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Tech Book of the Month
  • Tech Book of the Month
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October 2019 - The Design of Everyday Things by Don Norman

Psychologist Don Norman takes us through an exploratory journey of the basics in functional design. As the consumerization of software grows, this book’s key principles will become increasingly important.

Tech Themes

  1. Discoverability and Understanding. Discoverability and Understanding are two of the most key principles in design. Discoverability answers the questions of, “Is it possible to figure out what actions are possible and where and how to perform them?” Discoverability is absolutely crucial for first time application users because poor discovery of actions leads to low likelihood of repeat use. In terms of Discoverability, Scott Berkun notes that designers should prioritize what can be discovered easily: “Things that most people do, most often, should be prioritized first. Things that some people do, somewhat often, should come second. Things that few people do, infrequently, should come last.” Understanding answers the questions of: “What does it all mean? How is the product supposed to be used? What do all the different controls and settings mean?” We have all seen and used applications where features and complications dominate the settings and layout of the app. Understanding is simply about allowing the user to make sense of what is going on in the application. Together, Discoverability and Understanding lay the ground work for successful task completion before a user is familiar with an application.

  2. Affordances, Signifiers and Mappings. Affordances represent the set of possible actions that are possible; signifiers communicate the correct action that should take place. If we think about a door, depending on the design, possible affordances could be: push, slide, pull, twist the knob, etc. Signifiers represent the correct action or the action the designer would like you to perform. In the context of a door, a signifier might be a metal plate that makes it obvious that the door must be pushed. Mappings provide straightforward correspondence between two sets of objects. For example, when setting the brightness on an iPhone, swiping up increases brightness and swiping down decreases brightness, as would be expected by a new user. Design issues occur when there is a mismatch in affordances, signifiers and mappings. Doors provide another great example of poor coordination between affordances, signifiers and mappings - everyone has encountered a door with a handle that says push over it. This normally followed by an uncomfortable pushing and pulling motion to discover the actions possible with the door. Why are there handles if I am supposed to push? Good design and alignment between affordances, signifiers and mappings make life easier for everyone.

  3. The Seven Stages of Action. Norman lay outs the psychology underpinning user decisions in seven stages - Goal, Plan, Specify, Perform, Perceive, Interpret, Compare. The first three (Goal, Plan, Specify) represent the clarification of an action to be taken on the World. Once the action is Performed, the final three steps (Perceive, Interpret, Compare) are trying to make sense of the new state of the World. The seven stages of action help generalize the typical user’s interactions with the World. With these stages in mind, designers can understand potential breakdowns in discoverability, understanding, affordances, signifiers, and mappings. As users perform actions within applications, understanding each part of the customer journey allows designers to prioritize feature development and discoverability.

Business Themes

Normans-seven-stages-of-action-Redrawn-from-Norman-2001.png
  1. The best product does not always win, but... If the best product always won out, large entrenched incumbents across the software ecosystem like IBM, Microsoft, Google, SAP, and Oracle would be much smaller companies. Why are there so many large behemoths that won’t fall? Each company has made deliberate design decisions to reduce the amount of customer churn. While most of the large enterprise software providers suffer from Feature Creep, the product and deployment complexity can often be a deterrent to churn. For example, Enterprise CIOs do not want to spend budget to re-platform from AWS to Azure, unless there was a major incident or continued frustration with ease of use. Interestingly enough though, as we’ve discussed, the transition from license-maintenance software to SaaS, as well as the consumerization of the enterprise, are changing the necessity of good design and user experience. If we look at Oracle for example. The business has made several acquisitions of applications to be built on Oracle Databases. But the poor user experience and complexity of the applications is starting to push Oracle out of businesses.

  2. Shipping products on time and on budget. “The day a product development process starts, it is behind schedule and above budget.” The product design process is often long and complex because there is a wide array of disciplines involved in the process. Each discipline thinks they are the most important part of the process and may have different reasons for including a singular feature, which may conflict with good design. To alleviate some of that complexity, Norman suggests hiring design researchers that are separate from the product development focus. These researchers focus on how users are working in the field and are coming up with additional use cases / designs all the time. When the development process kicks off, target features and functionality have already been suggested.

  3. Why should business leaders care about good design? We have already discussed how product design can act as a deterrent to churn. If processes and applications become integral to Company function, then there is a low chance of churn, unless there is continued frustration with ease of use. Measuring product market fit is difficult but from a metrics perspective; companies can look at gross churn ($ or customer amount that left / beginning ARR or beginning customers) or NPS to judge how well their product is being received. Good design is a direct contributor to improved NPS and better retention. When you complement good design with several hooks into the customers, churn reduces.

Dig Deeper

  • UX Fundamentals from General Assembly

  • Why game design is crucial for preventing churn

  • Figma and InVision - the latest product development tools

  • Examples of bad user experience design

  • Introduction to Software Usage Analytics

tags: Internet, UX, UI, Design, Apple, App Store, AWS, Azure, Amazon, Microsoft, Oracle, batch2
categories: Non-Fiction
 

December 2018 - Steve Jobs by Walter Issacson

This is a long biography about an incredible person. The book is surprisingly personal and has tons of little stories that show Jobs’ true personality.

Tech Themes

  1. The reality distortion field. Steve Jobs was famous for his reality distortion field: the ability to convince himself and others of pretty much anything through a mix of intense passion and hyperbole. The term was coined by Bud Tribble, an early member of Apple’s design team, who had daily experience working with Jobs at Apple and NeXT. Jobs’s would speak charismatically about achieving incredibly lofty goals and slowly bend employees to his way of thinking through somewhat manipulative means. He would frequently dismiss ideas as “complete shit” only to come back a few weeks later claiming to have come up with the idea. As Andy Hertzfeld (an original member of the Apple development team) put it: “I thought Bud was surely exaggerating, until I observed Steve in action over the next few weeks. The reality distortion field was a confounding melange of a charismatic rhetorical style, an indomitable will, and an eagerness to bend any fact to fit the purpose at hand. If one line of argument failed to persuade, he would deftly switch to another.” While this approach led to several incredible engineering feats, it also created a difficult environment for Apple employees. Jobs would frequently claim ideas as his own and give little credit to the engineers that actually created something. This extended to his personal life as well, where he wouldn’t shower because he claimed his diet of largely fruits and vegetables did not produce any smell (he was very wrong). Unfortunately this also extended to his cancer diagnosis, which he was convinced he could beat with a new diet despite several prominent doctor warnings to the contrary.

  2. Owning the user experience. Steve was obsessed about user experience. At a time when the world was dominated by hard to use, clunky computers, Jobs helped Apple be the first to focus solely on how the user interacted with the computer. After his infamous visit to Xerox’s Palo Alto Research Center (Xerox PARC), in which he saw early designs for an easy to use mouse, Jobs adopted the technology for an upcoming Apple release. Apple and Jobs introduced several important design innovations including: windows for each operating program, drop-down menus, desktop metaphor (files and the trash can), drag and drop manipulation, and direct editing of a document. Jobs also wanted to maintain a tight connection between the hardware and software of all Apple devices. If Apple could abstract away all the back-end complexities and present an incredibly easy to use interface, its devices could be widely adopted by all consumers. This ran in the face of the general computing industry, which allowed significant user configurability.

  3. Design simplicity. Steve Jobs was relentlessly passionate about the design of Apple products. As an extension of the user experience, Jobs wanted products that looked simple and felt magical: "To design something really well, you have to get it.” Jobs worked incredibly closely with Johnny Ive, Jobs’s “spiritual partner at Apple,” on the beautiful simplicity of every Apple product. One example of Jobs’s incredible focus on design is the iPhone. Not only does Jobs appear on the patent for the iPhone’s box, Ive and Jobs obsessed over each part of the phone, focusing on the ten commandments of design espoused by influential artist Dieter Rams. Jobs was so focused on sleek design, that even the internal, unseen logic boards of the Apple II needed to be redesigned because they weren’t straight enough. He also was thoughtful about building design at Pixar, building an open atrium that fostered random interaction as people traveled through it every day.

Business Themes

Bill Gates hovering over Jobs at MacWorld Boston 1997.

Bill Gates hovering over Jobs at MacWorld Boston 1997.

  1. Vertical integration. It was Tim Cook who pulled Steve Jobs to dinner one night in Japan that led to the mass proliferaiton of Apple devices across the world. Cook had recognized that chipmakers were capable of making the device that Jobs had obsessed over for years, the iPod. Apple is a rare example of a Company that has focused on complete vertical integration. Apple wants to make both the hardware and the software behind its devices. Apple is now so large that it essentially controls all of its suppliers. Most companies leverage third party hardware (Dell, Toshiba, Motorola, Samsung, etc), put someone else’s software on it (Windows and Android), add third party services (Google, carrier services, etc.) and then sell it through someone else’s store (carrier retail stores, Best Buy, etc.) - Apple does it all.

  2. Strategic investors. Many people do not know this, but Microsoft and Xerox were both strategic investors in Apple. Xerox’s investment led to that infamous visit to Xerox PARC, that led to inclusion of several proprietary technologies in Apple devices. When Jobs returned to Apple after the NeXT acquisition, he realized Apple’s dire cash circumstances. Jobs decided to call his sometimes enemy, sometimes friend, Bill Gates. Apple was in the process of suing Microsoft for copying its operating system, but Jobs desperately needed the cash. He negotiated a deal whereby Microsoft would invest $150M in Apple and Apple would drop its lawsuit against the Microsoft. “Bill, thank you. The world’s a better place.” The deal was announced at MacWorld Boston in 1997, where Gates appeared on a massive screen, hovering over Jobs in what would become an iconic scene.

  3. Competing teams. Jobs would frequently set two different teams at Apple against each other in a fierce competition to produce a device or feature. The most famous example of this civil war experimentation was the design of the iPhone. According to Tony Fadell, Jobs had four different groups all working on an Apple phone: the large iPod for Video team (touchscreen), the iPod Phone team (spinning wheel), the touchscreen Macbook Pro, and the Motorola Rokr (the first phone integrated with iTunes). The whole development process was top secret within the Company, and dubbed: Project Purple. The Macbook Pro touchscreen would eventually become the iPad, and the large iPod for Video became the iPhone. These competing teams led to incredible developmental feats albeit at the sacrifice of shared knowledge within Apple.

Dig Deeper

  • Steve Jobs worked the night shift at ATARI

  • He dropped out of college

  • Jobs went on an Apple fast and also considered himself a fruitarian

  • Jobs had a kid at 23 and denied that he was her father. He eventually named an Apple computer after her, LISA

  • He was absolutely ruthless

tags: Apple, Next, Software, hardware, Palo Alto, Sun Microsystems, Scaling, User Experience, Microsoft, strategic investors, Reality distortion field, Design, Vertical integration, batch2
categories: Non-Fiction
 

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