Consultant's Notes:
Three Generations of Interactive Media Design Philosophy
Allen Matsumoto, Senior Consultant
In the brief history of interactive media, popular
design practices have evolved through two generations, and can be
said to be just entering a third. Roughly, these can be broken out
as:
- 1st Generation: Product-Centered Design.
During the birth of interactive media, information was typically
organized around the corporation's own view of the product (or
service). This view varied with the nature of the corporation
and their own approach to communications: sometimes it represented
the messaging "push" developed by a marketing department;
occasionally it reflected the perspective of technical personnel
who viewed the product in ways that were difficult for users to
understand. In less fortunate cases, it was completely ad hoc.
In any of these cases, product myopia frequently generated interfaces
that left users lost and frustrated.
Although not absolutely concurrent, product-centered design and
experimental, often complex, interface devices frequently occurred
together. Unhelpful and distracting animation, hidden navigation
models, and lack of user-driven content conspired to create high
dropout rates.
- 2nd Generation: Information Architecture.
As awareness grew of the shortcomings of product-centered design,
Information Architecture arose as a more objective approach to
dealing with organization, particularly in content-intensive applications.
The science of IA remains a critical discipline for working with
large bodies of content, even into the 3rd generation of UI modeling.
As a driving philosophy to UI design however, IA (as commonly
practiced) has its own shortcomings. "Purely logical"
taxonomies, while not reflective of the idiosyncrasies of an individual
marketing or product manager, may also not reflect the perspective
or goals of your users. IA seeks to distill and generalize, while
simple empirical investigation may produce more meaningful results.
I've seen this take a couple of common forms. One is the misguided
belief that there is one "right" taxonomy for any body
of information. In fact, personal, cultural, and temporal contexts
can lead different individuals or groups to have very different
ideas of how a given body of information might be organized. There
is also a temptation to put too much stock in generalized behavioral
models when it is not necessary to do so. One Information Architect,
working on a site to help users find information about nightlife
in a major US city, sought to incorporate human factors in this
way. The proposed approach included reviews of cognitive psychology,
computational modeling of human categorization ability, and neuroscience.
Why not just work directly with real users to discover how they
would look for the information?
- 3rd Generation: User-Centered Design.
Although the principles and practices of user-centered design
predate the Web and most other interactive media, they were not
widely applied during the Internet explosion.
User-centered design comprises a set of practices that keep the
user's needs at the center of the design process. It involves
in-person discovery of the nature of the users and their goals
and tasks, design that responds to those, and very importantly,
scientific validation that the design works, by testing prototypes
with actual users. Iterating these practices appropriately throughout
the design cycle is the proven best practice to minimize user
failure or dropout.
In the rush to market, usability milestones are a frequent target
of schedule or budget compression. However, this is the by far
the most time- and cost-effective point in the process to make
the critical discoveries available through user-centered design
practices. When these steps are bypassed, crucial flaws that prevent
user success are frequently uncovered only after expensive development,
sometimes creating much greater delays in time to market.
All three of these perspectives are actually valuable
input into robust design process. It is only when considered as
driving design philosophies that they can be viewed in this generational
model. But it is interesting that just as in the process of designing
a particular project, the simplest and seemingly obvious solution
is not the first approach that presents itself.
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