Archive for the ‘Design’ Category

Reframing saves lives

14th December 2010

Reading “Eating the Big Fish“, a book on planning and how small brands can compete with market leaders, I came across a great story about changing the world through reframing the problem.

Road safety campaigning in Britain in the ’80s wasn’t high on anyone’s radar. Most people were complacent about it and politicians felt they were doing enough. Road deaths were at around 6,000 a year, a figure in line with other countries.

When a group of BBC journalists were brainstorming possible television programmes, they challenged Nick Ross to make a boring subject interesting. You guessed it: road safety.

How did he do this?

Firstly, he reframed the concept of road safety from a statistic to an epidemic (the programme was called “The biggest epidemic of our times”). You can’t do much about a statistic, but an epidemic is a threat to the community that we can all face up to and fight.

Second, he realised he needed to bring the numbers to life. What does 6,000 people a year really mean? So, for the opening of the documentary, he asked the population of a typical British town with a population of 6,000 people to lie down, as if dead. “Every year”, he began, “a town the size of Wallingford dies on British roads”. He went from talking about an abstract number to talking about something that was completely unacceptable.

Thirdly, he changed the language. He shocked the authorities by no longer talking about “saving lives” but instead about “killing”: instead of 6,000, they should aim to only kill 4,000 a year.

He became Chairman of the National Road Safety Committee and in that position eventually managed to get his revised targets accepted. Tighter legislation and greater investment led to the number of deaths to come down to 3,500 at the turn of the milennnium. The momentum has been maintained with deaths down to 2,500.

The UK is now among the leaders in the world for road safety and as a direct consequence British mortality rates to the age of 50 are among the lowest in the world.

I think this demonstrates that understanding human behaviour is a great asset for communicators.

Facebook gets it right

8th December 2010

In his blog post “In defence of Facebook“, Joe Leech from partner company cxpartners makes two very good points about why Facebook is so successful.

His first point is that Facebook gets interactions and people.

Facebook understand users on 2 different and important levels. They understand the interaction between user and computer and they understand the interaction between people and their friends.

The second point was a bit of a revelation to me. I never really got why people would use Facebook to send messages to each other. I always though it just generates an email that arrives in my inbox anyway, which then makes me go onto Facebook to read and reply. Joe enlightened me thus:

With Gmail I get spam, newsletters and mostly crap. I might get 1 email a day from a friend. Because of all this crap I use Facebook, Twitter or SMS to message friends. Email is mostly junk.

If I want to message my friend Jon I should be able do it in a way that suits me and suits Jon. I write the message in Facebook and Jon decides if he gets the message via email, Facebook or SMS. I don’t have to remember which method suits Jon best. I can be sure he’ll get the message.

I would highly recommend a read of the whole article; the points are explained in detail, with some good examples.

Where do ideas come from

29th November 2010

Seth Godin writes 20 places where ideas come from.

My favourites:

1. Ideas don’t come from watching television - or my take on this – procrastinating will not generate ideas.

4. Good ideas come from bad ideas. Coming up with a good idea requires work.

5. Ideas hate conference rooms. Ideas don’t happen when you want them to.

10. Ideas come from trouble. It’s amazing how something seemingly negative can turn out to be beneficial in the long run.

16. Ideas come when we’re not trying.

It’s difficult to have confidence an idea will come if you keep working at it. It will.

 


Writing

25th November 2010

We have been talking a lot about what we could do to make our new 3Sixty website useful.For me, well written, interesting and original content is the most useful thing you can give away.

There are a couple of blogs I read every day (Seth Godin & 37Signals). The reason I keep going back is because I know that every day there’ll be two or three new bits of original thought, and at least one of them I’ll really want to read.

Most content online, especially in social media, is easy content. It is either not original (linking to something you’ve see or read for example), or not interesting (Gowalla / Foursquare anyone?).

Writing original content is hard. Writing original content regularly, strikes me as easier. They say writing is a muscle, the more you write, the more you’ll be able to write. Writing forces you to think and engage deeply with an idea. This engagement sparks off new ideas that make for interesting content. Finding well written pieces is like finding a needle in a haystack. Writing well is hard.

I think doing the hard stuff is a really good way to show what you’re made of. It’s a fantastic differentiator for an agency because, let’s face it, agencies can’t differentiate on personality or price anymore.

Nick scribbles at Mr Wolfs (Dirty Old Town)

17th November 2010

Iain Sellar and Tim Miness from ‘Dirty Old Town’ Invited Myself to do some live painting at Mr wolfs last week. The theme was ‘band’. (From left to right Tim, Iain, and Nick) Iain and Tim are currently painting anything that needs painting in Bristol, and I for one am a big fan, so was very happy to be getting involved. You can see more work from them and a sneaky couple more scribbles from me on their blog:

http://www.flickr.com/photos/iainsellar/

Utility: it’s the new creativity

15th October 2010

Ten years ago my business partner and I were pitching against each other. Chris and I weren’t partners then, we were competitors.

The clients liked my creative approach, (‘elegant simplicity’ they said). But they were equally impressed by Chris’s commercial thinking. So, in what is still an unusual display of client insight, they suggested awarding the job to both of us, provided we could work together.

We’ve been business partners ever since and the same logic of our respective approaches has prevailed: elegant simplicity allied to commercial thinking. In fact the combination has become stronger.

Over the last ten years, digital has evolved, as has our thinking, but the fundamentals of design simplicity have become even more salient. The world is more technologically complicated now than ever before and as a result people appreciate designs that make their life simpler. The menu structure on my television baffles me. Why? We all want technology, we all understand that it can help, but we’re often frustrated by the time and emotional investment in dealing with it.

The effect of simplicity is to make things look effortless or inevitable. What irony, then, to discover how hard it is to achieve. But let’s not confuse simplicity with arbitrarily removing stuff or minimalism. Giles Colborne’s Simple and Usable (recommended reading by the way) sums it up with a quote:

“Simplicity does not mean want or poverty. It does not mean the absence of any decor, or absolute nudity. It only means that the decor should belong intimately to the design proper, and that anything foreign to it should be taken away.”
Paul Jacques Grillo, Form, Function and Design

Digital tools or apps are (or, at least, should be) the inevitable consequence of a world dominated by complexity. Complexity creates only confusion or, worse, anxiety. There are expert users to whom such complexity appeals, but most people crave simplicity.

Apps force brands to focus on the utility aspect of their marketing. How easy is it for the customer to use? It’s revealing that people who experience brands in this way demonstrate a clear preference for them. You were useful, you helped them solve a problem. You were part of the solution, instead of the problem. That works better than just communicating a simple (simplistic) message.

When starting a digital project, we often invite a broad team of people with different skills to ruminate upon the brief. People from disciplines such as information architecture, user experience, user interface and graphic design, copywriting, back end and front end code, search, data, to name just a few. Everyone looks at the problem through an individual lens. It surprises me how frequently one very important consideration is omitted.

‘What’s the point?’

I’m not trying to be existential, just clear. What do we want the user to do or get out of the experience?

Let me give you a couple of examples:

Google
Remember search engines before Google? They called them portals and you could check weather, stocks, shares… all stuff THEY wanted you to do or see. Then Google came along with a solitary search box. That was it. They got it. That was as much choice as a person could need. Where the web offers way too much choice, Google understood the power of simple utility.

Apple
Their user interface (UI) design is so intuitive you barely need a manual. The iPhone is a wonderful example of industrial design. The actual object only has four physical buttons. The real beauty of its design lies in the UI.

You might be thinking ‘yeah, but that’s not creativity.’ I disagree. Both these examples have something in common. Simplicity and utility. Google and Apple understood the point of the project, what people wanted from it; then they designed something innovative, removing anything that didn’t contribute to its primary function. The result is creative – even, in the eyes of most users, beautiful.

Don’t get me wrong, pure play, passive enjoyment or entertaining stuff can stir emotions, a powerful marketing tool for sure but, ultimately, they’re transient. Providing utility connects a brand in an emotional way because you are helping someone achieve something, contributing to lives in a constructive way and removing some of the burden of increasingly complex lives. What an irresistible association for a brand.

For me, the really creative, hardworking and profitable digital work is based on a useful idea, simply executed.

What will make peoples lives just a little bit better?

24th August 2010

Found this post on Hugh Garys’ site (which I really like). The idea that little things make a big difference chimes nicely with how we feel at 3Sixty.

A nice user manual, is it possible?

1st July 2010

It appears that it is. This phone arrives in a book with cutouts. As you turn the pages, you get given enough information and the right bits of the phone to progress to the next step. Nice bit of design!

Designing for delight

22nd June 2010

This is a really interesting presentation from Giles Colborne at our pals cxpartners. I think Giles makes an excellent point: designing for delight isn’t about cute interface gimmicks; it’s about helping customers achieve a better than expected result.

Get yourself Kinect’d

14th June 2010

This week sees the return of E3, the Electronic Entertainment Expo — a week-long maelstrom of the latest and greatest videogames and videogame technologies soon to be released to public, usually in time for Christmas.

E3 is set in the heart of downtown Los Angeles and has a fearsome reputation as being one of the most punishing of any technology industry events. But E3 can also claim to be one of the most defining points of its industry; a fulcrum around which multi-billion dollar businesses time their announcements and officially reveal their latest products.

This year’s E3 is expected to be no different. In fact, this year – after a spell of disappointments, and even the outright cancellation of the show a couple of years back (for a drastic rethink of its format) – promises to show some of the most exciting technology any consumer has yet seen.

Microsoft's new Kinect motion-control peripheral, for Xbox 360 (perviously known as 'Project Natal')

Chief amongst these is Microsoft’s motion-based Project Natal, which has since been officially renamed Kinect. In essence, Kinect is an add-on for the current Microsoft Xbox 360. Inside Kinect are small cameras that detect movement – specifically human movement – in front of the device and relay this back to the Xbox. Games designers can then use this information within their games to change what happens on screen.

Recently, only fairly rudimentary demonstrations have appeared — such as players hopping about in front of their TVs trying to block footballs from entering a goal. But when Microsoft first introduced the original Project Natal prototypes, they demonstrated what appeared to be an incredibly advanced Human-Computer Interaction simulator, called Project Milo.

Project Milo was developed in conjunction with British computer games designer extrodinaire Peter Molyneux, and his team of designers and engineers at Lionhead Studios in Guildford, England. The Project Milo demonstration centred around a computer-generated boy – the titular Milo – with whom the player could converse and interact with simply by standing in front of their TV.

Whilst the ideas captured by Project Milo are certainly exciting, my feeling is that Microsoft Kinect isn’t going to provide these sorts of experiences for the consumer outside of PR videos and carefully controlled press demonstrations. But that’s not to say it won’t happen, or that it won’t be fun however Kinect eventually plays in your living room.

Nintendo Wii has been a massive success, despite the arguably shallow and disposable nature of the vast majority of its software. The reason for this success is simplicity; Wii still relies on a controller, but this controller is no more intimidating than your average stick. And everyone knows how to play hundreds of games with a humble stick.

Kinect is a glimpse perhaps one or two steps further down the same road; removing the stick entirely and instead making the player the controller, making virtual play feel more natural and tangible, and hopefully dropping further barriers to enjoying video games to yet more people in the same way Nintendo did with Wii.

Whilst the inevitable, eye-rolling Minority Report parallelisms abound, it’s not a stretch to say Kinect won’t provide this high-fidelity interaction. But it does bring a technology that everyone can understand a little bit closer. It’s certainly going to be the talk of E3 at any rate.


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