic design in terms of productivity.

There are many more examples where convenience (reduced input) of technology has tipped the productivity equation in favor of greater adoption of that technology. As we expand our use of technology we see gain the view from a new creative horizon so therefore can look for even more ways to improve productivity.

If a user interface is just too difficult to use then the productivity equation swings away from convenient usage of the interface because the outputs are not worth the inputs. Therefore a user interface that has high productivity i.e. both functional and intuitive is more likely to achieve greater usage.

2011-04-14

Future Design Software: Design Anywhere, Anytime

Mobile computing and cloud computing are big trends in computing at the moment. Mobile computing (and tablet computing) is the push for smaller devices that travel with us. Cloud computing is the push for computing to happen in large data centers connected to over the internet instead of on local machines. Graphic design has resisted these trends because it requires flexible and powerful workstations but it is undeniable that these two trends will have an impact on future design software.

There is an saying that “The best camera is the one that’s with you” (Chase Jarvis). This could also be applied to the idea that the best computing device is the one that’s with you. As mobile devices increase in capability it is inevitable that we will be doing more and more design work on them. Today, capable mobile devices can update websites, color correct photographs, edit videos and sketch concepts. While the productivity does not yet match desktop computers with more powerful processors and larger screens, it might be quicker to just do something on a mobile device in the moment than travel back to a more capable computer.

This is highlights an inherent weakness with desktop workstations – they are not easily portable and thus remain fixed in location. The trend is for people to spend less time at a personal non-portable computer and get out and about more. This means that personal computing becomes less important and mobile computing increases in importance.

Laptop computers are not really ideal. They are somewhat portable but battery charge life is still too short, the device too heavy for casual just-in-case carrying and the screen and trackpad combination not ideal for interaction. Laptops lack the always-on property of other mobile devices. Laptops will live on as slightly more portable versions of personal desktop computers but will generally lose out to other mobile devices like tablets.

At present most cloud based services work on data-storage with a web-application front end and maybe some custom software installed on local machines. In the future more applications with better interaction than current web-application silos will live in the cloud also. Computing will also be pushed into the cloud. This means that when the local device encounters a task that overwhelms it then that processing task can be seamlessly performed on the cloud. Seamless means with no user intervention required. Imagine if videos and complex 3D material rendered faster than realtime because of the economies of scale that large cloud computing datacenters can achieve.

The future will have more public kiosk computers and less laptops. When a mobile device is not enough then a designer can login to another other computer (such as a kiosk) and have their data, applications and processing power immediately available in a secure fashion. This can happen on a computer borrowed in a client company or a kiosk computer in a coffee shop/library. Desktops and laptops will become less numerous as more portable mobile devices become more prevalent and designers can rely on access to convenient access to computing kiosks.

Designers will then be freed to travel more – networking, visiting clients, getting in touch with their inspiration, discovering their target audiences. Journeys like this will enrich the design process rather than be seen as unwelcome distractions from productivity. Design might become more human again.

(Read more articles in the Future Design Software series.)

2011-04-13

Designer Loyalty is Compromised

Ideally designers should create works that best suit the needs of communicating a message to a target audience. The reality is that the target audience is never a paying member so the designer’s loyalty is compromised by contractual relationships to act in the best interests of their employer or client. How does a designer resolve the tension between the competing interests of employer, client and audience?

In the long-term, the best interests of the employer are best met by serving the interests of clients. Clients whose needs are met show positive business results and can afford to become repeat customers. Repeat clients are cheaper for the employer so retaining clients and helping clients thrive is good for the employer. However, sometimes an employer will not necessarily act in the best interest of a client, for example by scheduling too much work, or knowingly taking on work that will not add much value to the client’s business. The employed designer is contracted to their employer not the client so may not always be able to act in their client’s best interests.

Freelance designers have the luxury of no employer relationship to complicate matters. By contracting directly with clients the freelancer need only resolve the tensions between the client and the target audience.

In the long-term, the best interests of the client are best met when the client’s offerings add benefit to their target audience. The role of the designer is to communicate the client’s message to this audience. Often though, in the interest of keeping the client happy and retaining their business, the designer will accept instructions from the client that run counter to their best interests.

So, to describe the chain of responsibility, the designer acts in the best interests of their employer by acting in the best interests of employer’s clients. The designer acts in the best interests of the clients by acting in the interest of the client’s target audience. This means that by satisfying the needs of the target audience both the client and employer’s long-term interests are met.

There are two problems with this chain. The designer has no contractual responsibilities to the target audience and thus can act for short-term gain at the expense of the audience. Secondly each link in the chain introduces a political element where the interests of the audience can become forgotten.

The way to resolve the tension is for the designer to advocate for the target audience to the client, and advocate for the client to their employer. In situations where the client gives instructions that run counter to their best interests then it is the designer’s duty to inform the client but the client still has the right to decide. In situations where client’s best interests are being compromised by employer actions the designer should inform their employer but recognize that the designer is contracted to their employer first so the employer gets the right to decide.

2011-04-08

Poster Design Tips

An effective poster has both visuals and content that shines. This article gives tips for poster design aimed at the novice designer. As always, the experienced designer might benefit from the revision.

Viewers first engage with a poster at quite some distance. At first most of the poster’s details will not be in visible. As the viewer moves closer to the poster the visual elements uncover cleanly one by one rewarding the viewer with more to see.

Content needs three things. These are the hook, the body and the call to action. These things work together to form the textual content of the poster.

The content hook is a piece of enticing text designed to grab and hold the attention of the viewer. It is usually a clever tagline. A tagline does not need to inform so much as it needs to invite the viewer to continue viewing the poster. These should be short and snappy.

The content body is the main textual information of the poster. At this point the user has digested the visual hook and is ready for real content. Tell them enough to encourage acting upon the call to action.

The call to action tells the audience the preferred behavior desired of them. It is strongest if explicitly stated with a verb. Avoid implying the call to action – say it directly. If the both is good then the poster will contain enough information for the viewer to decided where to take the suggestion in the call to action. Example calls to action are: visit our website at… book online at…. Phone today for a free health check.

There are also three things to consider for the visual arrangement of a poster. These are the visual hook, the hierarchy and good eye flow.

The visual hook is an extremely dominant design element that is interesting enough to attract viewer interest from a distance. It will be the first thing that viewers notice.

Hierarchy is the visual dominance order of the design elements in a composition. The visual hook will be overwhelmingly the most dominant item. The next most visual dominant item is second in the visual hierarchy and so on. A good visual hierarchy has clear contrast in dominance between elements because there are problems when elements are close together in dominance.

Eye-flow is the two dimensional journey the eye takes over the surface of the poster. Typically eye-flow starts at the most dominant element in the visual hierarchy then progresses to the next most dominant element and so on. Good eye-paths are smooth and avoid the eye jumping around the composition. A good eye-path will have the viewer encountering the most important information first, followed the second most important information and so on. Eye-flow can be disturbed by gestalt continuations that throw it off course by indicating a different direction.

There are many successful posters that are set entirely on a centered top-down eye-flow – but this is the default solution and might be too boring. There is a western tendency to like eye-paths that move left-to-right, top-bottom so if the eye-flow moves in a counter-direction then the designer must make extra effort to ensure that each element in the hierarchy has enough contrast in dominance.

2011-04-07

Make a Great Portfolio Website

Designers need a portfolio. The reality is that a degree alone is not enough to secure work. A portfolio is proof of what the designer is capable. It is fashionable nowadays for all designers to have a portfolio website to showcase their work and abilities. There are some do’s and don’ts that are useful to know.

A portfolio website is part of the designer’s personal brand. That brand should be properly unified across all the media it appears in: the portfolio website, the printer portfolio, the CV, the business card and even the any covering letters sent. This attention to brand detail not only fixes the brand in the viewer’s mind, but it also shows potential employers that you have a keen eye for detail and can work well with cross-media design projects.

Brand around the designer’s real name. There is no better representation for an individual. Designers should not dilute the power of their name by trying to introduce a brand for something they are not. Do not use a cutesy name for the portfolio and say “work by X”. Name the portfolio as X then simply name “collections” within that overall portfolio. Naming with something other than the designer’s name dilutes personal brand further by making the site appear as representing a small studio.

Be upfront about what the designer is looking for. If the designer is looking for work in Delhi then they should say that: “looking for freelance opportunities or full-time employment in Delhi”. This helps viewers understand how they might relate to the designer.

Ensure that work is front and center on the portfolio. Design work should the main focus of the portfolio so do not bury it under layers of navigation. Have work on the first page of the website. Feature design collections in the first level of navigation. Have a brief text statement contextualizing each piece of work.

Contact details and a CV are good to have online but be careful how much personal information is being offered for free. A good portfolio website should help others decide that the designer fits their needs, decide that they like the work and decide to contact the designer.

The design of the website portfolio itself says a lot about the designer themselves. A good portfolio should be functional and easy to use. Ensure that any interaction is simple and each to use. Make sure that load times are snappy and quick. Consider avoiding flash and using HTML/CSS with perhaps some jQuery to add polish. Definitely do not have a splash pages.

Use a custom domain name and website for the portfolio. While many on-line communities have great portfolio abilities (e.g. Flickr, Behance, DeviantArt) these websites include too many other things that distract from the designers work.

(Another related eturnerx article is: Use the Internet to get a Design Job)