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ISBN-13: 978-0-321-92903-7
ISBN-10: 0-321-92903-9
987654321
On Product Design 3
Chapter 1 What Product to Design? 5
Chapter 2 There’s Work To Be Done 23
Index 210
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Introduction
“People think that design is styling. Design is not style. It’s not about giving
shape to the shell and not giving a damn about the guts. Good design is a
renaissance attitude that combines technology, cognitive science, human need,
and beauty to produce something that the world didn’t know it was missing.”
ix
introduction
x
introduction
xi
chapter 4
No Dead Ends
From the earliest days of the Internet, we saw everything pre-
sented there as a “page.” Of course, that terminology springs from
the printed page that everyone knew so well. The problem with
applying this familiar concept to Web product design is that digital
products aren’t experienced in a single linear sequence, one static
rectangle at a time.
Even today, without realizing it, we often accept an ill-fitting
framework for Web products. If we pin our design to an out-of-date
model, we’re unlikely to create an experience that feels consistent
with the medium for which we’re designing.
Every experience that people have with digital products
involves interactions over time, choices between multiple actions,
user feedback, presentation of information, requirements for input,
and demands on attention. It’s important for us to consider exactly
what we are creating when we design a digital product: how it is
experienced, how it is constructed, how it works, and the connec-
tion between those three factors.
49
think like a product designer
50
no dead ends
The elements that can appear or occur within a flow aren’t lim-
ited to its presence on a specific medium, device, or screen. A per-
son may interact with the flow through an app or online shopping
site, but she is also interacting when she tells her friend about her
experience or sees a printed ad in a favorite magazine. Each inter-
action helps that person understand what the product looks and
feels like, how to use it, and whom it is for. Each of those moments
is part of a larger flow that easily moves from online interaction to
offline activity and back. A flow has the potential to go in a vari-
ety of directions, change its pacing, and be subject to manipulation
51
think like a product designer
52
no dead ends
that work? Your product could present other items that this person
might be interested in. It could display links to articles about the
item the customer just purchased. It could direct the customer to a
community of like-minded people. The possibilities are as wide as
your mind is open.
When you’re dealing with an unpredictable flow, the key to
finding new opportunities is simply to open up to the entire world
of possibilities. You could present information, ask for input, or
prompt interaction. What kind of interaction? You could solicit
feedback by asking a person to share her experience, or you could
offer the customer a choice of several possible next steps. By pre-
senting those possibilities, you can encourage the customer’s next
action in any number of ways.
Once you start to see the breadth of potential options, you can
take the design of your product in almost any direction.
53
think like a product designer
Think about filling a glass to the very top with water. Just at the
point when the glass will overflow, you put another glass below it
to catch the water, then fill that glass, and then fill another and
another. That’s what your flow should be like. How can you con-
tinually extend the experience so that it remains beneficial for you
and the customer?
54
no dead ends
55
think like a product designer
Those events could happen now or a decade from now. The user
experience can become very long. You have to think differently
about how you would create that flow so you don’t accidently cre-
ate a dead end later.
For instance, I might choose very different tools if I’m plan-
ning on accommodating an experience that can unfold over a long
period of time. I might choose a very simple technology that seems
to be stable and has been around for a long time, rather than take
a risk with the newest, unproven technology. I might set up the
product with a proven technology for its infrastructure, giving it a
better chance of being serviceable and able to easily evolve many
years from now.
The important thing is to open up your thinking for everything
that might happen between now and the end of what could be a
very long experience.
56
no dead ends
end. You can design an experience to connect the end point of one
key as to another.
57
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Index
A C Collaboration. see also Sharing
Agile development, 108–109 Caching, and speed, 65 change as new normal,
Amazon Payments, 16 Carrot-and-stick metaphor, 115
Automated software tests, 92. see also Behavior large teams and, 196–198
156 Casual feedback, 183–184 of product design teams,
CDN (Content Delivery 189–190, 199
B Network), for speed, 66 rewards of frequent,
Behavior Change and happiness 110–111
carrot-and-stick build phase, 153–154 saving time and energy
metaphor for, 92 communication, 154–155 with, 111–112
discouraging unintended, identifying needs and small teams, 192–195
97–98 opportunities, 150–151 working individually and,
encouraging intended, 93 iterations, 160–161 190–192
making explicit what is measuring, evaluating Communication
intended, 95 and learning, 159–160 challenges of large teams,
making implicit what is overview of, 145–147 196–198
intended, 94 prototypes, 153 planning before release of
nurturing and release, 157–159 product, 154–156
encouraging, 95–97 starting anywhere in tools for, 174
positive reinforcements design process, 147–150 Community
for, 91–92, 105 testing, 155–157 feedback following
preventative measures validating, 151–153 release, 186
for non-compliance, Changes finding when working
104–105 build with frequent, individually, 192
rewarding intended, 107–108 invisible feature of, 69–70
98–102 constant, 205 Connection points, 14–16,
shaping through design, early feedback on, 112–113 57–58
30–31, 92–93, 207 helping people Connectivity, native apps vs.
unintentional/intentional experience, 161 browser-based products, 20
misuse of product, isolating causes of success Consistency of vision
102–104 and failure, 117–120 press releases, 46–47
validation of, 152 as new normal, 115 reliability from, 68
Blogs problems with, 121–125 Content, websites vs. Web
always be listening to, 139 reliability and, 68 products, 9–10
communicating changes rewards of frequent Content Delivery Network
to customers, 154 collaboration, 110–111 (CDN), for speed, 66
offering support via, 71 risk reduction, 120 Control, security and, 73
online businesses using saving time and energy, Creative process
Web product for, 7–8 111–112 change in, 146–147
Brochure site, Web product ship early, ship often and, collaboration in, 110
vs., 6–7 108–109 people using product
Browsers small corrections, 109– and, 135
native apps vs. Web 110, 114–115, 208 CSSEdit, 170
products, 19–20 summary of, 125 Customers
websites vs. Web uncalcifying code, 116–117 building trust equity over
products, 12 Cleverness. see Intent of time, 74
Build phase, 149, 153–154 design discovering what people
Business Coda, 170 want, 138–140
product managers and Code importance of satisfying,
needs of, 28–30 management tools for, 72
small team planning for, 173 lack of security creating
195 speed affected by, 63–64 loss of, 73
uncalcifying a piece at a listening to, 161
time, 116–117
210
index
offering support to, 71–72 Evernote, 16, 18 going with the, 50–52
as source of external Evolving products, 17–18 never reaching dead end,
community, 70 Expectations, setting, 26 49–52
Experience. see UX (user pages vs., 11–12
D experience) Formalized feedback, 184–185
Dead ends Explicit cues, 94–95 Forums, 70, 71
connecting dots, 56–57 External community, 69–70 Foursquare, 101–102
connecting one
experience to another, F G
53–55 Facebook, 15, 17–18 Gameplay, 99
creating long flows, 55–56 Failure, isolating causes of, Git, 172
creating new 117–120 Goals
opportunities, 52–53 False doors marketing, creative problem solving
going with the flow, 112–113 for pursuing, 127–128
50–52 Feedback example of, 130
product experience hurt casual, 183–184 knowing, 129–134
by, 49, 206–207 collection process, Google Analytics, 174
Design 186–188 Graphics editors, 171
invisible features, 73–75 in early development,
of own tools, 168 181–185 H
relationship between following release, 185–188 Hardware, and speed, 62–63,
product and, 3 formalized, 184–185 65
style vs., 1–2 frequent collaboration Hashtags, Twitter, 139–140
Developer, primary role of, 31 giving, 110–111
Development, sources of getting early and often, I
feedback in early, 181–185 112–113 IA (information architecture),
Devices, speed issues for, 64 from incoming 27–28
Digital products, iterative, comments, 185 Ideas
204 nurturing clients with starting anywhere with,
Dogfooding, 182–183 positive product, 96 149
overview of, 177–178 validation of, 151–153
E small course corrections IFTTT (If This Then That)
Ecosystem products, 14–18 from, 114–115 product, 15
Effectiveness over cleverness. strengths of small teams, Image optimization, for
see Intent of design 194 speed, 66
Email through qualitative Implicit cues, implying
getting feedback via, 113, research, 180–181 intent via, 94
185 through quantitative Incoming comments,
isolating causes of success research, 179–180 feedback after release, 185
and failure in, 117–120 as weakness when Individual product design,
power of rewarding working alone, 191–192 208
intended behavior, 96 from you, 182–183 Information
previewers, 172 Filtering, for over-design of collecting, evaluating and
sharing changes with features, 85 learning from, 159–160
customers, 154 Fixes, software bug, 68 explaining ideas with
small course corrections Flow language, 32
example, 116 connecting dots, 56–57 rewarding good behavior
to your internal extending by connecting with special, 100
community, 69 multiple experiences, Information architecture (IA),
Energy, saving, 111–113 53–55 27–28
Engineer, primary role of, 31 extending length over Inspiration, customer,
Etsy, 1–3 time, 55–56 139–140
Evaluation, of product extending through new Integrated Development
information, 159–160 opportunities, 52–53 Environments (IDEs), 171
211
index
212
index
Performance Q Services, 15
quality and, 61–62 Qualitative research, 180–181 Sharing. see also Collaboration
reliability and, 68 Quality, performance and, change as the new
speed and, 62–67 61–62 normal, 115
underdesigning, 73–75 Quantitative research, information about tools,
Personality mismatches, 179–180 167
intent of design, 82 inventing own tools, 168
Photo-editing tools, 171 R rewards of frequent,
Platform products, 16 Recovery, speed of, 64 110–111
Positive reinforcement. see Redundant database calls, Ship early, ship often. see
Behavior and speed, 63 Changes
Practices of an Agile Developer Release Skill
(Subramaniam and Hunt), feedback following, availability of multi-
108 185–188 talented designers,
Preemptive communication, product, 157–159 35–36
155 Reliability, 68–70 with tools, 166
Press releases Repetitive cycles Small changes
consistency of vision, improving product improve customer
46–47 through small, 134, 208 experience, 114–115
describe benefits and knowing goals from the isolating causes of success
value in, 47 start, 129–134 and failure, 117–120
explain for the rinse and repeat cycle, large impact of, 109–110
uninitiated, 48 127–129 Small teams, 192–195
outcome-oriented Reputation, building, 72 Social media products, 136
thinking of, 46 Research Software
reasons for, 44–46 in product design process, reliability, 68
sharing changes with 33–34 requirements for speed,
customers, 154 qualitative, 180–181 62–63
write first, 43 quantitative, 179–180 Web products as digital-
Previewers, 172 Reverse satisfaction, from based. see Web products
Problems usability of product, 86–87 Sound, speed and, 63
breaking down into Rewards Speed, 63–67
smaller ones, 207–208 of frequent collaboration, Stand-alone products, 13
from changes, 121 110–111 Status bars, 95
in design exploration, for intended behavior, Story first
150–151 98–102 creating narrative of your
ease of detecting, 122–123 nurturing and product, 41–43
ease of fixing, 124–126 encouraging with, elements of, 48–49
ease of identifying, 124 95–97 writing press releases. see
pursuing goals by Rinse and repeat. see Press releases
rethinking and Repetitive cycles Style, design vs., 1–2
redesigning, 130–134 Risk, small changes reducing, Subject area experts,
Product management, 28–30 120 qualitative research, 181
Programmer, primary role Rules of use, 102–105 Sublime Text, 170
of, 31 Subversion, 172
Programming languages, S Success, isolating causes of,
Web products vs. native Satisfaction, from usability of 117–120
apps, 19 product, 86–87 Support
Prototype, building, 153–154, Security available and responsive,
158–159 invisible feature of, 72–73 71
sense of community and, definition of, 71
69–70 invisible feature of, 71–72
underdesigned, 73–75 underdesigning, 73–75
213
index
214