You never change things by fighting the existing reality. To change something, build a new model …

You never change things by fighting the existing reality. To change something, build a new model that makes the existing model obsolete.

Great post The Problem With “Innovation” in which he cites the above quote from Buckminster Fuller and points out that what looks silly, superficial, inconsequential and downright distracting when they’re first proposed can “suddenly” have fundamental consequences for society as a whole. Or, as the author puts it:

New models create new markets, but they’re often misunderstood at the outset. Stupid checkins reshape how we explore and experience the real world. Prepaying for tick tock watches reshapes financial markets. Silly status updates spark revolutions. And grainy glitchy video calls cut into the commercial air travel.

Something to think about.

User Research – Look and Listen

During the last few months I have been involved number of projects that involved a considerable amount of user research and testing. Through this process, I have interviewed over 50 persons for a number of digital and physical devices. There are already a large number of posts discussing user research planning and structure so I didnt really see the need for one more. What I did want to document, is the ‘people’ aspect of the research and summarize which techniques that worked well for me.

1. Listen – If I say listen, this is a bit obvious, but I am surprised at how many people that don’t really listen during user tests. Whether this is to get through the test as fast possible or an over concentration on the task at hand, people sometime fail to listen. To assist the dialog I often try to use the same terminilogy as the participants. An exmple of this is when I interviewed bus drivers as part of a new instrument panel study I asked them which term they used to describe the panel anc continued to use the same term. (Interestingly, this was not the same term the manufacturer (client) chose to call it.)

2. Use two people to conduct a user test if possible. This will depend on the client, scope of the project and overall goals but overall results improved. This will allow one person to facilitate the interview itself and fully concentrate on the test person. I find that test persons are quite sensitive to distracted facilitators and the overall quality of the results are better. The second person can then concentrate on documenting the research and making sure the technology is working (which is often a challenge).

3. People don’t open up until they are comfortable. For some test persons this never happens, but for most some simple techniques can insure this happens fairly quickly. If the test scenarios don’t require it, try to keep the lighting as low as possible. I try to have ample space to conduct the interview. No one likes to feel cramped. Water, coffee, fruit and candy all help to get test persons to exchange freely. In general, I often start the interview with a few non-intrusive background questions. It is important to view the interview person as an individual and not just a ‘cog in the research machine’.

4. Don’t help too much. I am quite guilty of this. Very often we designers, after spending countless hours thinking about a solution, have a difficult time just letting people be in their attempts to understanding the interface. The goal of the research to to get feedback of the process and the outcome and things take time.  Be patient – just give it five minutes, before jumping in.

5. Don’t use a script. When testing people try to be as authentic as possible. The same rules apply to presentations as well as interviews. When someone sits and reads a script, test people sense this and I believe react accordingly. Very often the script is pre approved by the client to insure that everything is included in the test. In this case, I usually take the script and distill it down to a few keywords and then ‘talk’ around each these trying to weave the questions in tot the discussion. Improvisation is key here.

These are what I have come up with so far.

If you have any more good tips let me know.

Design Lessons from My Father

Over the last few years I have found myself, more the once, saying things that make me stop and think –  ’Whoa that is something my father would say’. I began to realize that much of my design and general ‘creation’ methods and philosophy comes from my father.

My father would not call himself a designer, although when asked what he did at work, he usually responded ‘making stuff’. I always found this statement a bit odd and couldn’t really relate from my childhood imagination of what fathers actually did at work (this was equal to TV dads). It wasnt until much later that I realized – together with my own desire to create something – what he meant and appreciate certain experiences.

My father exposed me and my brothers to technology at a very early age, as well as gave us ample opportunity to build things on our own (read:blow-up) – model rockets, hot air balloons (too small for people), RC airplanes, computers – you name it. When I was a bit older we were exposed to carpentry, homebuilding techniques (from reading monthly issues of Fine Homebuilding and Fine Woodworking magazines) and architecture. My father also exposed me to all things Japanese. It started with a few bonsai trees and progressed to a full scale Japanese garden in our backyard. This combination of technology and aesthetics has been a powerful combination for my future.

All of these experiences resulted in some useful lessons:

1. Read

My father read (and still does) constantly. I have many fond memories of my Dad reading in the evenings, at the beach, in airports – everywhere. My father also read everything. No matter what book or magazine he found laying in front of him he would read. It was almost that we couldnt help himself (I have the same habit). This resulted in him having a rather wide area of knowledge, that really is an asset when designing solutions. Some of my truly best design solutions are ones that I developed while reading magazines about subjects I wouldn’t normally be interested in.  True innovation occurs in the combination of previously unrelated ideas and reading is a good way of exposing yourself to these ideas.

2. Measure twice cut once – Prototypes

My father is now, after retirement, a full time carpenter. I have watched him through the years build furniture that has become more and more complex and elegant. Each project demands planning and due to the work and cost involved, a good way of minimizing risks and avoiding mistakes. Enter prototypes. If my father was making a large piece that involved new techniques he would often make a prototype with less expensive wood. This allowed my father to learned from the process, modify techniques or change the design  without breaking the bank.

In the digital world, I have found prototypes an excellent way of testing to see if a solution is effective in a low(er) cost format.

3. Try it yourself

If my father wanted to learn how do something, he read about, then gave it a try. He wasn’t very big on calling in an ‘expert’ to do certain projects if he was confident he could do it himself. He succeeded many times, and seeing this has given me the ability to try things myself I may not have considered otherwise.

One of the things about designing things digitally is that many of the technologies you can try yourself. There is usually a blog post or tutorial that can guide you through the most difficult technologies. By doing this, you learn what is involved in realizing an idea digitally and also the value of experts in these areas.

4. Tools

I remember going into by fathers shop looking at all the different tools in amazement. My brothers and I would begin to make basic wood ‘objects’ and realize we didn’t have the skills or knowledge to do what we wanted. My father would take out a strange looking tool that could perform the task easily.

‘The right tools makes things easier’ he would say.

When designing things, using the right tool, can make all the difference.

Editors Note: The opposite can also occur. I have developed some good design solutions using the completely wrong tool. It took longer, looked rather bad, but was a good solution.

Thanks to my brother Brian for inspiration and ideas for this post.

UI Design Patterns

The last few months have been a very intense time as I have recently changed jobs. In my new role, Interaction Design is a critical part of the job description (yeah) but this has put my personal UI toolbox to the test .  Over a series of weeks, I tried to expose myself to as many UI design solutions as possible. During this search, I have uncovered a large collection of some really great sites that I would like to share.

In order not just to flood my senses with design solutions and improve recollection for the future, I started a notebook of highlighted UI solutions. Actually, it started a few doodles on scraps of paper, but it soon graduated to it’s own notebook.

The method of documentation is simple, for each new resource I discover, I choose at least 3 solutions that I find interesting or relevant. I study each solution, then after a few minutes, sketch the UI from memory. For me this, this works well for internalizing the UI solution in my brain for future recall. Occasionally, I have redrawn the UI slightly different, or how I remember it, transforming it into something different.

My list of top UI design resources:

UI Design Patterns for Websites and Applications

1. is a large collection of design patterns for UI designers to gain inspiration from. The site allows users to keep sets of their own (publicly accessible to site visitors) so that you can see other UI design pattern collections.

2. Interaction Design Pattern Library has an interaction design pattern library maintained by Martijn van Welie, a Ph. D. graduate in Human Computer Interaction who now works as an Interaction Design Senior Consultant for Philips Design. The library features a ton of design patterns involving various site tasks such as navigating around a site, searching a site, and basic interactions such as slideshows. Each pattern follows a specific format: (1) the problem, (2) the solution, (3) when to use the pattern, (4) why you should use the design pattern, and (5) examples of the pattern in use.

3. Pattern Tap

Created and maintained by Matthew Smith and Chris Pollock, Pattern Tap is a gallery of popular web-based User Interface components and design patterns such as slideshows and breadcrumbs. Pattern Tap allows users to create their own sets, and they now have over 7,000 user sets. There’s plenty of inspiration to be gained at Pattern Tap.

4.  design|snips

This design gallery focuses on common web page components such as navigation as well as popular design trends such as Grid layouts. design|snips has over 30 categories so that you can easily find the design pattern/trend that you’re interested in. Users are allowed to rate each design featured in the gallery so that you can see what the overall consensus is with regards to the effectiveness and appeal of a design being shown.

5. The UI Pattern Factory

The UI Pattern Factory is a UI design library and gallery. The added extra from this collection  is that they sometimes share videos in each entry to improve the description of design problems and solutions. Entries are further enhanced by user-submitted examples of the pattern, which they archive in their Flickr group: A very comprehensive collection.

6. Web Design Practices

Web Design Practices is a gallery of web design patterns such as breadcrumb navigation with very thoughtful and comprehensive write-ups on each design pattern, often including statistics and helpful resources about a particular website component. This information is good when explaining why design solutions have been chosen.

7. Elements of Design

Elements of Design focuses on particular components of a web design such as login forms and site navigation in the hopes of inspiring designers, as well as to highlight prevalent patterns for typical website needs and features.

8. UI Patterns

UI Patterns is a UI design library that follows a weblog format where each post is a design pattern and a showcase of it in use on a website or web application.

9. Little Big Details

A great tumblr site that gives a daily dose of UI inspiration

10.Ultimate guide to table UI patterns

A rather short, but good,overview of types of table UIs as well examples.

I will add new ones as I find them, but so far this list is my new UI design toolbox.

Flickr Collections and Groups

1. Design Patterns

This Flickr collection maintained by Chris Messina is a showcase of unique and interesting interfaces on the web. The collection is very well-organized into sub-sets such as Drag and Drop interfaces and Calendar Views.

2. Design Patterns Group

In this Flickr Group, there are over 300 items that you can browse through to see interface design solutions and trends.

3. Web Form Design: Filling In the Blanks

Maintained by Luke Wroblewski, this Flickr set is a collection of images pertaining to web form design. This is an excellent and inspirational resource to have around for times when you are designing web forms.

4. Search Patterns

Peter Morville has a Flickr collection dedicated to gathering design to for effective search. For different types of search UI inspiration this an excellent resource.

I will add more resources as I find them, but for now, this will fill my UI design toolbox quite well.

What is the one brand you cannot live without (except Apple, Google and Ikea)?

Last week, after the latest Apple ‘Lallapalooza, juggernaut, mother of all product releases’ event for the Ipad 2, I began to think seriously about brands. I found it interesting that a brand (Apple) can command such a following for a product release. How do such brands develop such passionate followers ? Note: for the record I followed the release myself so partially this was a bit of self introspection.

I started to think about the brands that are important to me and realized the the list was quite long. I started to wonder what brands other people felt strongly about. To get a more realistic idea of what these brands could be, I conducted a very unscientific study where I surveyed  my friends on Facebook and my Twitter followers (863 as of this writing).

The question posted to Facebook and Twitter was the following:

‘What is the one brand you cannot live without (except Apple, Google and Ikea)?’

I chose to exclude certain dominating brands to get a better idea of some of the smaller brands in peoples lives.

Alphabetical result list:

Bang & Olufsen
Fender (2) (Norwegian marketplace)
Filippa K
Flickr (3)
Lego (2)
Nespresso (pod coffee)
Norröna (outdoor equipment)
Pepco (electricity)
Prophoto (photosite platform)
SVT (Swedish television)
Senseo (pod coffee)
Systembolaget (Swedish liquor retailer)

If we look at the list we can see that it covers a wide range of consumer products with a few brands were mentioned more the once. Flickr, the photo-sharing site was the brand with the most votes (3). Next on the list, with two votes, we have Lego and Fender Guitars. Lego can be explained by the large number of my friends that have children at the moment. A bit of a surprise is Fender, the guitar manufacturer. Apparently, Fender products generate a great deal of passion from it users. Pod-coffee (Nespresso and Senseo) and Public Service Television (BBC and SVT) where, as a category, also voted for more the once.

So we can say that my friends and contacts value viewing photographs on line via Flickr, playing with Legos, playing Fender guitars, drinking good pod-coffee and viewing Public Television.

5 responses out of 185 friends on Facebook.
9 responses from from a Twitter following of 836 persons.

Erik Spiekermann: Putting Back the Face into Typeface

A very well produced interview with Erik Speikermann. I was particularly taken by his take on a few points of the design process:

1. His Creative Process

I look at design inspirations for a long time – I look through books, on the internet and then I begin to sketch what I have seen. Then I put it all away for sometime. The next day (or next week) I sit down and draw it from memory – and then it is different. It is what I remember these design inspirations are be, but it is never the same as the original.


Most things I have done have been with other people. My responsibility is to show people that the design process is always teamwork, there are no geniuses, no single incredible person that can do it all of this.

New Job

After many years at my existing employer, I have decided to move on.

In March 2011, I will begin employment as an Interaction Architect at the digital consultancy Antrop in Stockholm.

I am extremely excited about this role and look forward to working with this group of creative, experienced people.