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Book Review: Designing Visual Interfaces: Communication Oriented Techniques

A book review about a book explaining the basics of visual interface design would be nothing notable except that my more thorough readers might say: "Lars, you cannot write a review about a book that is more than ten years old and long out of print." Well, in this blog I have been describing how to design lock-in effectspropagated copying features, invoked The Beatles at least twice and referred to Zombies, so I guess I can.


Designing Visual Interfaces, by Kevin Mullet and Darell Sano, subtitled "Communication Oriented Techniques", was written in 1994, when Netscape was rocking the software world and Sun was still a powerful company and not an acquisition target for IBM. The concepts explained in this book that form the main chapters are elegance and simplicity, scale, contrast and proportion, organization and visual structure, module and program, image and representation, and style are indeed timeless and apply to graphic design as much as to visual interface design. Each chapter is using positive examples abundantly, following the philosophy that becoming a good designer needs first and foremost experience, which can be gained by exposure to works of great design. Additionally there is a section in almost every chapter that highlights the most common mistakes.

As I wrote, the books subject is timeless and not bound to any specific user interface technology, which is illustrated by the examples that are being used throughout the book. Applications and operating like Ami Pro, Windows 3.0, NextStep, Aldus Freehand that are being used as examples in the book might be long gone (or evolved into Windows Vista, Mac OS X Leopard, Adobe Freehand, but the principles that made the user interfaces of these applications exemplary in any sense still apply.

Aside from being reminded of software legacy and the word processor that taught me there were serious uses of computers, the illustrations and examples used in the book serve well to explain the concepts mentioned. On the one hand, visual design was not that prevalent, so that you could find really awkward user interfaces without going to obscure shareware applications, but also in mainstream software such as the Mac OS control panel. On the other hand with simple black-and-white displays and basic user interface toolkits, application developers could not use eye-candy to distract from the underlying weaknesses of their dialogs.

I do not spend as much time reading books as I would like to, but the time invested in this book was surely well spent and I can recommend it to anyone who is looking to understand the basics of visual interface design without having to rely on a cookbook or guideline approach. For readers with a bit of background in using different operating systems, it will be interesting to see how evolutionary lines in the software phenotype can be traced for example from Mac OS to Newton OS to Palm OS or from Mac OS to NextSTEP to Mac OS X.

Filed under  //   ami pro   design   freehand   mac   newton   nextstep   palm   user interface   windows  
Posted by Lars Trieloff 

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Google Reader, Helvetireader and opinionated Software

Last week Douglas Bowman announced that he is quitting his job as leading visual designer at Google. Among the reasons for quitting was tight corset in which visual designers had to operate at Google. Each design decision had to be tested, verified and optimized for maximum user acceptance. This lead to situations where 41 shades of blue were put to a multivariate testing, because the team could not decide for one. I would argue that this way of decision making (using huge amounts of data, huge user numbers and heavy number crunching) is part of Google's DNA, there is not much they can do about it, but the result is that your software improves only in small, evolutionary steps. If we were speaking in terms of genetic algorithms, Google has a very good fitness function, but the process does not allow for too much mutation, which means you can find the local maximum surely, but you are also likely to miss the global maximum.

The result of such an evolution is a design that looks like Google Reader. The most impressive part about Google Reader is not the technology, it is the feature sprawl that is messing up the user interfaces. You see lines, boxes, icons, buttons, input fields, links and lots and lots of googlish-blueish texts and backgrounds. It might be the local maximum, found by rigid testing, but it still leaves the user with the question "Is this all they could come up with? Can't there be something that feels better?".

Sure there can. One approach to increase recombination and to speed up evolution is to create a framework like GMail labs, where new features like offline GMail, GMail gadgets and others are tested. This is an internal, voluntary way of increasing the speed of evolution, similar to the invention of sex in nature that lead to more and faster recombinations, but that happens voluntarily.

The other approach is involuntary mutation, which also has its equivalent in software that can be observed  using Google Reader as an example. Greasemonkey is a browser-add-on that allows running custom Javascript and CSS on a website and with modern AJAX-driven websites this means you have the ability to run a completely different web application using the same data or web service in the background. For GMail there is a Greasemonkey script that I especially like, Helvetireader. It simply puts a new skin on your Google Reader that makes it look like a hommage to Swiss design - white and red, clear cut forms, everything unnecessary is removed and everything that distracts you from the content is hidden. As a result you get an user interface that seems to be very close to the gobal maximum.

What we observe with Helvetireader is the power of mutation, opinionated Software and swiss design. And that's a good ending for a blog post in any case.

Filed under  //   design   google   helvetireader   product management   screenshots  
Posted by Lars Trieloff 

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