sig New insight into π–π interactions: realization of full color emission from blue to red under hydrostatic pressure without exogenous intramolecular charge transfer By pubs.rsc.org Published On :: J. Mater. Chem. C, 2024, 12,17377-17385DOI: 10.1039/D4TC03810J, CommunicationAisen Li, Jiaqiang Wang, Changjiang Bi, Zirun Chen, Shuping Xu, Kai Wang, Jinfeng Wang, Zhen LiA new strategy to disclose the relationship between π–π stacking without exogenous ICT and photophysical properties was propounded through the construction of smart piezochromic materials with a discrete π–π dimer and high-pressure technique.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Design, Synthesis, and Optoelectronic Properties of Benzothiadiazole-fused Sulfur and Nitrogen-containing Polycyclic Heteroaromatics By pubs.rsc.org Published On :: J. Mater. Chem. C, 2024, Accepted ManuscriptDOI: 10.1039/D4TC04250F, PaperYuxin Yin, Rui Shi, Zhongwei Liu, Yanru Li, Ting Jiang, Lingxu Zhao, Jie Li, Deyang Ji, Liqiang Li, Zhuping FeiThe optoelectronic property of sulfur and nitrogen-containing polycyclic heteroaromatics is still low and structure-property relationships remain unclear as compared with that of acenes and sulfur-heterocyclic aromatic hydrocarbons, which is mainly...The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Design of a self-powered 2D Te/PtSe2 heterojunction for room-temperature NIR detection By pubs.rsc.org Published On :: J. Mater. Chem. C, 2024, Advance ArticleDOI: 10.1039/D4TC04034A, PaperFengtian Xia, Dongbo Wang, Wen He, Xiangqun Chen, Chenchen Zhao, Bingke Zhang, Donghao Liu, Sihang Liu, Jingwen Pan, Shujie Jiao, Dan Fang, Xuan Fang, Lihua Liu, Liancheng ZhaoNarrow bandgap Te films were obtained and used as the basis for the fabrication of Te/PtSe2 heterojunction infrared detectors with self-driven operation under zero bias and excellent infrared detection performance.To cite this article before page numbers are assigned, use the DOI form of citation above.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Design and regulation of defective electrocatalysts By pubs.rsc.org Published On :: Chem. Soc. Rev., 2024, 53,10620-10659DOI: 10.1039/D4CS00217B, Review ArticleYiqiong Zhang, Jingjing Liu, Yangfan Xu, Chao Xie, Shuangyin Wang, Xiangdong YaoThis review focuses on the synthesis and characterization of defective electrocatalysts, the internal correlation between defects and catalytic activity, and the development and application of defective electrocatalysts in various catalytic fields.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Designed functions of oxide/hydroxide nanosheets via elemental replacement/doping By pubs.rsc.org Published On :: Chem. Soc. Rev., 2024, 53,10523-10574DOI: 10.1039/D4CS00339J, Review Article Open Access   This article is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported Licence.Kanji Saito, Masashi Morita, Tomohiko Okada, Rattanawadee (Ploy) Wijitwongwan, Makoto OgawaThe replacement of the main components with a small amount of heteroelements in a material affects its properties and imparts novel functions, similar to “wasabi” giving the important taste for “sushi”.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Light/X-ray/ultrasound activated delayed photon emission of organic molecular probes for optical imaging: mechanisms, design strategies, and biomedical applications By pubs.rsc.org Published On :: Chem. Soc. Rev., 2024, 53,10970-11003DOI: 10.1039/D4CS00599F, Review ArticleRui Qu, Xiqun Jiang, Xu ZhenVersatile energy inputs, including light, X-ray and ultrasound, activate organic molecular probes to undergo different delay mechanisms, including charge separation, triplet exciton stabilization and chemical trap, for delayed photon emission.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Asynchronous Design Critique: Giving Feedback By Published On :: 2021-06-17T14:00:00+00:00 Feedback, in whichever form it takes, and whatever it may be called, is one of the most effective soft skills that we have at our disposal to collaboratively get our designs to a better place while growing our own skills and perspectives. Feedback is also one of the most underestimated tools, and often by assuming that we’re already good at it, we settle, forgetting that it’s a skill that can be trained, grown, and improved. Poor feedback can create confusion in projects, bring down morale, and affect trust and team collaboration over the long term. Quality feedback can be a transformative force. Practicing our skills is surely a good way to improve, but the learning gets even faster when it’s paired with a good foundation that channels and focuses the practice. What are some foundational aspects of giving good feedback? And how can feedback be adjusted for remote and distributed work environments? On the web, we can identify a long tradition of asynchronous feedback: from the early days of open source, code was shared and discussed on mailing lists. Today, developers engage on pull requests, designers comment in their favorite design tools, project managers and scrum masters exchange ideas on tickets, and so on. Design critique is often the name used for a type of feedback that’s provided to make our work better, collaboratively. So it shares a lot of the principles with feedback in general, but it also has some differences. The content The foundation of every good critique is the feedback’s content, so that’s where we need to start. There are many models that you can use to shape your content. The one that I personally like best—because it’s clear and actionable—is this one from Lara Hogan. While this equation is generally used to give feedback to people, it also fits really well in a design critique because it ultimately answers some of the core questions that we work on: What? Where? Why? How? Imagine that you’re giving some feedback about some design work that spans multiple screens, like an onboarding flow: there are some pages shown, a flow blueprint, and an outline of the decisions made. You spot something that could be improved. If you keep the three elements of the equation in mind, you’ll have a mental model that can help you be more precise and effective. Here is a comment that could be given as a part of some feedback, and it might look reasonable at a first glance: it seems to superficially fulfill the elements in the equation. But does it? Not sure about the buttons’ styles and hierarchy—it feels off. Can you change them? Observation for design feedback doesn’t just mean pointing out which part of the interface your feedback refers to, but it also refers to offering a perspective that’s as specific as possible. Are you providing the user’s perspective? Your expert perspective? A business perspective? The project manager’s perspective? A first-time user’s perspective? When I see these two buttons, I expect one to go forward and one to go back. Impact is about the why. Just pointing out a UI element might sometimes be enough if the issue may be obvious, but more often than not, you should add an explanation of what you’re pointing out. When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. The question approach is meant to provide open guidance by eliciting the critical thinking in the designer receiving the feedback. Notably, in Lara’s equation she provides a second approach: request, which instead provides guidance toward a specific solution. While that’s a viable option for feedback in general, for design critiques, in my experience, defaulting to the question approach usually reaches the best solutions because designers are generally more comfortable in being given an open space to explore. The difference between the two can be exemplified with, for the question approach: When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Would it make sense to unify them? Or, for the request approach: When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same pair of forward and back buttons. At this point in some situations, it might be useful to integrate with an extra why: why you consider the given suggestion to be better. When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused. Choosing the question approach or the request approach can also at times be a matter of personal preference. A while ago, I was putting a lot of effort into improving my feedback: I did rounds of anonymous feedback, and I reviewed feedback with other people. After a few rounds of this work and a year later, I got a positive response: my feedback came across as effective and grounded. Until I changed teams. To my shock, my next round of feedback from one specific person wasn’t that great. The reason is that I had previously tried not to be prescriptive in my advice—because the people who I was previously working with preferred the open-ended question format over the request style of suggestions. But now in this other team, there was one person who instead preferred specific guidance. So I adapted my feedback for them to include requests. One comment that I heard come up a few times is that this kind of feedback is quite long, and it doesn’t seem very efficient. No… but also yes. Let’s explore both sides. No, this style of feedback is actually efficient because the length here is a byproduct of clarity, and spending time giving this kind of feedback can provide exactly enough information for a good fix. Also if we zoom out, it can reduce future back-and-forth conversations and misunderstandings, improving the overall efficiency and effectiveness of collaboration beyond the single comment. Imagine that in the example above the feedback were instead just, “Let’s make sure that all screens have the same two forward and back buttons.” The designer receiving this feedback wouldn’t have much to go by, so they might just apply the change. In later iterations, the interface might change or they might introduce new features—and maybe that change might not make sense anymore. Without the why, the designer might imagine that the change is about consistency… but what if it wasn’t? So there could now be an underlying concern that changing the buttons would be perceived as a regression. Yes, this style of feedback is not always efficient because the points in some comments don’t always need to be exhaustive, sometimes because certain changes may be obvious (“The font used doesn’t follow our guidelines”) and sometimes because the team may have a lot of internal knowledge such that some of the whys may be implied. So the equation above isn’t meant to suggest a strict template for feedback but a mnemonic to reflect and improve the practice. Even after years of active work on my critiques, I still from time to time go back to this formula and reflect on whether what I just wrote is effective. The tone Well-grounded content is the foundation of feedback, but that’s not really enough. The soft skills of the person who’s providing the critique can multiply the likelihood that the feedback will be well received and understood. Tone alone can make the difference between content that’s rejected or welcomed, and it’s been demonstrated that only positive feedback creates sustained change in people. Since our goal is to be understood and to have a positive working environment, tone is essential to work on. Over the years, I’ve tried to summarize the required soft skills in a formula that mirrors the one for content: the receptivity equation. Respectful feedback comes across as grounded, solid, and constructive. It’s the kind of feedback that, whether it’s positive or negative, is perceived as useful and fair. Timing refers to when the feedback happens. To-the-point feedback doesn’t have much hope of being well received if it’s given at the wrong time. Questioning the entire high-level information architecture of a new feature when it’s about to ship might still be relevant if that questioning highlights a major blocker that nobody saw, but it’s way more likely that those concerns will have to wait for a later rework. So in general, attune your feedback to the stage of the project. Early iteration? Late iteration? Polishing work in progress? These all have different needs. The right timing will make it more likely that your feedback will be well received. Attitude is the equivalent of intent, and in the context of person-to-person feedback, it can be referred to as radical candor. That means checking before we write to see whether what we have in mind will truly help the person and make the project better overall. This might be a hard reflection at times because maybe we don’t want to admit that we don’t really appreciate that person. Hopefully that’s not the case, but that can happen, and that’s okay. Acknowledging and owning that can help you make up for that: how would I write if I really cared about them? How can I avoid being passive aggressive? How can I be more constructive? Form is relevant especially in a diverse and cross-cultural work environments because having great content, perfect timing, and the right attitude might not come across if the way that we write creates misunderstandings. There might be many reasons for this: sometimes certain words might trigger specific reactions; sometimes nonnative speakers might not understand all the nuances of some sentences; sometimes our brains might just be different and we might perceive the world differently—neurodiversity must be taken into consideration. Whatever the reason, it’s important to review not just what we write but how. A few years back, I was asking for some feedback on how I give feedback. I received some good advice but also a comment that surprised me. They pointed out that when I wrote “Oh, […],” I made them feel stupid. That wasn’t my intent! I felt really bad, and I just realized that I provided feedback to them for months, and every time I might have made them feel stupid. I was horrified… but also thankful. I made a quick fix: I added “oh” in my list of replaced words (your choice between: macOS’s text replacement, aText, TextExpander, or others) so that when I typed “oh,” it was instantly deleted. Something to highlight because it’s quite frequent—especially in teams that have a strong group spirit—is that people tend to beat around the bush. It’s important to remember here that a positive attitude doesn’t mean going light on the feedback—it just means that even when you provide hard, difficult, or challenging feedback, you do so in a way that’s respectful and constructive. The nicest thing that you can do for someone is to help them grow. We have a great advantage in giving feedback in written form: it can be reviewed by another person who isn’t directly involved, which can help to reduce or remove any bias that might be there. I found that the best, most insightful moments for me have happened when I’ve shared a comment and I’ve asked someone who I highly trusted, “How does this sound?,” “How can I do it better,” and even “How would you have written it?”—and I’ve learned a lot by seeing the two versions side by side. The format Asynchronous feedback also has a major inherent advantage: we can take more time to refine what we’ve written to make sure that it fulfills two main goals: the clarity of communication and the actionability of the suggestions. Let’s imagine that someone shared a design iteration for a project. You are reviewing it and leaving a comment. There are many ways to do this, and of course context matters, but let’s try to think about some elements that may be useful to consider. In terms of clarity, start by grounding the critique that you’re about to give by providing context. Specifically, this means describing where you’re coming from: do you have a deep knowledge of the project, or is this the first time that you’re seeing it? Are you coming from a high-level perspective, or are you figuring out the details? Are there regressions? Which user’s perspective are you taking when providing your feedback? Is the design iteration at a point where it would be okay to ship this, or are there major things that need to be addressed first? Providing context is helpful even if you’re sharing feedback within a team that already has some information on the project. And context is absolutely essential when giving cross-team feedback. If I were to review a design that might be indirectly related to my work, and if I had no knowledge about how the project arrived at that point, I would say so, highlighting my take as external. We often focus on the negatives, trying to outline all the things that could be done better. That’s of course important, but it’s just as important—if not more—to focus on the positives, especially if you saw progress from the previous iteration. This might seem superfluous, but it’s important to keep in mind that design is a discipline where there are hundreds of possible solutions for every problem. So pointing out that the design solution that was chosen is good and explaining why it’s good has two major benefits: it confirms that the approach taken was solid, and it helps to ground your negative feedback. In the longer term, sharing positive feedback can help prevent regressions on things that are going well because those things will have been highlighted as important. As a bonus, positive feedback can also help reduce impostor syndrome. There’s one powerful approach that combines both context and a focus on the positives: frame how the design is better than the status quo (compared to a previous iteration, competitors, or benchmarks) and why, and then on that foundation, you can add what could be improved. This is powerful because there’s a big difference between a critique that’s for a design that’s already in good shape and a critique that’s for a design that isn’t quite there yet. Another way that you can improve your feedback is to depersonalize the feedback: the comments should always be about the work, never about the person who made it. It’s “This button isn’t well aligned” versus “You haven’t aligned this button well.” This is very easy to change in your writing by reviewing it just before sending. In terms of actionability, one of the best approaches to help the designer who’s reading through your feedback is to split it into bullet points or paragraphs, which are easier to review and analyze one by one. For longer pieces of feedback, you might also consider splitting it into sections or even across multiple comments. Of course, adding screenshots or signifying markers of the specific part of the interface you’re referring to can also be especially useful. One approach that I’ve personally used effectively in some contexts is to enhance the bullet points with four markers using emojis. So a red square ???? means that it’s something that I consider blocking; a yellow diamond ???? is something that I can be convinced otherwise, but it seems to me that it should be changed; and a green circle ???? is a detailed, positive confirmation. I also use a blue spiral ???? for either something that I’m not sure about, an exploration, an open alternative, or just a note. But I’d use this approach only on teams where I’ve already established a good level of trust because if it happens that I have to deliver a lot of red squares, the impact could be quite demoralizing, and I’d reframe how I’d communicate that a bit. Let’s see how this would work by reusing the example that we used earlier as the first bullet point in this list: ???? Navigation—When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.???? Overall—I think the page is solid, and this is good enough to be our release candidate for a version 1.0.???? Metrics—Good improvement in the buttons on the metrics area; the improved contrast and new focus style make them more accessible. ???? Button Style—Using the green accent in this context creates the impression that it’s a positive action because green is usually perceived as a confirmation color. Do we need to explore a different color?????Tiles—Given the number of items on the page, and the overall page hierarchy, it seems to me that the tiles shouldn’t be using the Subtitle 1 style but the Subtitle 2 style. This will keep the visual hierarchy more consistent.???? Background—Using a light texture works well, but I wonder whether it adds too much noise in this kind of page. What is the thinking in using that? What about giving feedback directly in Figma or another design tool that allows in-place feedback? In general, I find these difficult to use because they hide discussions and they’re harder to track, but in the right context, they can be very effective. Just make sure that each of the comments is separate so that it’s easier to match each discussion to a single task, similar to the idea of splitting mentioned above. One final note: say the obvious. Sometimes we might feel that something is obviously good or obviously wrong, and so we don’t say it. Or sometimes we might have a doubt that we don’t express because the question might sound stupid. Say it—that’s okay. You might have to reword it a little bit to make the reader feel more comfortable, but don’t hold it back. Good feedback is transparent, even when it may be obvious. There’s another advantage of asynchronous feedback: written feedback automatically tracks decisions. Especially in large projects, “Why did we do this?” could be a question that pops up from time to time, and there’s nothing better than open, transparent discussions that can be reviewed at any time. For this reason, I recommend using software that saves these discussions, without hiding them once they are resolved. Content, tone, and format. Each one of these subjects provides a useful model, but working to improve eight areas—observation, impact, question, timing, attitude, form, clarity, and actionability—is a lot of work to put in all at once. One effective approach is to take them one by one: first identify the area that you lack the most (either from your perspective or from feedback from others) and start there. Then the second, then the third, and so on. At first you’ll have to put in extra time for every piece of feedback that you give, but after a while, it’ll become second nature, and your impact on the work will multiply. Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article. Full Article
sig Asynchronous Design Critique: Getting Feedback By Published On :: 2021-07-01T14:00:00+00:00 “Any comment?” is probably one of the worst ways to ask for feedback. It’s vague and open ended, and it doesn’t provide any indication of what we’re looking for. Getting good feedback starts earlier than we might expect: it starts with the request. It might seem counterintuitive to start the process of receiving feedback with a question, but that makes sense if we realize that getting feedback can be thought of as a form of design research. In the same way that we wouldn’t do any research without the right questions to get the insights that we need, the best way to ask for feedback is also to craft sharp questions. Design critique is not a one-shot process. Sure, any good feedback workflow continues until the project is finished, but this is particularly true for design because design work continues iteration after iteration, from a high level to the finest details. Each level needs its own set of questions. And finally, as with any good research, we need to review what we got back, get to the core of its insights, and take action. Question, iteration, and review. Let’s look at each of those. The question Being open to feedback is essential, but we need to be precise about what we’re looking for. Just saying “Any comment?”, “What do you think?”, or “I’d love to get your opinion” at the end of a presentation—whether it’s in person, over video, or through a written post—is likely to get a number of varied opinions or, even worse, get everyone to follow the direction of the first person who speaks up. And then... we get frustrated because vague questions like those can turn a high-level flows review into people instead commenting on the borders of buttons. Which might be a hearty topic, so it might be hard at that point to redirect the team to the subject that you had wanted to focus on. But how do we get into this situation? It’s a mix of factors. One is that we don’t usually consider asking as a part of the feedback process. Another is how natural it is to just leave the question implied, expecting the others to be on the same page. Another is that in nonprofessional discussions, there’s often no need to be that precise. In short, we tend to underestimate the importance of the questions, so we don’t work on improving them. The act of asking good questions guides and focuses the critique. It’s also a form of consent: it makes it clear that you’re open to comments and what kind of comments you’d like to get. It puts people in the right mental state, especially in situations when they weren’t expecting to give feedback. There isn’t a single best way to ask for feedback. It just needs to be specific, and specificity can take many shapes. A model for design critique that I’ve found particularly useful in my coaching is the one of stage versus depth. “Stage” refers to each of the steps of the process—in our case, the design process. In progressing from user research to the final design, the kind of feedback evolves. But within a single step, one might still review whether some assumptions are correct and whether there’s been a proper translation of the amassed feedback into updated designs as the project has evolved. A starting point for potential questions could derive from the layers of user experience. What do you want to know: Project objectives? User needs? Functionality? Content? Interaction design? Information architecture? UI design? Navigation design? Visual design? Branding? Here’re a few example questions that are precise and to the point that refer to different layers: Functionality: Is automating account creation desirable?Interaction design: Take a look through the updated flow and let me know whether you see any steps or error states that I might’ve missed.Information architecture: We have two competing bits of information on this page. Is the structure effective in communicating them both?UI design: What are your thoughts on the error counter at the top of the page that makes sure that you see the next error, even if the error is out of the viewport? Navigation design: From research, we identified these second-level navigation items, but once you’re on the page, the list feels too long and hard to navigate. Are there any suggestions to address this?Visual design: Are the sticky notifications in the bottom-right corner visible enough? The other axis of specificity is about how deep you’d like to go on what’s being presented. For example, we might have introduced a new end-to-end flow, but there was a specific view that you found particularly challenging and you’d like a detailed review of that. This can be especially useful from one iteration to the next where it’s important to highlight the parts that have changed. There are other things that we can consider when we want to achieve more specific—and more effective—questions. A simple trick is to remove generic qualifiers from your questions like “good,” “well,” “nice,” “bad,” “okay,” and “cool.” For example, asking, “When the block opens and the buttons appear, is this interaction good?” might look specific, but you can spot the “good” qualifier, and convert it to an even better question: “When the block opens and the buttons appear, is it clear what the next action is?” Sometimes we actually do want broad feedback. That’s rare, but it can happen. In that sense, you might still make it explicit that you’re looking for a wide range of opinions, whether at a high level or with details. Or maybe just say, “At first glance, what do you think?” so that it’s clear that what you’re asking is open ended but focused on someone’s impression after their first five seconds of looking at it. Sometimes the project is particularly expansive, and some areas may have already been explored in detail. In these situations, it might be useful to explicitly say that some parts are already locked in and aren’t open to feedback. It’s not something that I’d recommend in general, but I’ve found it useful to avoid falling again into rabbit holes of the sort that might lead to further refinement but aren’t what’s most important right now. Asking specific questions can completely change the quality of the feedback that you receive. People with less refined critique skills will now be able to offer more actionable feedback, and even expert designers will welcome the clarity and efficiency that comes from focusing only on what’s needed. It can save a lot of time and frustration. The iteration Design iterations are probably the most visible part of the design work, and they provide a natural checkpoint for feedback. Yet a lot of design tools with inline commenting tend to show changes as a single fluid stream in the same file, and those types of design tools make conversations disappear once they’re resolved, update shared UI components automatically, and compel designs to always show the latest version—unless these would-be helpful features were to be manually turned off. The implied goal that these design tools seem to have is to arrive at just one final copy with all discussions closed, probably because they inherited patterns from how written documents are collaboratively edited. That’s probably not the best way to approach design critiques, but even if I don’t want to be too prescriptive here: that could work for some teams. The asynchronous design-critique approach that I find most effective is to create explicit checkpoints for discussion. I’m going to use the term iteration post for this. It refers to a write-up or presentation of the design iteration followed by a discussion thread of some kind. Any platform that can accommodate this structure can use this. By the way, when I refer to a “write-up or presentation,” I’m including video recordings or other media too: as long as it’s asynchronous, it works. Using iteration posts has many advantages: It creates a rhythm in the design work so that the designer can review feedback from each iteration and prepare for the next.It makes decisions visible for future review, and conversations are likewise always available.It creates a record of how the design changed over time.Depending on the tool, it might also make it easier to collect feedback and act on it. These posts of course don’t mean that no other feedback approach should be used, just that iteration posts could be the primary rhythm for a remote design team to use. And other feedback approaches (such as live critique, pair designing, or inline comments) can build from there. I don’t think there’s a standard format for iteration posts. But there are a few high-level elements that make sense to include as a baseline: The goalThe designThe list of changesThe questions Each project is likely to have a goal, and hopefully it’s something that’s already been summarized in a single sentence somewhere else, such as the client brief, the product manager’s outline, or the project owner’s request. So this is something that I’d repeat in every iteration post—literally copy and pasting it. The idea is to provide context and to repeat what’s essential to make each iteration post complete so that there’s no need to find information spread across multiple posts. If I want to know about the latest design, the latest iteration post will have all that I need. This copy-and-paste part introduces another relevant concept: alignment comes from repetition. So having posts that repeat information is actually very effective toward making sure that everyone is on the same page. The design is then the actual series of information-architecture outlines, diagrams, flows, maps, wireframes, screens, visuals, and any other kind of design work that’s been done. In short, it’s any design artifact. For the final stages of work, I prefer the term blueprint to emphasize that I’ll be showing full flows instead of individual screens to make it easier to understand the bigger picture. It can also be useful to label the artifacts with clear titles because that can make it easier to refer to them. Write the post in a way that helps people understand the work. It’s not too different from organizing a good live presentation. For an efficient discussion, you should also include a bullet list of the changes from the previous iteration to let people focus on what’s new, which can be especially useful for larger pieces of work where keeping track, iteration after iteration, could become a challenge. And finally, as noted earlier, it’s essential that you include a list of the questions to drive the design critique in the direction you want. Doing this as a numbered list can also help make it easier to refer to each question by its number. Not all iterations are the same. Earlier iterations don’t need to be as tightly focused—they can be more exploratory and experimental, maybe even breaking some of the design-language guidelines to see what’s possible. Then later, the iterations start settling on a solution and refining it until the design process reaches its end and the feature ships. I want to highlight that even if these iteration posts are written and conceived as checkpoints, by no means do they need to be exhaustive. A post might be a draft—just a concept to get a conversation going—or it could be a cumulative list of each feature that was added over the course of each iteration until the full picture is done. Over time, I also started using specific labels for incremental iterations: i1, i2, i3, and so on. This might look like a minor labelling tip, but it can help in multiple ways: Unique—It’s a clear unique marker. Within each project, one can easily say, “This was discussed in i4,” and everyone knows where they can go to review things.Unassuming—It works like versions (such as v1, v2, and v3) but in contrast, versions create the impression of something that’s big, exhaustive, and complete. Iterations must be able to be exploratory, incomplete, partial.Future proof—It resolves the “final” naming problem that you can run into with versions. No more files named “final final complete no-really-its-done.” Within each project, the largest number always represents the latest iteration. To mark when a design is complete enough to be worked on, even if there might be some bits still in need of attention and in turn more iterations needed, the wording release candidate (RC) could be used to describe it: “with i8, we reached RC” or “i12 is an RC.” The review What usually happens during a design critique is an open discussion, with a back and forth between people that can be very productive. This approach is particularly effective during live, synchronous feedback. But when we work asynchronously, it’s more effective to use a different approach: we can shift to a user-research mindset. Written feedback from teammates, stakeholders, or others can be treated as if it were the result of user interviews and surveys, and we can analyze it accordingly. This shift has some major benefits that make asynchronous feedback particularly effective, especially around these friction points: It removes the pressure to reply to everyone.It reduces the frustration from swoop-by comments.It lessens our personal stake. The first friction point is feeling a pressure to reply to every single comment. Sometimes we write the iteration post, and we get replies from our team. It’s just a few of them, it’s easy, and it doesn’t feel like a problem. But other times, some solutions might require more in-depth discussions, and the amount of replies can quickly increase, which can create a tension between trying to be a good team player by replying to everyone and doing the next design iteration. This might be especially true if the person who’s replying is a stakeholder or someone directly involved in the project who we feel that we need to listen to. We need to accept that this pressure is absolutely normal, and it’s human nature to try to accommodate people who we care about. Sometimes replying to all comments can be effective, but if we treat a design critique more like user research, we realize that we don’t have to reply to every comment, and in asynchronous spaces, there are alternatives: One is to let the next iteration speak for itself. When the design evolves and we post a follow-up iteration, that’s the reply. You might tag all the people who were involved in the previous discussion, but even that’s a choice, not a requirement. Another is to briefly reply to acknowledge each comment, such as “Understood. Thank you,” “Good points—I’ll review,” or “Thanks. I’ll include these in the next iteration.” In some cases, this could also be just a single top-level comment along the lines of “Thanks for all the feedback everyone—the next iteration is coming soon!”Another is to provide a quick summary of the comments before moving on. Depending on your workflow, this can be particularly useful as it can provide a simplified checklist that you can then use for the next iteration. The second friction point is the swoop-by comment, which is the kind of feedback that comes from someone outside the project or team who might not be aware of the context, restrictions, decisions, or requirements—or of the previous iterations’ discussions. On their side, there’s something that one can hope that they might learn: they could start to acknowledge that they’re doing this and they could be more conscious in outlining where they’re coming from. Swoop-by comments often trigger the simple thought “We’ve already discussed this…”, and it can be frustrating to have to repeat the same reply over and over. Let’s begin by acknowledging again that there’s no need to reply to every comment. If, however, replying to a previously litigated point might be useful, a short reply with a link to the previous discussion for extra details is usually enough. Remember, alignment comes from repetition, so it’s okay to repeat things sometimes! Swoop-by commenting can still be useful for two reasons: they might point out something that still isn’t clear, and they also have the potential to stand in for the point of view of a user who’s seeing the design for the first time. Sure, you’ll still be frustrated, but that might at least help in dealing with it. The third friction point is the personal stake we could have with the design, which could make us feel defensive if the review were to feel more like a discussion. Treating feedback as user research helps us create a healthy distance between the people giving us feedback and our ego (because yes, even if we don’t want to admit it, it’s there). And ultimately, treating everything in aggregated form allows us to better prioritize our work. Always remember that while you need to listen to stakeholders, project owners, and specific advice, you don’t have to accept every piece of feedback. You have to analyze it and make a decision that you can justify, but sometimes “no” is the right answer. As the designer leading the project, you’re in charge of that decision. Ultimately, everyone has their specialty, and as the designer, you’re the one who has the most knowledge and the most context to make the right decision. And by listening to the feedback that you’ve received, you’re making sure that it’s also the best and most balanced decision. Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article. Full Article
sig Designing for the Unexpected By Published On :: 2021-07-15T13:00:00+00:00 I’m not sure when I first heard this quote, but it’s something that has stayed with me over the years. How do you create services for situations you can’t imagine? Or design products that work on devices yet to be invented? Flash, Photoshop, and responsive design When I first started designing websites, my go-to software was Photoshop. I created a 960px canvas and set about creating a layout that I would later drop content in. The development phase was about attaining pixel-perfect accuracy using fixed widths, fixed heights, and absolute positioning. Ethan Marcotte’s talk at An Event Apart and subsequent article “Responsive Web Design” in A List Apart in 2010 changed all this. I was sold on responsive design as soon as I heard about it, but I was also terrified. The pixel-perfect designs full of magic numbers that I had previously prided myself on producing were no longer good enough. The fear wasn’t helped by my first experience with responsive design. My first project was to take an existing fixed-width website and make it responsive. What I learned the hard way was that you can’t just add responsiveness at the end of a project. To create fluid layouts, you need to plan throughout the design phase. A new way to design Designing responsive or fluid sites has always been about removing limitations, producing content that can be viewed on any device. It relies on the use of percentage-based layouts, which I initially achieved with native CSS and utility classes: .column-span-6 { width: 49%; float: left; margin-right: 0.5%; margin-left: 0.5%; } .column-span-4 { width: 32%; float: left; margin-right: 0.5%; margin-left: 0.5%; } .column-span-3 { width: 24%; float: left; margin-right: 0.5%; margin-left: 0.5%; } Then with Sass so I could take advantage of @includes to re-use repeated blocks of code and move back to more semantic markup: .logo { @include colSpan(6); } .search { @include colSpan(3); } .social-share { @include colSpan(3); } Media queries The second ingredient for responsive design is media queries. Without them, content would shrink to fit the available space regardless of whether that content remained readable (The exact opposite problem occurred with the introduction of a mobile-first approach). Components becoming too small at mobile breakpoints Media queries prevented this by allowing us to add breakpoints where the design could adapt. Like most people, I started out with three breakpoints: one for desktop, one for tablets, and one for mobile. Over the years, I added more and more for phablets, wide screens, and so on. For years, I happily worked this way and improved both my design and front-end skills in the process. The only problem I encountered was making changes to content, since with our Sass grid system in place, there was no way for the site owners to add content without amending the markup—something a small business owner might struggle with. This is because each row in the grid was defined using a div as a container. Adding content meant creating new row markup, which requires a level of HTML knowledge. Row markup was a staple of early responsive design, present in all the widely used frameworks like Bootstrap and Skeleton. <section class="row"> <div class="column-span-4">1 of 7</div> <div class="column-span-4">2 of 7</div> <div class="column-span-4">3 of 7</div> </section> <section class="row"> <div class="column-span-4">4 of 7</div> <div class="column-span-4">5 of 7</div> <div class="column-span-4">6 of 7</div> </section> <section class="row"> <div class="column-span-4">7 of 7</div> </section> Components placed in the rows of a Sass grid Another problem arose as I moved from a design agency building websites for small- to medium-sized businesses, to larger in-house teams where I worked across a suite of related sites. In those roles I started to work much more with reusable components. Our reliance on media queries resulted in components that were tied to common viewport sizes. If the goal of component libraries is reuse, then this is a real problem because you can only use these components if the devices you’re designing for correspond to the viewport sizes used in the pattern library—in the process not really hitting that “devices that don’t yet exist” goal. Then there’s the problem of space. Media queries allow components to adapt based on the viewport size, but what if I put a component into a sidebar, like in the figure below? Components responding to the viewport width with media queries Container queries: our savior or a false dawn? Container queries have long been touted as an improvement upon media queries, but at the time of writing are unsupported in most browsers. There are JavaScript workarounds, but they can create dependency and compatibility issues. The basic theory underlying container queries is that elements should change based on the size of their parent container and not the viewport width, as seen in the following illustrations. Components responding to their parent container with container queries One of the biggest arguments in favor of container queries is that they help us create components or design patterns that are truly reusable because they can be picked up and placed anywhere in a layout. This is an important step in moving toward a form of component-based design that works at any size on any device. In other words, responsive components to replace responsive layouts. Container queries will help us move from designing pages that respond to the browser or device size to designing components that can be placed in a sidebar or in the main content, and respond accordingly. My concern is that we are still using layout to determine when a design needs to adapt. This approach will always be restrictive, as we will still need pre-defined breakpoints. For this reason, my main question with container queries is, How would we decide when to change the CSS used by a component? A component library removed from context and real content is probably not the best place for that decision. As the diagrams below illustrate, we can use container queries to create designs for specific container widths, but what if I want to change the design based on the image size or ratio? Cards responding to their parent container with container queries Cards responding based on their own content In this example, the dimensions of the container are not what should dictate the design; rather, the image is. It’s hard to say for sure whether container queries will be a success story until we have solid cross-browser support for them. Responsive component libraries would definitely evolve how we design and would improve the possibilities for reuse and design at scale. But maybe we will always need to adjust these components to suit our content. CSS is changing Whilst the container query debate rumbles on, there have been numerous advances in CSS that change the way we think about design. The days of fixed-width elements measured in pixels and floated div elements used to cobble layouts together are long gone, consigned to history along with table layouts. Flexbox and CSS Grid have revolutionized layouts for the web. We can now create elements that wrap onto new rows when they run out of space, not when the device changes. .wrapper { display: grid; grid-template-columns: repeat(auto-fit, 450px); gap: 10px; } The repeat() function paired with auto-fit or auto-fill allows us to specify how much space each column should use while leaving it up to the browser to decide when to spill the columns onto a new line. Similar things can be achieved with Flexbox, as elements can wrap over multiple rows and “flex” to fill available space. .wrapper { display: flex; flex-wrap: wrap; justify-content: space-between; } .child { flex-basis: 32%; margin-bottom: 20px; } The biggest benefit of all this is you don’t need to wrap elements in container rows. Without rows, content isn’t tied to page markup in quite the same way, allowing for removals or additions of content without additional development. A traditional Grid layout without the usual row containers This is a big step forward when it comes to creating designs that allow for evolving content, but the real game changer for flexible designs is CSS Subgrid. Remember the days of crafting perfectly aligned interfaces, only for the customer to add an unbelievably long header almost as soon as they're given CMS access, like the illustration below? Cards unable to respond to a sibling’s content changes Subgrid allows elements to respond to adjustments in their own content and in the content of sibling elements, helping us create designs more resilient to change. Cards responding to content in sibling cards .wrapper { display: grid; grid-template-columns: repeat(auto-fit, minmax(150px, 1fr)); grid-template-rows: auto 1fr auto; gap: 10px; } .sub-grid { display: grid; grid-row: span 3; grid-template-rows: subgrid; /* sets rows to parent grid */ } CSS Grid allows us to separate layout and content, thereby enabling flexible designs. Meanwhile, Subgrid allows us to create designs that can adapt in order to suit morphing content. Subgrid at the time of writing is only supported in Firefox but the above code can be implemented behind an @supports feature query. Intrinsic layouts I’d be remiss not to mention intrinsic layouts, the term created by Jen Simmons to describe a mixture of new and old CSS features used to create layouts that respond to available space. Responsive layouts have flexible columns using percentages. Intrinsic layouts, on the other hand, use the fr unit to create flexible columns that won’t ever shrink so much that they render the content illegible. fr units is a way to say I want you to distribute the extra space in this way, but...don’t ever make it smaller than the content that’s inside of it. —Jen Simmons, “Designing Intrinsic Layouts” Intrinsic layouts can also utilize a mixture of fixed and flexible units, allowing the content to dictate the space it takes up. Slide from “Designing Intrinsic Layouts” by Jen Simmons What makes intrinsic design stand out is that it not only creates designs that can withstand future devices but also helps scale design without losing flexibility. Components and patterns can be lifted and reused without the prerequisite of having the same breakpoints or the same amount of content as in the previous implementation. We can now create designs that adapt to the space they have, the content within them, and the content around them. With an intrinsic approach, we can construct responsive components without depending on container queries. Another 2010 moment? This intrinsic approach should in my view be every bit as groundbreaking as responsive web design was ten years ago. For me, it’s another “everything changed” moment. But it doesn’t seem to be moving quite as fast; I haven’t yet had that same career-changing moment I had with responsive design, despite the widely shared and brilliant talk that brought it to my attention. One reason for that could be that I now work in a large organization, which is quite different from the design agency role I had in 2010. In my agency days, every new project was a clean slate, a chance to try something new. Nowadays, projects use existing tools and frameworks and are often improvements to existing websites with an existing codebase. Another could be that I feel more prepared for change now. In 2010 I was new to design in general; the shift was frightening and required a lot of learning. Also, an intrinsic approach isn’t exactly all-new; it’s about using existing skills and existing CSS knowledge in a different way. You can’t framework your way out of a content problem Another reason for the slightly slower adoption of intrinsic design could be the lack of quick-fix framework solutions available to kick-start the change. Responsive grid systems were all over the place ten years ago. With a framework like Bootstrap or Skeleton, you had a responsive design template at your fingertips. Intrinsic design and frameworks do not go hand in hand quite so well because the benefit of having a selection of units is a hindrance when it comes to creating layout templates. The beauty of intrinsic design is combining different units and experimenting with techniques to get the best for your content. And then there are design tools. We probably all, at some point in our careers, used Photoshop templates for desktop, tablet, and mobile devices to drop designs in and show how the site would look at all three stages. How do you do that now, with each component responding to content and layouts flexing as and when they need to? This type of design must happen in the browser, which personally I’m a big fan of. The debate about “whether designers should code” is another that has rumbled on for years. When designing a digital product, we should, at the very least, design for a best- and worst-case scenario when it comes to content. To do this in a graphics-based software package is far from ideal. In code, we can add longer sentences, more radio buttons, and extra tabs, and watch in real time as the design adapts. Does it still work? Is the design too reliant on the current content? Personally, I look forward to the day intrinsic design is the standard for design, when a design component can be truly flexible and adapt to both its space and content with no reliance on device or container dimensions. Content first Content is not constant. After all, to design for the unknown or unexpected we need to account for content changes like our earlier Subgrid card example that allowed the cards to respond to adjustments to their own content and the content of sibling elements. Thankfully, there’s more to CSS than layout, and plenty of properties and values can help us put content first. Subgrid and pseudo-elements like ::first-line and ::first-letter help to separate design from markup so we can create designs that allow for changes. Instead of old markup hacks like this— <p> <span class="first-line">First line of text with different styling</span>... </p> —we can target content based on where it appears. .element::first-line { font-size: 1.4em; } .element::first-letter { color: red; } Much bigger additions to CSS include logical properties, which change the way we construct designs using logical dimensions (start and end) instead of physical ones (left and right), something CSS Grid also does with functions like min(), max(), and clamp(). This flexibility allows for directional changes according to content, a common requirement when we need to present content in multiple languages. In the past, this was often achieved with Sass mixins but was often limited to switching from left-to-right to right-to-left orientation. In the Sass version, directional variables need to be set. $direction: rtl; $opposite-direction: ltr; $start-direction: right; $end-direction: left; These variables can be used as values— body { direction: $direction; text-align: $start-direction; } —or as properties. margin-#{$end-direction}: 10px; padding-#{$start-direction}: 10px; However, now we have native logical properties, removing the reliance on both Sass (or a similar tool) and pre-planning that necessitated using variables throughout a codebase. These properties also start to break apart the tight coupling between a design and strict physical dimensions, creating more flexibility for changes in language and in direction. margin-block-end: 10px; padding-block-start: 10px; There are also native start and end values for properties like text-align, which means we can replace text-align: right with text-align: start. Like the earlier examples, these properties help to build out designs that aren’t constrained to one language; the design will reflect the content’s needs. Fixed and fluid We briefly covered the power of combining fixed widths with fluid widths with intrinsic layouts. The min() and max() functions are a similar concept, allowing you to specify a fixed value with a flexible alternative. For min() this means setting a fluid minimum value and a maximum fixed value. .element { width: min(50%, 300px); } The element in the figure above will be 50% of its container as long as the element’s width doesn’t exceed 300px. For max() we can set a flexible max value and a minimum fixed value. .element { width: max(50%, 300px); } Now the element will be 50% of its container as long as the element’s width is at least 300px. This means we can set limits but allow content to react to the available space. The clamp() function builds on this by allowing us to set a preferred value with a third parameter. Now we can allow the element to shrink or grow if it needs to without getting to a point where it becomes unusable. .element { width: clamp(300px, 50%, 600px); } This time, the element’s width will be 50% (the preferred value) of its container but never less than 300px and never more than 600px. With these techniques, we have a content-first approach to responsive design. We can separate content from markup, meaning the changes users make will not affect the design. We can start to future-proof designs by planning for unexpected changes in language or direction. And we can increase flexibility by setting desired dimensions alongside flexible alternatives, allowing for more or less content to be displayed correctly. Situation first Thanks to what we’ve discussed so far, we can cover device flexibility by changing our approach, designing around content and space instead of catering to devices. But what about that last bit of Jeffrey Zeldman’s quote, “...situations you haven’t imagined”? It’s a very different thing to design for someone seated at a desktop computer as opposed to someone using a mobile phone and moving through a crowded street in glaring sunshine. Situations and environments are hard to plan for or predict because they change as people react to their own unique challenges and tasks. This is why choice is so important. One size never fits all, so we need to design for multiple scenarios to create equal experiences for all our users. Thankfully, there is a lot we can do to provide choice. Responsible design “There are parts of the world where mobile data is prohibitively expensive, and where there is little or no broadband infrastructure.”“I Used the Web for a Day on a 50 MB Budget”Chris Ashton One of the biggest assumptions we make is that people interacting with our designs have a good wifi connection and a wide screen monitor. But in the real world, our users may be commuters traveling on trains or other forms of transport using smaller mobile devices that can experience drops in connectivity. There is nothing more frustrating than a web page that won’t load, but there are ways we can help users use less data or deal with sporadic connectivity. The srcset attribute allows the browser to decide which image to serve. This means we can create smaller ‘cropped’ images to display on mobile devices in turn using less bandwidth and less data. <img src="image-file.jpg" srcset="large.jpg 1024w, medium.jpg 640w, small.jpg 320w" alt="Image alt text" /> The preload attribute can also help us to think about how and when media is downloaded. It can be used to tell a browser about any critical assets that need to be downloaded with high priority, improving perceived performance and the user experience. <link rel="stylesheet" href="style.css"> <!--Standard stylesheet markup--> <link rel="preload" href="style.css" as="style"> <!--Preload stylesheet markup--> There’s also native lazy loading, which indicates assets that should only be downloaded when they are needed. <img src="image.png" loading="lazy" alt="…"> With srcset, preload, and lazy loading, we can start to tailor a user’s experience based on the situation they find themselves in. What none of this does, however, is allow the user themselves to decide what they want downloaded, as the decision is usually the browser’s to make. So how can we put users in control? The return of media queries Media queries have always been about much more than device sizes. They allow content to adapt to different situations, with screen size being just one of them. We’ve long been able to check for media types like print and speech and features such as hover, resolution, and color. These checks allow us to provide options that suit more than one scenario; it’s less about one-size-fits-all and more about serving adaptable content. As of this writing, the Media Queries Level 5 spec is still under development. It introduces some really exciting queries that in the future will help us design for multiple other unexpected situations. For example, there’s a light-level feature that allows you to modify styles if a user is in sunlight or darkness. Paired with custom properties, these features allow us to quickly create designs or themes for specific environments. @media (light-level: normal) { --background-color: #fff; --text-color: #0b0c0c; } @media (light-level: dim) { --background-color: #efd226; --text-color: #0b0c0c; } Another key feature of the Level 5 spec is personalization. Instead of creating designs that are the same for everyone, users can choose what works for them. This is achieved by using features like prefers-reduced-data, prefers-color-scheme, and prefers-reduced-motion, the latter two of which already enjoy broad browser support. These features tap into preferences set via the operating system or browser so people don’t have to spend time making each site they visit more usable. Media queries like this go beyond choices made by a browser to grant more control to the user. Expect the unexpected In the end, the one thing we should always expect is for things to change. Devices in particular change faster than we can keep up, with foldable screens already on the market. We can’t design the same way we have for this ever-changing landscape, but we can design for content. By putting content first and allowing that content to adapt to whatever space surrounds it, we can create more robust, flexible designs that increase the longevity of our products. A lot of the CSS discussed here is about moving away from layouts and putting content at the heart of design. From responsive components to fixed and fluid units, there is so much more we can do to take a more intrinsic approach. Even better, we can test these techniques during the design phase by designing in-browser and watching how our designs adapt in real-time. When it comes to unexpected situations, we need to make sure our products are usable when people need them, whenever and wherever that might be. We can move closer to achieving this by involving users in our design decisions, by creating choice via browsers, and by giving control to our users with user-preference-based media queries. Good design for the unexpected should allow for change, provide choice, and give control to those we serve: our users themselves. Full Article
sig Sustainable Web Design, An Excerpt By Published On :: 2021-08-05T14:00:00+00:00 In the 1950s, many in the elite running community had begun to believe it wasn’t possible to run a mile in less than four minutes. Runners had been attempting it since the late 19th century and were beginning to draw the conclusion that the human body simply wasn’t built for the task. But on May 6, 1956, Roger Bannister took everyone by surprise. It was a cold, wet day in Oxford, England—conditions no one expected to lend themselves to record-setting—and yet Bannister did just that, running a mile in 3:59.4 and becoming the first person in the record books to run a mile in under four minutes. This shift in the benchmark had profound effects; the world now knew that the four-minute mile was possible. Bannister’s record lasted only forty-six days, when it was snatched away by Australian runner John Landy. Then a year later, three runners all beat the four-minute barrier together in the same race. Since then, over 1,400 runners have officially run a mile in under four minutes; the current record is 3:43.13, held by Moroccan athlete Hicham El Guerrouj. We achieve far more when we believe that something is possible, and we will believe it’s possible only when we see someone else has already done it—and as with human running speed, so it is with what we believe are the hard limits for how a website needs to perform. Establishing standards for a sustainable web In most major industries, the key metrics of environmental performance are fairly well established, such as miles per gallon for cars or energy per square meter for homes. The tools and methods for calculating those metrics are standardized as well, which keeps everyone on the same page when doing environmental assessments. In the world of websites and apps, however, we aren’t held to any particular environmental standards, and only recently have gained the tools and methods we need to even make an environmental assessment. The primary goal in sustainable web design is to reduce carbon emissions. However, it’s almost impossible to actually measure the amount of CO2 produced by a web product. We can’t measure the fumes coming out of the exhaust pipes on our laptops. The emissions of our websites are far away, out of sight and out of mind, coming out of power stations burning coal and gas. We have no way to trace the electrons from a website or app back to the power station where the electricity is being generated and actually know the exact amount of greenhouse gas produced. So what do we do? If we can’t measure the actual carbon emissions, then we need to find what we can measure. The primary factors that could be used as indicators of carbon emissions are: Data transfer Carbon intensity of electricity Let’s take a look at how we can use these metrics to quantify the energy consumption, and in turn the carbon footprint, of the websites and web apps we create. Data transfer Most researchers use kilowatt-hours per gigabyte (kWh/GB) as a metric of energy efficiency when measuring the amount of data transferred over the internet when a website or application is used. This provides a great reference point for energy consumption and carbon emissions. As a rule of thumb, the more data transferred, the more energy used in the data center, telecoms networks, and end user devices. For web pages, data transfer for a single visit can be most easily estimated by measuring the page weight, meaning the transfer size of the page in kilobytes the first time someone visits the page. It’s fairly easy to measure using the developer tools in any modern web browser. Often your web hosting account will include statistics for the total data transfer of any web application (Fig 2.1). Fig 2.1: The Kinsta hosting dashboard displays data transfer alongside traffic volumes. If you divide data transfer by visits, you get the average data per visit, which can be used as a metric of efficiency. The nice thing about page weight as a metric is that it allows us to compare the efficiency of web pages on a level playing field without confusing the issue with constantly changing traffic volumes. Reducing page weight requires a large scope. By early 2020, the median page weight was 1.97 MB for setups the HTTP Archive classifies as “desktop” and 1.77 MB for “mobile,” with desktop increasing 36 percent since January 2016 and mobile page weights nearly doubling in the same period (Fig 2.2). Roughly half of this data transfer is image files, making images the single biggest source of carbon emissions on the average website. History clearly shows us that our web pages can be smaller, if only we set our minds to it. While most technologies become ever more energy efficient, including the underlying technology of the web such as data centers and transmission networks, websites themselves are a technology that becomes less efficient as time goes on. Fig 2.2: The historical page weight data from HTTP Archive can teach us a lot about what is possible in the future. You might be familiar with the concept of performance budgeting as a way of focusing a project team on creating faster user experiences. For example, we might specify that the website must load in a maximum of one second on a broadband connection and three seconds on a 3G connection. Much like speed limits while driving, performance budgets are upper limits rather than vague suggestions, so the goal should always be to come in under budget. Designing for fast performance does often lead to reduced data transfer and emissions, but it isn’t always the case. Web performance is often more about the subjective perception of load times than it is about the true efficiency of the underlying system, whereas page weight and transfer size are more objective measures and more reliable benchmarks for sustainable web design. We can set a page weight budget in reference to a benchmark of industry averages, using data from sources like HTTP Archive. We can also benchmark page weight against competitors or the old version of the website we’re replacing. For example, we might set a maximum page weight budget as equal to our most efficient competitor, or we could set the benchmark lower to guarantee we are best in class. If we want to take it to the next level, then we could also start looking at the transfer size of our web pages for repeat visitors. Although page weight for the first time someone visits is the easiest thing to measure, and easy to compare on a like-for-like basis, we can learn even more if we start looking at transfer size in other scenarios too. For example, visitors who load the same page multiple times will likely have a high percentage of the files cached in their browser, meaning they don’t need to transfer all of the files on subsequent visits. Likewise, a visitor who navigates to new pages on the same website will likely not need to load the full page each time, as some global assets from areas like the header and footer may already be cached in their browser. Measuring transfer size at this next level of detail can help us learn even more about how we can optimize efficiency for users who regularly visit our pages, and enable us to set page weight budgets for additional scenarios beyond the first visit. Page weight budgets are easy to track throughout a design and development process. Although they don’t actually tell us carbon emission and energy consumption analytics directly, they give us a clear indication of efficiency relative to other websites. And as transfer size is an effective analog for energy consumption, we can actually use it to estimate energy consumption too. In summary, reduced data transfer translates to energy efficiency, a key factor to reducing carbon emissions of web products. The more efficient our products, the less electricity they use, and the less fossil fuels need to be burned to produce the electricity to power them. But as we’ll see next, since all web products demand some power, it’s important to consider the source of that electricity, too. Carbon intensity of electricity Regardless of energy efficiency, the level of pollution caused by digital products depends on the carbon intensity of the energy being used to power them. Carbon intensity is a term used to define the grams of CO2 produced for every kilowatt-hour of electricity (gCO2/kWh). This varies widely, with renewable energy sources and nuclear having an extremely low carbon intensity of less than 10 gCO2/kWh (even when factoring in their construction); whereas fossil fuels have very high carbon intensity of approximately 200–400 gCO2/kWh. Most electricity comes from national or state grids, where energy from a variety of different sources is mixed together with varying levels of carbon intensity. The distributed nature of the internet means that a single user of a website or app might be using energy from multiple different grids simultaneously; a website user in Paris uses electricity from the French national grid to power their home internet and devices, but the website’s data center could be in Dallas, USA, pulling electricity from the Texas grid, while the telecoms networks use energy from everywhere between Dallas and Paris. We don’t have control over the full energy supply of web services, but we do have some control over where we host our projects. With a data center using a significant proportion of the energy of any website, locating the data center in an area with low carbon energy will tangibly reduce its carbon emissions. Danish startup Tomorrow reports and maps this user-contributed data, and a glance at their map shows how, for example, choosing a data center in France will have significantly lower carbon emissions than a data center in the Netherlands (Fig 2.3). Fig 2.3: Tomorrow’s electricityMap shows live data for the carbon intensity of electricity by country. That said, we don’t want to locate our servers too far away from our users; it takes energy to transmit data through the telecom’s networks, and the further the data travels, the more energy is consumed. Just like food miles, we can think of the distance from the data center to the website’s core user base as “megabyte miles”—and we want it to be as small as possible. Using the distance itself as a benchmark, we can use website analytics to identify the country, state, or even city where our core user group is located and measure the distance from that location to the data center used by our hosting company. This will be a somewhat fuzzy metric as we don’t know the precise center of mass of our users or the exact location of a data center, but we can at least get a rough idea. For example, if a website is hosted in London but the primary user base is on the West Coast of the USA, then we could look up the distance from London to San Francisco, which is 5,300 miles. That’s a long way! We can see that hosting it somewhere in North America, ideally on the West Coast, would significantly reduce the distance and thus the energy used to transmit the data. In addition, locating our servers closer to our visitors helps reduce latency and delivers better user experience, so it’s a win-win. Converting it back to carbon emissions If we combine carbon intensity with a calculation for energy consumption, we can calculate the carbon emissions of our websites and apps. A tool my team created does this by measuring the data transfer over the wire when loading a web page, calculating the amount of electricity associated, and then converting that into a figure for CO2 (Fig 2.4). It also factors in whether or not the web hosting is powered by renewable energy. If you want to take it to the next level and tailor the data more accurately to the unique aspects of your project, the Energy and Emissions Worksheet accompanying this book shows you how. Fig 2.4: The Website Carbon Calculator shows how the Riverford Organic website embodies their commitment to sustainability, being both low carbon and hosted in a data center using renewable energy. With the ability to calculate carbon emissions for our projects, we could actually take a page weight budget one step further and set carbon budgets as well. CO2 is not a metric commonly used in web projects; we’re more familiar with kilobytes and megabytes, and can fairly easily look at design options and files to assess how big they are. Translating that into carbon adds a layer of abstraction that isn’t as intuitive—but carbon budgets do focus our minds on the primary thing we’re trying to reduce, and support the core objective of sustainable web design: reducing carbon emissions. Browser Energy Data transfer might be the simplest and most complete analog for energy consumption in our digital projects, but by giving us one number to represent the energy used in the data center, the telecoms networks, and the end user’s devices, it can’t offer us insights into the efficiency in any specific part of the system. One part of the system we can look at in more detail is the energy used by end users’ devices. As front-end web technologies become more advanced, the computational load is increasingly moving from the data center to users’ devices, whether they be phones, tablets, laptops, desktops, or even smart TVs. Modern web browsers allow us to implement more complex styling and animation on the fly using CSS and JavaScript. Furthermore, JavaScript libraries such as Angular and React allow us to create applications where the “thinking” work is done partly or entirely in the browser. All of these advances are exciting and open up new possibilities for what the web can do to serve society and create positive experiences. However, more computation in the user’s web browser means more energy used by their devices. This has implications not just environmentally, but also for user experience and inclusivity. Applications that put a heavy processing load on the user’s device can inadvertently exclude users with older, slower devices and cause batteries on phones and laptops to drain faster. Furthermore, if we build web applications that require the user to have up-to-date, powerful devices, people throw away old devices much more frequently. This isn’t just bad for the environment, but it puts a disproportionate financial burden on the poorest in society. In part because the tools are limited, and partly because there are so many different models of devices, it’s difficult to measure website energy consumption on end users’ devices. One tool we do currently have is the Energy Impact monitor inside the developer console of the Safari browser (Fig 2.5). Fig 2.5: The Energy Impact meter in Safari (on the right) shows how a website consumes CPU energy. You know when you load a website and your computer’s cooling fans start spinning so frantically you think it might actually take off? That’s essentially what this tool is measuring. It shows us the percentage of CPU used and the duration of CPU usage when loading the web page, and uses these figures to generate an energy impact rating. It doesn’t give us precise data for the amount of electricity used in kilowatts, but the information it does provide can be used to benchmark how efficiently your websites use energy and set targets for improvement. Full Article
sig Design for Safety, An Excerpt By Published On :: 2021-08-26T15:01:43+00:00 Antiracist economist Kim Crayton says that “intention without strategy is chaos.” We’ve discussed how our biases, assumptions, and inattention toward marginalized and vulnerable groups lead to dangerous and unethical tech—but what, specifically, do we need to do to fix it? The intention to make our tech safer is not enough; we need a strategy. This chapter will equip you with that plan of action. It covers how to integrate safety principles into your design work in order to create tech that’s safe, how to convince your stakeholders that this work is necessary, and how to respond to the critique that what we actually need is more diversity. (Spoiler: we do, but diversity alone is not the antidote to fixing unethical, unsafe tech.) The process for inclusive safety When you are designing for safety, your goals are to: identify ways your product can be used for abuse,design ways to prevent the abuse, andprovide support for vulnerable users to reclaim power and control. The Process for Inclusive Safety is a tool to help you reach those goals (Fig 5.1). It’s a methodology I created in 2018 to capture the various techniques I was using when designing products with safety in mind. Whether you are creating an entirely new product or adding to an existing feature, the Process can help you make your product safe and inclusive. The Process includes five general areas of action: Conducting researchCreating archetypesBrainstorming problemsDesigning solutionsTesting for safety Fig 5.1: Each aspect of the Process for Inclusive Safety can be incorporated into your design process where it makes the most sense for you. The times given are estimates to help you incorporate the stages into your design plan. The Process is meant to be flexible—it won’t make sense for teams to implement every step in some situations. Use the parts that are relevant to your unique work and context; this is meant to be something you can insert into your existing design practice. And once you use it, if you have an idea for making it better or simply want to provide context of how it helped your team, please get in touch with me. It’s a living document that I hope will continue to be a useful and realistic tool that technologists can use in their day-to-day work. If you’re working on a product specifically for a vulnerable group or survivors of some form of trauma, such as an app for survivors of domestic violence, sexual assault, or drug addiction, be sure to read Chapter 7, which covers that situation explicitly and should be handled a bit differently. The guidelines here are for prioritizing safety when designing a more general product that will have a wide user base (which, we already know from statistics, will include certain groups that should be protected from harm). Chapter 7 is focused on products that are specifically for vulnerable groups and people who have experienced trauma. Step 1: Conduct research Design research should include a broad analysis of how your tech might be weaponized for abuse as well as specific insights into the experiences of survivors and perpetrators of that type of abuse. At this stage, you and your team will investigate issues of interpersonal harm and abuse, and explore any other safety, security, or inclusivity issues that might be a concern for your product or service, like data security, racist algorithms, and harassment. Broad research Your project should begin with broad, general research into similar products and issues around safety and ethical concerns that have already been reported. For example, a team building a smart home device would do well to understand the multitude of ways that existing smart home devices have been used as tools of abuse. If your product will involve AI, seek to understand the potentials for racism and other issues that have been reported in existing AI products. Nearly all types of technology have some kind of potential or actual harm that’s been reported on in the news or written about by academics. Google Scholar is a useful tool for finding these studies. Specific research: Survivors When possible and appropriate, include direct research (surveys and interviews) with people who are experts in the forms of harm you have uncovered. Ideally, you’ll want to interview advocates working in the space of your research first so that you have a more solid understanding of the topic and are better equipped to not retraumatize survivors. If you’ve uncovered possible domestic violence issues, for example, the experts you’ll want to speak with are survivors themselves, as well as workers at domestic violence hotlines, shelters, other related nonprofits, and lawyers. Especially when interviewing survivors of any kind of trauma, it is important to pay people for their knowledge and lived experiences. Don’t ask survivors to share their trauma for free, as this is exploitative. While some survivors may not want to be paid, you should always make the offer in the initial ask. An alternative to payment is to donate to an organization working against the type of violence that the interviewee experienced. We’ll talk more about how to appropriately interview survivors in Chapter 6. Specific research: Abusers It’s unlikely that teams aiming to design for safety will be able to interview self-proclaimed abusers or people who have broken laws around things like hacking. Don’t make this a goal; rather, try to get at this angle in your general research. Aim to understand how abusers or bad actors weaponize technology to use against others, how they cover their tracks, and how they explain or rationalize the abuse. Step 2: Create archetypes Once you’ve finished conducting your research, use your insights to create abuser and survivor archetypes. Archetypes are not personas, as they’re not based on real people that you interviewed and surveyed. Instead, they’re based on your research into likely safety issues, much like when we design for accessibility: we don’t need to have found a group of blind or low-vision users in our interview pool to create a design that’s inclusive of them. Instead, we base those designs on existing research into what this group needs. Personas typically represent real users and include many details, while archetypes are broader and can be more generalized. The abuser archetype is someone who will look at the product as a tool to perform harm (Fig 5.2). They may be trying to harm someone they don’t know through surveillance or anonymous harassment, or they may be trying to control, monitor, abuse, or torment someone they know personally. Fig 5.2: Harry Oleson, an abuser archetype for a fitness product, is looking for ways to stalk his ex-girlfriend through the fitness apps she uses. The survivor archetype is someone who is being abused with the product. There are various situations to consider in terms of the archetype’s understanding of the abuse and how to put an end to it: Do they need proof of abuse they already suspect is happening, or are they unaware they’ve been targeted in the first place and need to be alerted (Fig 5.3)? Fig 5.3: The survivor archetype Lisa Zwaan suspects her husband is weaponizing their home’s IoT devices against her, but in the face of his insistence that she simply doesn’t understand how to use the products, she’s unsure. She needs some kind of proof of the abuse. You may want to make multiple survivor archetypes to capture a range of different experiences. They may know that the abuse is happening but not be able to stop it, like when an abuser locks them out of IoT devices; or they know it’s happening but don’t know how, such as when a stalker keeps figuring out their location (Fig 5.4). Include as many of these scenarios as you need to in your survivor archetype. You’ll use these later on when you design solutions to help your survivor archetypes achieve their goals of preventing and ending abuse. Fig 5.4: The survivor archetype Eric Mitchell knows he’s being stalked by his ex-boyfriend Rob but can’t figure out how Rob is learning his location information. It may be useful for you to create persona-like artifacts for your archetypes, such as the three examples shown. Instead of focusing on the demographic information we often see in personas, focus on their goals. The goals of the abuser will be to carry out the specific abuse you’ve identified, while the goals of the survivor will be to prevent abuse, understand that abuse is happening, make ongoing abuse stop, or regain control over the technology that’s being used for abuse. Later, you’ll brainstorm how to prevent the abuser’s goals and assist the survivor’s goals. And while the “abuser/survivor” model fits most cases, it doesn’t fit all, so modify it as you need to. For example, if you uncovered an issue with security, such as the ability for someone to hack into a home camera system and talk to children, the malicious hacker would get the abuser archetype and the child’s parents would get survivor archetype. Step 3: Brainstorm problems After creating archetypes, brainstorm novel abuse cases and safety issues. “Novel” means things not found in your research; you’re trying to identify completely new safety issues that are unique to your product or service. The goal with this step is to exhaust every effort of identifying harms your product could cause. You aren’t worrying about how to prevent the harm yet—that comes in the next step. How could your product be used for any kind of abuse, outside of what you’ve already identified in your research? I recommend setting aside at least a few hours with your team for this process. If you’re looking for somewhere to start, try doing a Black Mirror brainstorm. This exercise is based on the show Black Mirror, which features stories about the dark possibilities of technology. Try to figure out how your product would be used in an episode of the show—the most wild, awful, out-of-control ways it could be used for harm. When I’ve led Black Mirror brainstorms, participants usually end up having a good deal of fun (which I think is great—it’s okay to have fun when designing for safety!). I recommend time-boxing a Black Mirror brainstorm to half an hour, and then dialing it back and using the rest of the time thinking of more realistic forms of harm. After you’ve identified as many opportunities for abuse as possible, you may still not feel confident that you’ve uncovered every potential form of harm. A healthy amount of anxiety is normal when you’re doing this kind of work. It’s common for teams designing for safety to worry, “Have we really identified every possible harm? What if we’ve missed something?” If you’ve spent at least four hours coming up with ways your product could be used for harm and have run out of ideas, go to the next step. It’s impossible to guarantee you’ve thought of everything; instead of aiming for 100 percent assurance, recognize that you’ve taken this time and have done the best you can, and commit to continuing to prioritize safety in the future. Once your product is released, your users may identify new issues that you missed; aim to receive that feedback graciously and course-correct quickly. Step 4: Design solutions At this point, you should have a list of ways your product can be used for harm as well as survivor and abuser archetypes describing opposing user goals. The next step is to identify ways to design against the identified abuser’s goals and to support the survivor’s goals. This step is a good one to insert alongside existing parts of your design process where you’re proposing solutions for the various problems your research uncovered. Some questions to ask yourself to help prevent harm and support your archetypes include: Can you design your product in such a way that the identified harm cannot happen in the first place? If not, what roadblocks can you put up to prevent the harm from happening?How can you make the victim aware that abuse is happening through your product?How can you help the victim understand what they need to do to make the problem stop?Can you identify any types of user activity that would indicate some form of harm or abuse? Could your product help the user access support? In some products, it’s possible to proactively recognize that harm is happening. For example, a pregnancy app might be modified to allow the user to report that they were the victim of an assault, which could trigger an offer to receive resources for local and national organizations. This sort of proactiveness is not always possible, but it’s worth taking a half hour to discuss if any type of user activity would indicate some form of harm or abuse, and how your product could assist the user in receiving help in a safe manner. That said, use caution: you don’t want to do anything that could put a user in harm’s way if their devices are being monitored. If you do offer some kind of proactive help, always make it voluntary, and think through other safety issues, such as the need to keep the user in-app in case an abuser is checking their search history. We’ll walk through a good example of this in the next chapter. Step 5: Test for safety The final step is to test your prototypes from the point of view of your archetypes: the person who wants to weaponize the product for harm and the victim of the harm who needs to regain control over the technology. Just like any other kind of product testing, at this point you’ll aim to rigorously test out your safety solutions so that you can identify gaps and correct them, validate that your designs will help keep your users safe, and feel more confident releasing your product into the world. Ideally, safety testing happens along with usability testing. If you’re at a company that doesn’t do usability testing, you might be able to use safety testing to cleverly perform both; a user who goes through your design attempting to weaponize the product against someone else can also be encouraged to point out interactions or other elements of the design that don’t make sense to them. You’ll want to conduct safety testing on either your final prototype or the actual product if it’s already been released. There’s nothing wrong with testing an existing product that wasn’t designed with safety goals in mind from the onset—“retrofitting” it for safety is a good thing to do. Remember that testing for safety involves testing from the perspective of both an abuser and a survivor, though it may not make sense for you to do both. Alternatively, if you made multiple survivor archetypes to capture multiple scenarios, you’ll want to test from the perspective of each one. As with other sorts of usability testing, you as the designer are most likely too close to the product and its design by this point to be a valuable tester; you know the product too well. Instead of doing it yourself, set up testing as you would with other usability testing: find someone who is not familiar with the product and its design, set the scene, give them a task, encourage them to think out loud, and observe how they attempt to complete it. Abuser testing The goal of this testing is to understand how easy it is for someone to weaponize your product for harm. Unlike with usability testing, you want to make it impossible, or at least difficult, for them to achieve their goal. Reference the goals in the abuser archetype you created earlier, and use your product in an attempt to achieve them. For example, for a fitness app with GPS-enabled location features, we can imagine that the abuser archetype would have the goal of figuring out where his ex-girlfriend now lives. With this goal in mind, you’d try everything possible to figure out the location of another user who has their privacy settings enabled. You might try to see her running routes, view any available information on her profile, view anything available about her location (which she has set to private), and investigate the profiles of any other users somehow connected with her account, such as her followers. If by the end of this you’ve managed to uncover some of her location data, despite her having set her profile to private, you know now that your product enables stalking. Your next step is to go back to step 4 and figure out how to prevent this from happening. You may need to repeat the process of designing solutions and testing them more than once. Survivor testing Survivor testing involves identifying how to give information and power to the survivor. It might not always make sense based on the product or context. Thwarting the attempt of an abuser archetype to stalk someone also satisfies the goal of the survivor archetype to not be stalked, so separate testing wouldn’t be needed from the survivor’s perspective. However, there are cases where it makes sense. For example, for a smart thermostat, a survivor archetype’s goals would be to understand who or what is making the temperature change when they aren’t doing it themselves. You could test this by looking for the thermostat’s history log and checking for usernames, actions, and times; if you couldn’t find that information, you would have more work to do in step 4. Another goal might be regaining control of the thermostat once the survivor realizes the abuser is remotely changing its settings. Your test would involve attempting to figure out how to do this: are there instructions that explain how to remove another user and change the password, and are they easy to find? This might again reveal that more work is needed to make it clear to the user how they can regain control of the device or account. Stress testing To make your product more inclusive and compassionate, consider adding stress testing. This concept comes from Design for Real Life by Eric Meyer and Sara Wachter-Boettcher. The authors pointed out that personas typically center people who are having a good day—but real users are often anxious, stressed out, having a bad day, or even experiencing tragedy. These are called “stress cases,” and testing your products for users in stress-case situations can help you identify places where your design lacks compassion. Design for Real Life has more details about what it looks like to incorporate stress cases into your design as well as many other great tactics for compassionate design. Full Article
sig A Content Model Is Not a Design System By Published On :: 2021-09-23T14:00:00+00:00 Do you remember when having a great website was enough? Now, people are getting answers from Siri, Google search snippets, and mobile apps, not just our websites. Forward-thinking organizations have adopted an omnichannel content strategy, whose mission is to reach audiences across multiple digital channels and platforms. But how do you set up a content management system (CMS) to reach your audience now and in the future? I learned the hard way that creating a content model—a definition of content types, attributes, and relationships that let people and systems understand content—with my more familiar design-system thinking would capsize my customer’s omnichannel content strategy. You can avoid that outcome by creating content models that are semantic and that also connect related content. I recently had the opportunity to lead the CMS implementation for a Fortune 500 company. The client was excited by the benefits of an omnichannel content strategy, including content reuse, multichannel marketing, and robot delivery—designing content to be intelligible to bots, Google knowledge panels, snippets, and voice user interfaces. A content model is a critical foundation for an omnichannel content strategy, and for our content to be understood by multiple systems, the model needed semantic types—types named according to their meaning instead of their presentation. Our goal was to let authors create content and reuse it wherever it was relevant. But as the project proceeded, I realized that supporting content reuse at the scale that my customer needed required the whole team to recognize a new pattern. Despite our best intentions, we kept drawing from what we were more familiar with: design systems. Unlike web-focused content strategies, an omnichannel content strategy can’t rely on WYSIWYG tools for design and layout. Our tendency to approach the content model with our familiar design-system thinking constantly led us to veer away from one of the primary purposes of a content model: delivering content to audiences on multiple marketing channels. Two essential principles for an effective content model We needed to help our designers, developers, and stakeholders understand that we were doing something very different from their prior web projects, where it was natural for everyone to think about content as visual building blocks fitting into layouts. The previous approach was not only more familiar but also more intuitive—at least at first—because it made the designs feel more tangible. We discovered two principles that helped the team understand how a content model differs from the design systems that we were used to: Content models must define semantics instead of layout.And content models should connect content that belongs together. Semantic content models A semantic content model uses type and attribute names that reflect the meaning of the content, not how it will be displayed. For example, in a nonsemantic model, teams might create types like teasers, media blocks, and cards. Although these types might make it easy to lay out content, they don’t help delivery channels understand the content’s meaning, which in turn would have opened the door to the content being presented in each marketing channel. In contrast, a semantic content model uses type names like product, service, and testimonial so that each delivery channel can understand the content and use it as it sees fit. When you’re creating a semantic content model, a great place to start is to look over the types and properties defined by Schema.org, a community-driven resource for type definitions that are intelligible to platforms like Google search. A semantic content model has several benefits: Even if your team doesn’t care about omnichannel content, a semantic content model decouples content from its presentation so that teams can evolve the website’s design without needing to refactor its content. In this way, content can withstand disruptive website redesigns. A semantic content model also provides a competitive edge. By adding structured data based on Schema.org’s types and properties, a website can provide hints to help Google understand the content, display it in search snippets or knowledge panels, and use it to answer voice-interface user questions. Potential visitors could discover your content without ever setting foot in your website.Beyond those practical benefits, you’ll also need a semantic content model if you want to deliver omnichannel content. To use the same content in multiple marketing channels, delivery channels need to be able to understand it. For example, if your content model were to provide a list of questions and answers, it could easily be rendered on a frequently asked questions (FAQ) page, but it could also be used in a voice interface or by a bot that answers common questions. For example, using a semantic content model for articles, events, people, and locations lets A List Apart provide cleanly structured data for search engines so that users can read the content on the website, in Google knowledge panels, and even with hypothetical voice interfaces in the future. Content models that connect After struggling to describe what makes a good content model, I’ve come to realize that the best models are those that are semantic and that also connect related content components (such as a FAQ item’s question and answer pair), instead of slicing up related content across disparate content components. A good content model connects content that should remain together so that multiple delivery channels can use it without needing to first put those pieces back together. Think about writing an article or essay. An article’s meaning and usefulness depends upon its parts being kept together. Would one of the headings or paragraphs be meaningful on their own without the context of the full article? On our project, our familiar design-system thinking often led us to want to create content models that would slice content into disparate chunks to fit the web-centric layout. This had a similar impact to an article that were to have been separated from its headline. Because we were slicing content into standalone pieces based on layout, content that belonged together became difficult to manage and nearly impossible for multiple delivery channels to understand. To illustrate, let’s look at how connecting related content applies in a real-world scenario. The design team for our customer presented a complex layout for a software product page that included multiple tabs and sections. Our instincts were to follow suit with the content model. Shouldn’t we make it as easy and as flexible as possible to add any number of tabs in the future? Because our design-system instincts were so familiar, it felt like we had needed a content type called “tab section” so that multiple tab sections could be added to a page. Each tab section would display various types of content. One tab might provide the software’s overview or its specifications. Another tab might provide a list of resources. Our inclination to break down the content model into “tab section” pieces would have led to an unnecessarily complex model and a cumbersome editing experience, and it would have also created content that couldn’t have been understood by additional delivery channels. For example, how would another system have been able to tell which “tab section” referred to a product’s specifications or its resource list—would that other system have to have resorted to counting tab sections and content blocks? This would have prevented the tabs from ever being reordered, and it would have required adding logic in every other delivery channel to interpret the design system’s layout. Furthermore, if the customer were to have no longer wanted to display this content in a tab layout, it would have been tedious to migrate to a new content model to reflect the new page redesign. A content model based on design components is unnecessarily complex, and it’s unintelligible to systems. We had a breakthrough when we discovered that our customer had a specific purpose in mind for each tab: it would reveal specific information such as the software product’s overview, specifications, related resources, and pricing. Once implementation began, our inclination to focus on what’s visual and familiar had obscured the intent of the designs. With a little digging, it didn’t take long to realize that the concept of tabs wasn’t relevant to the content model. The meaning of the content that they were planning to display in the tabs was what mattered. In fact, the customer could have decided to display this content in a different way—without tabs—somewhere else. This realization prompted us to define content types for the software product based on the meaningful attributes that the customer had wanted to render on the web. There were obvious semantic attributes like name and description as well as rich attributes like screenshots, software requirements, and feature lists. The software’s product information stayed together because it wasn’t sliced across separate components like “tab sections” that were derived from the content’s presentation. Any delivery channel—including future ones—could understand and present this content. A good content model connects content that belongs together so it can be easily managed and reused. Conclusion In this omnichannel marketing project, we discovered that the best way to keep our content model on track was to ensure that it was semantic (with type and attribute names that reflected the meaning of the content) and that it kept content together that belonged together (instead of fragmenting it). These two concepts curtailed our temptation to shape the content model based on the design. So if you’re working on a content model to support an omnichannel content strategy—or even if you just want to make sure that Google and other interfaces understand your content—remember: A design system isn’t a content model. Team members may be tempted to conflate them and to make your content model mirror your design system, so you should protect the semantic value and contextual structure of the content strategy during the entire implementation process. This will let every delivery channel consume the content without needing a magic decoder ring.If your team is struggling to make this transition, you can still reap some of the benefits by using Schema.org–based structured data in your website. Even if additional delivery channels aren’t on the immediate horizon, the benefit to search engine optimization is a compelling reason on its own.Additionally, remind the team that decoupling the content model from the design will let them update the designs more easily because they won’t be held back by the cost of content migrations. They’ll be able to create new designs without the obstacle of compatibility between the design and the content, and they’ll be ready for the next big thing. By rigorously advocating for these principles, you’ll help your team treat content the way that it deserves—as the most critical asset in your user experience and the best way to connect with your audience. Full Article
sig Designers, (Re)define Success First By Published On :: 2022-05-12T14:00:00+00:00 About two and a half years ago, I introduced the idea of daily ethical design. It was born out of my frustration with the many obstacles to achieving design that’s usable and equitable; protects people’s privacy, agency, and focus; benefits society; and restores nature. I argued that we need to overcome the inconveniences that prevent us from acting ethically and that we need to elevate design ethics to a more practical level by structurally integrating it into our daily work, processes, and tools. Unfortunately, we’re still very far from this ideal. At the time, I didn’t know yet how to structurally integrate ethics. Yes, I had found some tools that had worked for me in previous projects, such as using checklists, assumption tracking, and “dark reality” sessions, but I didn’t manage to apply those in every project. I was still struggling for time and support, and at best I had only partially achieved a higher (moral) quality of design—which is far from my definition of structurally integrated. I decided to dig deeper for the root causes in business that prevent us from practicing daily ethical design. Now, after much research and experimentation, I believe that I’ve found the key that will let us structurally integrate ethics. And it’s surprisingly simple! But first we need to zoom out to get a better understanding of what we’re up against. Influence the system Sadly, we’re trapped in a capitalistic system that reinforces consumerism and inequality, and it’s obsessed with the fantasy of endless growth. Sea levels, temperatures, and our demand for energy continue to rise unchallenged, while the gap between rich and poor continues to widen. Shareholders expect ever-higher returns on their investments, and companies feel forced to set short-term objectives that reflect this. Over the last decades, those objectives have twisted our well-intended human-centered mindset into a powerful machine that promotes ever-higher levels of consumption. When we’re working for an organization that pursues “double-digit growth” or “aggressive sales targets” (which is 99 percent of us), that’s very hard to resist while remaining human friendly. Even with our best intentions, and even though we like to say that we create solutions for people, we’re a part of the problem. What can we do to change this? We can start by acting on the right level of the system. Donella H. Meadows, a system thinker, once listed ways to influence a system in order of effectiveness. When you apply these to design, you get: At the lowest level of effectiveness, you can affect numbers such as usability scores or the number of design critiques. But none of that will change the direction of a company.Similarly, affecting buffers (such as team budgets), stocks (such as the number of designers), flows (such as the number of new hires), and delays (such as the time that it takes to hear about the effect of design) won’t significantly affect a company.Focusing instead on feedback loops such as management control, employee recognition, or design-system investments can help a company become better at achieving its objectives. But that doesn’t change the objectives themselves, which means that the organization will still work against your ethical-design ideals.The next level, information flows, is what most ethical-design initiatives focus on now: the exchange of ethical methods, toolkits, articles, conferences, workshops, and so on. This is also where ethical design has remained mostly theoretical. We’ve been focusing on the wrong level of the system all this time.Take rules, for example—they beat knowledge every time. There can be widely accepted rules, such as how finance works, or a scrum team’s definition of done. But ethical design can also be smothered by unofficial rules meant to maintain profits, often revealed through comments such as “the client didn’t ask for it” or “don’t make it too big.”Changing the rules without holding official power is very hard. That’s why the next level is so influential: self-organization. Experimentation, bottom-up initiatives, passion projects, self-steering teams—all of these are examples of self-organization that improve the resilience and creativity of a company. It’s exactly this diversity of viewpoints that’s needed to structurally tackle big systemic issues like consumerism, wealth inequality, and climate change.Yet even stronger than self-organization are objectives and metrics. Our companies want to make more money, which means that everything and everyone in the company does their best to… make the company more money. And once I realized that profit is nothing more than a measurement, I understood how crucial a very specific, defined metric can be toward pushing a company in a certain direction. The takeaway? If we truly want to incorporate ethics into our daily design practice, we must first change the measurable objectives of the company we work for, from the bottom up. Redefine success Traditionally, we consider a product or service successful if it’s desirable to humans, technologically feasible, and financially viable. You tend to see these represented as equals; if you type the three words in a search engine, you’ll find diagrams of three equally sized, evenly arranged circles. But in our hearts, we all know that the three dimensions aren’t equally weighted: it’s viability that ultimately controls whether a product will go live. So a more realistic representation might look like this: Desirability and feasibility are the means; viability is the goal. Companies—outside of nonprofits and charities—exist to make money. A genuinely purpose-driven company would try to reverse this dynamic: it would recognize finance for what it was intended for: a means. So both feasibility and viability are means to achieve what the company set out to achieve. It makes intuitive sense: to achieve most anything, you need resources, people, and money. (Fun fact: the Italian language knows no difference between feasibility and viability; both are simply fattibilità.) But simply swapping viable for desirable isn’t enough to achieve an ethical outcome. Desirability is still linked to consumerism because the associated activities aim to identify what people want—whether it’s good for them or not. Desirability objectives, such as user satisfaction or conversion, don’t consider whether a product is healthy for people. They don’t prevent us from creating products that distract or manipulate people or stop us from contributing to society’s wealth inequality. They’re unsuitable for establishing a healthy balance with nature. There’s a fourth dimension of success that’s missing: our designs also need to be ethical in the effect that they have on the world. This is hardly a new idea. Many similar models exist, some calling the fourth dimension accountability, integrity, or responsibility. What I’ve never seen before, however, is the necessary step that comes after: to influence the system as designers and to make ethical design more practical, we must create objectives for ethical design that are achievable and inspirational. There’s no one way to do this because it highly depends on your culture, values, and industry. But I’ll give you the version that I developed with a group of colleagues at a design agency. Consider it a template to get started. Pursue well-being, equity, and sustainability We created objectives that address design’s effect on three levels: individual, societal, and global. An objective on the individual level tells us what success is beyond the typical focus of usability and satisfaction—instead considering matters such as how much time and attention is required from users. We pursued well-being: We create products and services that allow for people’s health and happiness. Our solutions are calm, transparent, nonaddictive, and nonmisleading. We respect our users’ time, attention, and privacy, and help them make healthy and respectful choices. An objective on the societal level forces us to consider our impact beyond just the user, widening our attention to the economy, communities, and other indirect stakeholders. We called this objective equity: We create products and services that have a positive social impact. We consider economic equality, racial justice, and the inclusivity and diversity of people as teams, users, and customer segments. We listen to local culture, communities, and those we affect. Finally, the objective on the global level aims to ensure that we remain in balance with the only home we have as humanity. Referring to it simply as sustainability, our definition was: We create products and services that reward sufficiency and reusability. Our solutions support the circular economy: we create value from waste, repurpose products, and prioritize sustainable choices. We deliver functionality instead of ownership, and we limit energy use. In short, ethical design (to us) meant achieving wellbeing for each user and an equitable value distribution within society through a design that can be sustained by our living planet. When we introduced these objectives in the company, for many colleagues, design ethics and responsible design suddenly became tangible and achievable through practical—and even familiar—actions. Measure impact But defining these objectives still isn’t enough. What truly caught the attention of senior management was the fact that we created a way to measure every design project’s well-being, equity, and sustainability. This overview lists example metrics that you can use as you pursue well-being, equity, and sustainability: There’s a lot of power in measurement. As the saying goes, what gets measured gets done. Donella Meadows once shared this example: “If the desired system state is national security, and that is defined as the amount of money spent on the military, the system will produce military spending. It may or may not produce national security.” This phenomenon explains why desirability is a poor indicator of success: it’s typically defined as the increase in customer satisfaction, session length, frequency of use, conversion rate, churn rate, download rate, and so on. But none of these metrics increase the health of people, communities, or ecosystems. What if instead we measured success through metrics for (digital) well-being, such as (reduced) screen time or software energy consumption? There’s another important message here. Even if we set an objective to build a calm interface, if we were to choose the wrong metric for calmness—say, the number of interface elements—we could still end up with a screen that induces anxiety. Choosing the wrong metric can completely undo good intentions. Additionally, choosing the right metric is enormously helpful in focusing the design team. Once you go through the exercise of choosing metrics for our objectives, you’re forced to consider what success looks like concretely and how you can prove that you’ve reached your ethical objectives. It also forces you to consider what we as designers have control over: what can I include in my design or change in my process that will lead to the right type of success? The answer to this question brings a lot of clarity and focus. And finally, it’s good to remember that traditional businesses run on measurements, and managers love to spend much time discussing charts (ideally hockey-stick shaped)—especially if they concern profit, the one-above-all of metrics. For good or ill, to improve the system, to have a serious discussion about ethical design with managers, we’ll need to speak that business language. Practice daily ethical design Once you’ve defined your objectives and you have a reasonable idea of the potential metrics for your design project, only then do you have a chance to structurally practice ethical design. It “simply” becomes a matter of using your creativity and choosing from all the knowledge and toolkits already available to you. I think this is quite exciting! It opens a whole new set of challenges and considerations for the design process. Should you go with that energy-consuming video or would a simple illustration be enough? Which typeface is the most calm and inclusive? Which new tools and methods do you use? When is the website’s end of life? How can you provide the same service while requiring less attention from users? How do you make sure that those who are affected by decisions are there when those decisions are made? How can you measure our effects? The redefinition of success will completely change what it means to do good design. There is, however, a final piece of the puzzle that’s missing: convincing your client, product owner, or manager to be mindful of well-being, equity, and sustainability. For this, it’s essential to engage stakeholders in a dedicated kickoff session. Kick it off or fall back to status quo The kickoff is the most important meeting that can be so easy to forget to include. It consists of two major phases: 1) the alignment of expectations, and 2) the definition of success. In the first phase, the entire (design) team goes over the project brief and meets with all the relevant stakeholders. Everyone gets to know one another and express their expectations on the outcome and their contributions to achieving it. Assumptions are raised and discussed. The aim is to get on the same level of understanding and to in turn avoid preventable miscommunications and surprises later in the project. For example, for a recent freelance project that aimed to design a digital platform that facilitates US student advisors’ documentation and communication, we conducted an online kickoff with the client, a subject-matter expert, and two other designers. We used a combination of canvases on Miro: one with questions from “Manual of Me” (to get to know each other), a Team Canvas (to express expectations), and a version of the Project Canvas to align on scope, timeline, and other practical matters. The above is the traditional purpose of a kickoff. But just as important as expressing expectations is agreeing on what success means for the project—in terms of desirability, viability, feasibility, and ethics. What are the objectives in each dimension? Agreement on what success means at such an early stage is crucial because you can rely on it for the remainder of the project. If, for example, the design team wants to build an inclusive app for a diverse user group, they can raise diversity as a specific success criterion during the kickoff. If the client agrees, the team can refer back to that promise throughout the project. “As we agreed in our first meeting, having a diverse user group that includes A and B is necessary to build a successful product. So we do activity X and follow research process Y.” Compare those odds to a situation in which the team didn’t agree to that beforehand and had to ask for permission halfway through the project. The client might argue that that came on top of the agreed scope—and she’d be right. In the case of this freelance project, to define success I prepared a round canvas that I call the Wheel of Success. It consists of an inner ring, meant to capture ideas for objectives, and a set of outer rings, meant to capture ideas on how to measure those objectives. The rings are divided into five dimensions of successful design: healthy, equitable, sustainable, desirable, feasible, and viable. We went through each dimension, writing down ideas on digital sticky notes. Then we discussed our ideas and verbally agreed on the most important ones. For example, our client agreed that sustainability and progressive enhancement are important success criteria for the platform. And the subject-matter expert emphasized the importance of including students from low-income and disadvantaged groups in the design process. After the kickoff, we summarized our ideas and shared understanding in a project brief that captured these aspects: the project’s origin and purpose: why are we doing this project?the problem definition: what do we want to solve?the concrete goals and metrics for each success dimension: what do we want to achieve?the scope, process, and role descriptions: how will we achieve it? With such a brief in place, you can use the agreed-upon objectives and concrete metrics as a checklist of success, and your design team will be ready to pursue the right objective—using the tools, methods, and metrics at their disposal to achieve ethical outcomes. Conclusion Over the past year, quite a few colleagues have asked me, “Where do I start with ethical design?” My answer has always been the same: organize a session with your stakeholders to (re)define success. Even though you might not always be 100 percent successful in agreeing on goals that cover all responsibility objectives, that beats the alternative (the status quo) every time. If you want to be an ethical, responsible designer, there’s no skipping this step. To be even more specific: if you consider yourself a strategic designer, your challenge is to define ethical objectives, set the right metrics, and conduct those kick-off sessions. If you consider yourself a system designer, your starting point is to understand how your industry contributes to consumerism and inequality, understand how finance drives business, and brainstorm which levers are available to influence the system on the highest level. Then redefine success to create the space to exercise those levers. And for those who consider themselves service designers or UX designers or UI designers: if you truly want to have a positive, meaningful impact, stay away from the toolkits and meetups and conferences for a while. Instead, gather your colleagues and define goals for well-being, equity, and sustainability through design. Engage your stakeholders in a workshop and challenge them to think of ways to achieve and measure those ethical goals. Take their input, make it concrete and visible, ask for their agreement, and hold them to it. Otherwise, I’m genuinely sorry to say, you’re wasting your precious time and creative energy. Of course, engaging your stakeholders in this way can be uncomfortable. Many of my colleagues expressed doubts such as “What will the client think of this?,” “Will they take me seriously?,” and “Can’t we just do it within the design team instead?” In fact, a product manager once asked me why ethics couldn’t just be a structured part of the design process—to just do it without spending the effort to define ethical objectives. It’s a tempting idea, right? We wouldn’t have to have difficult discussions with stakeholders about what values or which key-performance indicators to pursue. It would let us focus on what we like and do best: designing. But as systems theory tells us, that’s not enough. For those of us who aren’t from marginalized groups and have the privilege to be able to speak up and be heard, that uncomfortable space is exactly where we need to be if we truly want to make a difference. We can’t remain within the design-for-designers bubble, enjoying our privileged working-from-home situation, disconnected from the real world out there. For those of us who have the possibility to speak up and be heard: if we solely keep talking about ethical design and it remains at the level of articles and toolkits—we’re not designing ethically. It’s just theory. We need to actively engage our colleagues and clients by challenging them to redefine success in business. With a bit of courage, determination, and focus, we can break out of this cage that finance and business-as-usual have built around us and become facilitators of a new type of business that can see beyond financial value. We just need to agree on the right objectives at the start of each design project, find the right metrics, and realize that we already have everything that we need to get started. That’s what it means to do daily ethical design. For their inspiration and support over the years, I would like to thank Emanuela Cozzi Schettini, José Gallegos, Annegret Bönemann, Ian Dorr, Vera Rademaker, Virginia Rispoli, Cecilia Scolaro, Rouzbeh Amini, and many others. Full Article
sig Personalization Pyramid: A Framework for Designing with User Data By Published On :: 2022-12-08T15:00:00+00:00 As a UX professional in today’s data-driven landscape, it’s increasingly likely that you’ve been asked to design a personalized digital experience, whether it’s a public website, user portal, or native application. Yet while there continues to be no shortage of marketing hype around personalization platforms, we still have very few standardized approaches for implementing personalized UX. That’s where we come in. After completing dozens of personalization projects over the past few years, we gave ourselves a goal: could you create a holistic personalization framework specifically for UX practitioners? The Personalization Pyramid is a designer-centric model for standing up human-centered personalization programs, spanning data, segmentation, content delivery, and overall goals. By using this approach, you will be able to understand the core components of a contemporary, UX-driven personalization program (or at the very least know enough to get started). Growing tools for personalization: According to a Dynamic Yield survey, 39% of respondents felt support is available on-demand when a business case is made for it (up 15% from 2020).Source: “The State of Personalization Maturity – Q4 2021” Dynamic Yield conducted its annual maturity survey across roles and sectors in the Americas (AMER), Europe and the Middle East (EMEA), and the Asia-Pacific (APAC) regions. This marks the fourth consecutive year publishing our research, which includes more than 450 responses from individuals in the C-Suite, Marketing, Merchandising, CX, Product, and IT. Getting Started For the sake of this article, we’ll assume you’re already familiar with the basics of digital personalization. A good overview can be found here: Website Personalization Planning. While UX projects in this area can take on many different forms, they often stem from similar starting points. Common scenarios for starting a personalization project: Your organization or client purchased a content management system (CMS) or marketing automation platform (MAP) or related technology that supports personalization The CMO, CDO, or CIO has identified personalization as a goal Customer data is disjointed or ambiguous You are running some isolated targeting campaigns or A/B testing Stakeholders disagree on personalization approach Mandate of customer privacy rules (e.g. GDPR) requires revisiting existing user targeting practices Workshopping personalization at a conference. Regardless of where you begin, a successful personalization program will require the same core building blocks. We’ve captured these as the “levels” on the pyramid. Whether you are a UX designer, researcher, or strategist, understanding the core components can help make your contribution successful. From the ground up: Soup-to-nuts personalization, without going nuts. From top to bottom, the levels include: North Star: What larger strategic objective is driving the personalization program? Goals: What are the specific, measurable outcomes of the program? Touchpoints: Where will the personalized experience be served? Contexts and Campaigns: What personalization content will the user see? User Segments: What constitutes a unique, usable audience? Actionable Data: What reliable and authoritative data is captured by our technical platform to drive personalization? Raw Data: What wider set of data is conceivably available (already in our setting) allowing you to personalize? We’ll go through each of these levels in turn. To help make this actionable, we created an accompanying deck of cards to illustrate specific examples from each level. We’ve found them helpful in personalization brainstorming sessions, and will include examples for you here. Personalization pack: Deck of cards to help kickstart your personalization brainstorming. Starting at the Top The components of the pyramid are as follows: North Star A north star is what you are aiming for overall with your personalization program (big or small). The North Star defines the (one) overall mission of the personalization program. What do you wish to accomplish? North Stars cast a shadow. The bigger the star, the bigger the shadow. Example of North Starts might include: Function: Personalize based on basic user inputs. Examples: “Raw” notifications, basic search results, system user settings and configuration options, general customization, basic optimizations Feature: Self-contained personalization componentry. Examples: “Cooked” notifications, advanced optimizations (geolocation), basic dynamic messaging, customized modules, automations, recommenders Experience: Personalized user experiences across multiple interactions and user flows. Examples: Email campaigns, landing pages, advanced messaging (i.e. C2C chat) or conversational interfaces, larger user flows and content-intensive optimizations (localization). Product: Highly differentiating personalized product experiences. Examples: Standalone, branded experiences with personalization at their core, like the “algotorial” playlists by Spotify such as Discover Weekly. North star cards. These can help orient your team towards a common goal that personalization will help achieve; Also, these are useful for characterizing the end-state ambition of the presently stated personalization effort. Goals As in any good UX design, personalization can help accelerate designing with customer intentions. Goals are the tactical and measurable metrics that will prove the overall program is successful. A good place to start is with your current analytics and measurement program and metrics you can benchmark against. In some cases, new goals may be appropriate. The key thing to remember is that personalization itself is not a goal, rather it is a means to an end. Common goals include: Conversion Time on task Net promoter score (NPS) Customer satisfaction Goal cards. Examples of some common KPIs related to personalization that are concrete and measurable. Touchpoints Touchpoints are where the personalization happens. As a UX designer, this will be one of your largest areas of responsibility. The touchpoints available to you will depend on how your personalization and associated technology capabilities are instrumented, and should be rooted in improving a user’s experience at a particular point in the journey. Touchpoints can be multi-device (mobile, in-store, website) but also more granular (web banner, web pop-up etc.). Here are some examples: Channel-level Touchpoints Email: Role Email: Time of open In-store display (JSON endpoint) Native app Search Wireframe-level Touchpoints Web overlay Web alert bar Web banner Web content block Web menu Touchpoint cards. Examples of common personalization touchpoints: these can vary from narrow (e.g., email) to broad (e.g., in-store). If you’re designing for web interfaces, for example, you will likely need to include personalized “zones” in your wireframes. The content for these can be presented programmatically in touchpoints based on our next step, contexts and campaigns. Targeted Zones: Examples from Kibo of personalized “zones” on page-level wireframes occurring at various stages of a user journey (Engagement phase at left and Purchase phase at right.)Source: “Essential Guide to End-to-End Personaliztion” by Kibo. Contexts and Campaigns Once you’ve outlined some touchpoints, you can consider the actual personalized content a user will receive. Many personalization tools will refer to these as “campaigns” (so, for example, a campaign on a web banner for new visitors to the website). These will programmatically be shown at certain touchpoints to certain user segments, as defined by user data. At this stage, we find it helpful to consider two separate models: a context model and a content model. The context helps you consider the level of engagement of the user at the personalization moment, for example a user casually browsing information vs. doing a deep-dive. Think of it in terms of information retrieval behaviors. The content model can then help you determine what type of personalization to serve based on the context (for example, an “Enrich” campaign that shows related articles may be a suitable supplement to extant content). Personalization Context Model: Browse Skim Nudge Feast Personalization Content Model: Alert Make Easier Cross-Sell Enrich We’ve written extensively about each of these models elsewhere, so if you’d like to read more you can check out Colin’s Personalization Content Model and Jeff’s Personalization Context Model. Campaign and Context cards: This level of the pyramid can help your team focus around the types of personalization to deliver end users and the use-cases in which they will experience it. User Segments User segments can be created prescriptively or adaptively, based on user research (e.g. via rules and logic tied to set user behaviors or via A/B testing). At a minimum you will likely need to consider how to treat the unknown or first-time visitor, the guest or returning visitor for whom you may have a stateful cookie (or equivalent post-cookie identifier), or the authenticated visitor who is logged in. Here are some examples from the personalization pyramid: Unknown Guest Authenticated Default Referred Role Cohort Unique ID Segment cards. Examples of common personalization segments: at a minimum, you will need to consider the anonymous, guest, and logged in user types. Segmentation can get dramatically more complex from there. Actionable Data Every organization with any digital presence has data. It’s a matter of asking what data you can ethically collect on users, its inherent reliability and value, as to how can you use it (sometimes known as “data activation.”) Fortunately, the tide is turning to first-party data: a recent study by Twilio estimates some 80% of businesses are using at least some type of first-party data to personalize the customer experience. Source: “The State of Personalization 2021” by Twilio. Survey respondents were n=2,700 adult consumers who have purchased something online in the past 6 months, and n=300 adult manager+ decision-makers at consumer-facing companies that provide goods and/or services online. Respondents were from the United States, United Kingdom, Australia, and New Zealand.Data was collected from April 8 to April 20, 2021. First-party data represents multiple advantages on the UX front, including being relatively simple to collect, more likely to be accurate, and less susceptible to the “creep factor” of third-party data. So a key part of your UX strategy should be to determine what the best form of data collection is on your audiences. Here are some examples: Figure 1.1.2: Example of a personalization maturity curve, showing progression from basic recommendations functionality to true individualization. Credit: https://kibocommerce.com/blog/kibos-personalization-maturity-chart/ There is a progression of profiling when it comes to recognizing and making decisioning about different audiences and their signals. It tends to move towards more granular constructs about smaller and smaller cohorts of users as time and confidence and data volume grow. While some combination of implicit / explicit data is generally a prerequisite for any implementation (more commonly referred to as first party and third-party data) ML efforts are typically not cost-effective directly out of the box. This is because a strong data backbone and content repository is a prerequisite for optimization. But these approaches should be considered as part of the larger roadmap and may indeed help accelerate the organization’s overall progress. Typically at this point you will partner with key stakeholders and product owners to design a profiling model. The profiling model includes defining approach to configuring profiles, profile keys, profile cards and pattern cards. A multi-faceted approach to profiling which makes it scalable. Pulling it Together While the cards comprise the starting point to an inventory of sorts (we provide blanks for you to tailor your own), a set of potential levers and motivations for the style of personalization activities you aspire to deliver, they are more valuable when thought of in a grouping. In assembling a card “hand”, one can begin to trace the entire trajectory from leadership focus down through a strategic and tactical execution. It is also at the heart of the way both co-authors have conducted workshops in assembling a program backlog—which is a fine subject for another article. In the meantime, what is important to note is that each colored class of card is helpful to survey in understanding the range of choices potentially at your disposal, it is threading through and making concrete decisions about for whom this decisioning will be made: where, when, and how. Scenario A: We want to use personalization to improve customer satisfaction on the website. For unknown users, we will create a short quiz to better identify what the user has come to do. This is sometimes referred to as “badging” a user in onboarding contexts, to better characterize their present intent and context. Lay Down Your Cards Any sustainable personalization strategy must consider near, mid and long-term goals. Even with the leading CMS platforms like Sitecore and Adobe or the most exciting composable CMS DXP out there, there is simply no “easy button” wherein a personalization program can be stood up and immediately view meaningful results. That said, there is a common grammar to all personalization activities, just like every sentence has nouns and verbs. These cards attempt to map that territory. Full Article
sig Conjugated polymers for organic electronics [electronic resource] : design and synthesis / Andrew Grimsdale and Paul Dastoor. By darius.uleth.ca Published On :: Cambridge, United Kingdom ; New York : Cambridge University Press, 2024. Full Article
sig Microplastics encapsulation in aragonite: efficiency, detection and insight into potential environmental impacts By pubs.rsc.org Published On :: Environ. Sci.: Processes Impacts, 2024, Advance ArticleDOI: 10.1039/D4EM00004H, Paper Open Access   This article is licensed under a Creative Commons Attribution 3.0 Unported Licence.Nives Matijaković Mlinarić, Katarina Marušić, Antun Lovro Brkić, Marijan Marciuš, Tamara Aleksandrov Fabijanić, Nenad Tomašić, Atiđa Selmani, Eva Roblegg, Damir Kralj, Ivana Stanić, Branka Njegić Džakula, Jasminka KontrecThis study confirms encapsulation of nontreated and humic acid treated polystyrene and polyethylene microplastics into aragonite, main building block of coral skeleton.To cite this article before page numbers are assigned, use the DOI form of citation above.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig TENNIS | Shrivalli sets sight on the Australian Open By www.thehindu.com Published On :: Sun, 29 Sep 2024 17:50:22 +0530 The current National champion, she won’t be defending her title this week as she prepares for the grind in the international circuit Full Article Tennis
sig Design, development, and evaluation of the organic chemistry representational competence assessment (ORCA) By pubs.rsc.org Published On :: Chem. Educ. Res. Pract., 2025, Advance ArticleDOI: 10.1039/D3RP00188A, PaperLyniesha Ward, Fridah Rotich, Jeffrey R. Raker, Regis Komperda, Sachin Nedungadi, Maia PopovaTo cite this article before page numbers are assigned, use the DOI form of citation above.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Facile strategy for intrinsic low-κ dielectric polymers: molecular design based on space charge conservation By pubs.rsc.org Published On :: Mater. Horiz., 2024, Advance ArticleDOI: 10.1039/D3MH02034G, CommunicationWei Ren, Haoning Li, Xiao Huang, Xiujing Xing, Guangming Yan, Jie Yang, Gang ZhangWe propose an innovative strategy that utilizes the space charge distribution characteristics of the co-monomer to solve the trade-off between optimizing the dielectric performance of polymers and maintaining the other comprehensive properties.To cite this article before page numbers are assigned, use the DOI form of citation above.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Skin-adhesive and self-healing diagnostic wound dressings for diabetic wound healing recording and electrophysiological signal monitoring By pubs.rsc.org Published On :: Mater. Horiz., 2024, 11,1997-2009DOI: 10.1039/D3MH02064A, CommunicationZishuo Hou, Tengjiao Wang, Lei Wang, Junjie Wang, Yong Zhang, Qian Zhou, Zhengheng Zhang, Peng Li, Wei HuangA diagnostic wound dressing was fabricated, which could record the diabetic wounds healing and monitor electrophysiological signals. The flexible substrate of dressings shows excellent tissue adhesive, self-healing, and antibacterial properties.The content of this RSS Feed (c) The Royal Society of Chemistry Full Article
sig Introducing the New OneSignal Logo! By www.leemunroe.com Published On :: Mon, 06 Feb 2023 00:00:00 +0000 OneSignal has evolved over the years. We started out as a gaming company and learned about the importance of engaging and retaining customers. Then we pivoted to become the biggest push notification service for developers. Today we’re the market-leading customer engagement solution for marketers, product teams, and developers. Our previous logo did a great job of representing our brand in our early startup days. Since then, we’ve grown to serve over a million businesses, and we felt it was time to give our logo a modern update. See The Logo Full Article
sig How we do design systems By www.leemunroe.com Published On :: Wed, 27 Sep 2023 00:00:00 +0000 We have a design system, we call it “Beam” ☄️ Beam is our core product design system. We also have a web design system and email design system under the Beam umbrella ☂️ This is how we do design systems… Read on Twitter or Read on Medium Full Article
sig How we Organize Figma Projects and Files On Our Design Team By www.leemunroe.com Published On :: Wed, 18 Oct 2023 00:00:00 +0000 Organizing Figma projects & files differs from team to team, depends on size of your team, the make up of your team & products. Consistency & teaching people how to quickly navigate these files so they aren’t relearning each time is important. This is how we organize Figma… Read on Twitter or Read on Medium Full Article
sig How we Organize Design Files and Cover Pages in Figma By www.leemunroe.com Published On :: Wed, 01 Nov 2023 00:00:00 +0000 Not everyone on your team knows how to navigate Figma the way you do. Other designers have different methods. Engineers and PMs may not know where to start. This is how we organize our project files and pages in Figma… Read on Twitter or Read on Medium Full Article
sig How Product Design works with Product Managers and Engineers By www.leemunroe.com Published On :: Wed, 29 Nov 2023 00:00:00 +0000 When interviewing designers, PMs or engineers, I’ll usually get asked “how do you all work together?”. How does engineering work with PMs? PMs with design? Design with engineering? My response goes something like this… Read on Medium Full Article
sig Why & How to Create Design Team Principles By www.leemunroe.com Published On :: Wed, 10 Jan 2024 00:00:00 +0000 As your design team grows, it’s important to establish a set of design principles. This keeps the team (+ org) aligned across all functions of design. For us that includes product design, visual design & design engineering. Here are our principles at OneSignal & how they came to be… Read on Medium Full Article
sig How to develop your first Figma plugin for designers By www.leemunroe.com Published On :: Wed, 10 Apr 2024 00:00:00 +0000 I recently developed my first Figma plugin. It wasn’t hard, and my whole team joined in, exposing us to what is possible with the Figma API. Here’s a quick tutorial… Read on Medium Full Article
sig Design Craft & Shipping the Details By www.leemunroe.com Published On :: Wed, 19 Jun 2024 00:00:00 +0000 Craft & quality in design, or any work you do, is important. Yet most companies are really bad at following through with the details. Here are examples of companies doing it well, and how I push the team at OneSignal to deliver craft. Read on Medium Full Article
sig ‘I am enchanted by the world of design’ By www.thehindu.com Published On :: Thu, 01 Sep 2016 16:22:28 +0530 Sussane Khan talks to K. JESHI on her first South India design project Full Article Metroplus
sig Watch | An online design studio inspired by Tamil literature By www.thehindu.com Published On :: Thu, 24 Sep 2020 11:50:54 +0530 Full Article Chennai
sig Union Budget 2024-25 — no signs of learning By www.thehindu.com Published On :: Wed, 24 Jul 2024 00:16:00 +0530 The mismatch between the problem at hand and what the Budget offers is stark be it welfare or even taking care of key political allies Full Article Lead
sig Signal synchronisation yet to be a reality in traffic-choked Kozhikode city By www.thehindu.com Published On :: Mon, 28 Oct 2024 20:20:04 +0530 Demand to appoint trained technician for the job; standardised operation of the whole signal network for the urban area sought Full Article Kozhikode
sig What Does Earnings Management Signal? The Role of Managerial Honesty in Investment Decisions [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig The Value of Online Scarcity Signals [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig A Theory of Simplicity in Games and Mechanism Design [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Taking State-Capacity Research to the Field: Insights from Collaborations with Tax Authorities [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Store expensiveness and consumer saving: Insights from a new decomposition of price dispersion [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Soda tax incidence and design under monopoly [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Social capital and the spread of Covid-19: Insights from European countries [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig The Signalling Channel of Negative Interest Rates [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Signaling Safety [electronic journal]. By encore.st-andrews.ac.uk Published On :: National Bureau of Economic Research Full Article
sig Signaling, Random Assignment, and Causal Effect Estimation [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Signal, Information and Data Processing (ICSIDP), IEEE International Conference on [electronic journal]. By encore.st-andrews.ac.uk Published On :: IEEE / Institute of Electrical and Electronics Engineers Incorporated Full Article
sig Shift-Share Designs: Theory and Inference [electronic journal]. By encore.st-andrews.ac.uk Published On :: National Bureau of Economic Research Full Article
sig Security Design with Status Concerns [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Security design in non-exclusive markets with asymmetric information [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Risky Choices and Solidarity: Why Experimental Design Matters [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig The Response to Dynamic Incentives in Insurance Contracts with a Deductible: Evidence from a Differences-in-Regression-Discontinuities Design [electronic journal]. By encore.st-andrews.ac.uk Published On :: Full Article
sig Quasi-Experimental Shift-Share Research Designs [electronic journal]. By encore.st-andrews.ac.uk Published On :: National Bureau of Economic Research Full Article
sig Proceedings of the 1998 IEEE International Conference on Acoustics, Speech, and Signal Processing [electronic journal]. By encore.st-andrews.ac.uk Published On :: IEEE Computer Society Full Article