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Envisioning the Vacuum
David VronayResearch ManagerWindows UI StrategyMicrosoft, Inc.
© 2005 Microsoft, Inc.
Doing design
• How do you feel so far?
• Is it hard?
• Is it easy?
© 2005 Microsoft, Inc.
Challenges to doing design
• Coming in too late– Do it the old comfortable way
• Jumping to a solution– Working backwards to “the design” to prove you
are right
• Committing too early to a solution– Avoiding hard work
• Becoming emotionally involved with a design– Clouds critique
• Not being self-critical– It feels bad
© 2005 Microsoft, Inc.
Observation
• All of these challenges are emotional, not practical
• In doing design, often the biggest obstacle to your work is you
• But how can you get yourself out of the picture?
© 2005 Microsoft, Inc.
Other disciplines can help
• Most problems have already been solved at some point in the past– If you are stuck in your discipline, look to other d
isciplines for an answer
• We already used psychology and story telling
• We talked about aesethics– “The Art of Tea” by Kakuzo Okakura
• Now we can turn to philosophy– “An Enquiry into The Good” (Zen no Kenkyu) by
Nishida Kitaro– “The Art of War” by Sun Tzu
© 2005 Microsoft, Inc.
Envision the Vacuum
• In philosophy, we speak of “being” and “nothingness”
• Nothingness what we are after as a starting point in design
• Negate the self (zen)
• Start with nothingness as your background
© 2005 Microsoft, Inc.
What do we mean by vacuum?
• The nothingness that allows things to exist within it– No nothingness means no something
later
• The vacuum is what is essential about object– The emptiness of the room allows
objects to placed within it– The emptiness of a pitcher allows it to
be filled with tea
© 2005 Microsoft, Inc.
Why Vacuum is important
• With no space, there is nothing to fill
• No room for a proper design
• No room to see the problem
• No room for the solution to materialize
© 2005 Microsoft, Inc.
How do you do it?
• Clear your mind
• Put your emotion towards your users, not your work in progress
• Reject desire
• Instead, Focus on critique
Critique
© 2005 Microsoft, Inc.
The Three “C”s of design
• Critique• Critique• And Critique
• Being able to criticize a design is the most important skill of a designer
• Sadly, there is no way to teach this in a few minutes
© 2005 Microsoft, Inc.
Two Sides of Criticism
• Learning how to criticize others
• Learning how to accept criticism yourself
• The goal: learn to love criticism!
• Develop confidence that strong criticism is the only way you will get better
© 2005 Microsoft, Inc.
Learning how to Critique
• Insist on perfections
• Don’t rest after the obvious
• Use your design tools– Missed emotional moments– Heaven & earth– Personas & scenarios
© 2005 Microsoft, Inc.
Critique starts at home
• Be your own harshest critic– “Is that the best you can do?”
• Go back over your old work– Critic is easier if you have some
emotional distance
• Stop selling yourself on you– Save it for marketing
• Keep a notebook– Excellent way of reviewing your
thoughts
© 2005 Microsoft, Inc.
A story of critique
• “Fear of the Red Pen”
• Moral: the class made students highly motivated to find their own flaws before the instructor
© 2005 Microsoft, Inc.
Critique and the Vacuum
• Critique is like a form of destruction– A negation of bad ideas
• Each bad idea you eliminate opens more space– You create the vacuum
• Then you are free to design
© 2005 Microsoft, Inc.
Critique and Nothingness
• Critique feels bad when you first start doing it
• This is where self-negation comes in handy– Remove your self from the critique
• Think of it in terms of reaching towards enlightenment
Assignment 4 Review
The dating phone!
© 2005 Microsoft, Inc.
Review of Assignments
• Did you create a story?– Characters– Settings– Arcs– Emotional moments
• Was your product desirable?• How much was new technology vs.
repurposing existing technology?• How would you critique your work?
Design & Research
© 2005 Microsoft, Inc.
Careers in design
• Interaction Designers• Visual Designers• Production Folks• Usability Testers• Rapid Prototypers• Production managers
• Research!– HCI (Human Computer Interaction)
© 2005 Microsoft, Inc.
Human-Computer Interaction Research
• As people trained in research, you will most likely be involved in research related to HCI
• There are several broad areas of research– Novel Interaction Techniques– Frameworks– Design solutions– Usability Studies
© 2005 Microsoft, Inc.
Broad types of HCI research
• Novel Interaction Techniques– Camera-based input
• Frameworks– XML/XSL, model/view/controller
• Design solutions– Web browser for a cell phone
• Usability Studies– Do automobile navigation systems help
drivers?
© 2005 Microsoft, Inc.
Some HCI conferences
• ACM SIGCHI– Computer/Human Interaction
• ACM UIST– User Interface and System Technology
• Many others– CSCW– ACM Multimedia– DUX– Mobility– etc
© 2005 Microsoft, Inc.
Incorporating design into your own research
• Most of us will not be focusing on HCI, but are working in another computer research area
• However, it is useful to incorporate design thinking into your work
• You might already be doing an HCI project!
• Are you inventing a new technology or coming up with a new use for an existing technology?– If it is the latter, you are doing HCI
© 2005 Microsoft, Inc.
Design can help your current research
• Design can help direct your solutions– Example: tonguing UI– What is the context where this would be
appropriate?
• Design can help lead you to new solutions– Example: Lazy Snapping– Thinking of the heaven solution actually results
in a design
• Design can change the way you think about your technology, and lead you to new applications– Example: Keyword clustering
© 2005 Microsoft, Inc.
Learning more about design
• Books– Lots of “cookbooks”, not many good bo
oks on design theory
• Web sites– Many good discussion boards & blogs
• Classes• Internships– MSR Asia– MSR Redmond– MSX
Assignment #5
The Critique
© 2005 Microsoft, Inc.
Critiquing User Interface
• Pick an application– Better to start with a small one rather than,
say, all of Windows
• Critique it, finding its flaws• Try to find specific ways in which it
violates the things you have learned in class– Who are the personas?– What is the perfect solution?
• For extra effort, propose new solutions
© 2005 Microsoft, Inc.
Two levels of assignment
• For most students– Short paper, about the length of the past
assignments– Try to focus on one or two significant
design flaws
• For Content Science Students– Longer report– More in-depth analysis– Show your redesign
© 2005 Microsoft, Inc.
© 2005 Microsoft, Inc.