The day after Christmas I got emails from the webshops of both Apple and Philips with the same heading: "Didn't get what you wanted for Christmas?" and then of course a subsequent encouragement to get myself what I really wanted in their online shop. Apple phrases it as follows: "Exactly what you wanted and you only have to thank yourself" (see picture below). Right, that's the true Christmas spirit for you. Because thanking other people is a really nasty thing to do.
Philips also thoughtfully empathizes with you by saying "Did Santa fulfill all your wishes this year? Or did the presents you get only cause a polite smile?" and adds an illustrative picture of a disgruntled kid with a Christmas hat (see picture above). And with that, Apple and Philips got right to the heart of the Christmas spirit: Christmas is about getting everything you wished for and not having to thank anybody.
I am especially surprised by the email from Apple. I mean, Philips has been pouring out a steady stream of ill-phrased messages with pictures of plastic people (probably supposed to illustrate their user-centredness), so their Christmas message is disturbing but almost as expected. What do you expect from the people that encouraged me to deal with the credit crisis and save money by buying a 999 euro wardrobe care device (picture on the right). Yes, that's probably cheaper than having a housekeeper or a dry-cleaner, but for most people, buying a 999 euro device that you will never use will not save you money.
On the other hand, the tone of voice in Apple's emails is usually spot-on. They almost make you feel thankful for letting you know that they have such cool new stuff (and ironically, in Apple photography there are hardly ever people, not even plastic ones). So what went wrong in Apple's sales department? Maybe in other countries Apple's after-Christmas campaign works, but to me this was just sad.
Really, both Apple and Philips need to get Scrooged.
Symbian, Windows Mobile and Android present mobile phone makers with a dilemma: if you make a phone based on one of these third-party operating systems, do you stick to the user interface that is integrated with it or do you put in your own customized UI? By sticking to the third-party UI you can offer people a familiar user interface, that is usually decent enough (but not necessarily more than that) in terms of usability. Even though Windows Mobile (recently rebranded as Windows Phone) can hardly be described as having a thoroughly loyal fan-base, for HTC, a hardware supplier turned mobile phone brand, it was a blessing: HTC knew how to make hardware, but developing a good operating system and user interface can take years. By equipping their products with Windows Mobile they could bypass that hurdle.
However, if you really want to stand out from the crowd and have a user interface that goes beyond decent, into the realm of excellence, you may want to resume control of the UI. That way you can, for example, align the on-screen UI with the design of the physical controls, and solve issues you find suboptimal. However, usually, when companies start tinkering with a third-party UI, you get a mere skin or a different home screen on top of the actual user interface, as for example the panels in SonyEricsson's Xperia, or Touch Flo in HTC's Touch that was described as 'innovative and cool, but also flawed' by CNET.
Instead of sticking with an Android-only user interface, Samsung opted to mix things up with its own "TouchWiz" system. <...> However, Samsung's approach turned the Behold II's navigation into a nightmare. The end result is a disjointed experience, where sometimes you're using Android's menu system, and other times you're using TouchWiz — complete with different looking icons and menu trees.
Additionally, in their quest to build an innovative user interface Samsung's user interface designers seem to have forgotten the adage 'cool is not a good adjective for user interfaces'. Front and center in the Behold II's home screen is a rotatable onscreen cube, the six sides of which give you access to apps like YouTube and the music player.
The crown jewel of this split-personality experience is the multimedia-enhanced widget called the "cube." <...> Not only is the act of rotating the cube strangely challenging, it's mostly pointless. Using the regular menus to launch these tasks is easier, and the ability to store shortcut icons on the home screen negates its necessity. And don't even get us started on the "shake for a random app" feature.
I think that if you choose to base your product on a third party operating system you either completely surrender yourself to the built-in UI, because that provides a coherent, familiar experience, or you thoroughly rework the thing, but that should go (way) beyond letting the graphic and interaction designers to their thing. That it's possible to rework and improve a third-party UI was shown by HTC with the Hero, which was equipped with the Sense UI, a customized version of Android, that Wired called 'attractive, fairly logical and flashy.' Meanwhile, Samsung goes for a third option: it announced it will cease to build phones on the Symbian platform, but will develop its own open OS platform, called Bada. Perhaps they too were disappointed by the Behold II.
New York Times columnist David Pogue reviews two devices meant to help you get in shape (in other words: lose weight): the Fitbit and Philips DirectLife. Both devices basically consist of an accelerometer with a very advanced algorithm that can interpret from the accelerometer output what kind of activity you are doing. Also, you connect each of the devices to a computer to read the output and get feedback.
Although Pogue lets the Fitbit win on features (cool oled display, wireless charging, tracks your sleep time), he concludes that in the end the DirectLife is the smarter choice, mainly based on its superior user experience and pervasive qualities.
Yet despite all that, if your goal is to lose weight or get in shape, the DirectLife is far more likely to help you succeed. First, it’s waterproof, so you can wear it swimming (or in the shower). Second, it’s crushproof. (My first Fitbit, on the other hand, fell apart when I accidentally dropped it once.) Third, the Web site and setup instructions are far more professional, complete, well-designed and classy. (The Fitbit’s entire user manual is a terse Web page.)
The biggest difference between fitbit and DirectLife is what's offered beyond the device. The DirectLife Web site shows your 12-week customized program with daily, weekly, and monthly targets. A (human) personal coach e-mails you initially to learn your goals, is available for questions, and sends follow-up emails if you don't sync your device or miss your goals for a few days in a row. <...> The fitbit's Web site is far more ambitious, if still a bit clunky. <...> But you're left to interpret that huge sea of data yourself and to set goals and create a program solo.
I wonder whether the difference in approach between the Fitbit and DirectLife might be due to the background of the teams who developed them. The Fitbit was developed by two former CNET employees, one of whom bills himself as 'an experienced technologist', while the other one is a 'serial entrepreneur'. Philips, on the other hand, has been steadily turning itself around from a technology-oriented to a consumer/user-oriented company. Maybe it's starting to pay off.
The UX Fund is an investment experiment conducted by Theehan+Lax user experience consultants. They believed that companies that deliver a great user experience would see it reflected in their stock price. So they selected 10 companies with a great user experience, using the following criteria: 1. A demonstrated care in the design of their products and Web site 2. A history of innovation 3. They inspire loyalty in their customer base 4. Doing business with them is a positive experience Subsequently, on November 1, 2006, they invested $50,000 USD (about $5,000 in each company) into Apple, EA, Google, JetBlue, Netflix, Nike, Progressive Insurance, Nike, Research in Motion, Target, and Yahoo. Shares were held for 1 year; they did not adjust the portfolio meanwhile.
The experiment closed on November 6 2007, at which point it had a 39.3% revenue, outperforming major indexes like NASDAQ, S&P 500, DOW, NASDAQ, and NYSE (see figure above). Even though the stocks were sold, the performance of the UX fund can still be tracked, and while I am writing this, in the aftermath of the credit-crisis, the fund is still outperforming the other indexes, having achieved a +15.73% interest since November 1, 2006. The runner up is the NASDAQ 100 index, which at +3.94% is the only index that has a positive score.
Admittedly the experiment may have had some deficiencies. For example, user experience may not have been the one variable that set the selected companies apart from their peers. Maybe the researchers simply chose 'blue chip' stock, that had been performing well over the last years, and thus might be expected to continue to do so. And to me - being a complete non-expert on investing in stocks - the stock portfolio seems a bit light in terms of 'financials', who suffered greatly from the credit crisis, which may explain the large difference in performance over the last year, but not in the time when the actual experiment was run (up until November 6 2007).
However, apart from grievances you may have about the setup, the notion of companies with a good user experience outperforming others is interesting and seems to have some merit. I would love to see user experience specialists and investment researchers team up to do a more extensive (more stocks) and rugged version of this experiment.
10/GUI is a concept for a multi-touch UI paradigm for desktop computers. The animation above points out the downsides of the current single pointer (mouse-based) GUI, the problems of applying the multi-touch UI paradigm to desktop computers, and proposes a new UI paradigm, which includes a novel way of arranging windows and menus. 10/GUI is still very much in the conceptual stage. As Robert Clayton Miller, the conceiver of 10/GUI, puts it:
The purpose of the 10/GUI concept video is to inform, inspire, and start discussions.
I am not sure whether it would all work as proposed, but it does inspire and I would love to try it out.
I know, it's too easy, blogging about Chinese signs. But this one - at Pudong airport - really defies me. First of all you are encouraged to "delcarate truthfully", but more importantly, you need to learn Chinese, because someone installed some self-check-in machines in front English part of the sign. Great teamwork!
Dive into 101 things I learned in interaction design school: a set of short, easily digested interaction design principles, compiled by Matt Morphett and Shane Morris. And you can rank each of the principles they post, with one of the best rating scales I've seen so far: Meh - Pretty valuable - Really useful. So come on people, go vote! And I love their drawings, by the way.
Toyota will recall about 3.8 million cars and trucks to reshape and/or replace the accelerator pedals. The design of the accelerator pedal in combination with loose floormats may result in the accelerator pedal getting stuck. And of course that's not beneficial for road safety. That's one expensive design (or undesign) mistake.