It’s Time We Re-Examined Aesthetic and Minimal Design

Let me know what you think about this video in the comments!

Here’s what I talk about in this video:

Let’s have a look at one of the most widely accepted and deeply held beliefs in the UX space and turn it on its head. I had this idea while thinking of Nielsen’s heuristics, mainly “Aesthetic and Minimal Design”. Let’s just start with the bundling aesthetic and minimal together. Why does it have to be that way? Clearly, it is possible to have something that’s aesthetically pleasing without it also being minimalist. If you look throughout antiquity you will see so many examples- The Meenakshi Temple, Angkor Wat, the list goes on. 

Of course, the heuristics are written from a usability standpoint. For the design of tools and services that are to be used to accomplish particular tasks. In that sense, it makes perfect sense to let go of excessive ornamentation if it interferes with the goal, which is the successful completion of whatever task is at hand. 

The issue I have with the laser focus on minimalism is when it bleeds into other aspects of life. As UX-ers, we’ve all been there. When we first get into this field, maybe you read the design of everyday things or some of those other staple books and you start looking at everything around you through the lens of design and usability. How many times have you come across something and said “hey, that’s bad design”. We’ve all been there, we’ve all done that. Some of us still do that, because we can’t help ourselves. And in many cases, it’s warranted- like when you have to park your car in a very confusing parking structure, for example. 

However, in many cases, it turns into a more tribalistic shaming of certain things. Let me give you an example from my own life. My mother loves having a house full of different stuff. Just collections of books or small trinkets or whatever it may be. She loves collecting stuff and changing the décor with the seasons and the festivals throughout the year. It’s always a very involved process for her- taking things out of boxes, putting them in particular spots around the house, and making sure every corner of the house has something placed in it. When I was younger and I was learning about minimalism, I used to think this was all very excessive and unnecessary- that it was inefficient and a waste of time, and that all this ornamentation was … just too much. That it was, well, not good design. 

Thinking back to it now, I realize that I was looking at it from a very myopic mindset. When my mother decorates the house every so often, she’s not creating unnecessary ornamentation. The whole process that I mentioned earlier is delightful in and of itself. UX-ers are always chasing the holy grail of “the delightful experience” all the time- we discuss it in every forum, in internal conversations at work, and so on. Anyway, the point is that a lot of things that bring joy to people are considered illogical or suboptimal when looked at through that minimalist lens. 

Let’s think instead from the “maximalist” point of view. Where it’s not “less is more” but rather “more is more”. Of wanting ornamentation, wanting every nook and cranny full of intricate details. A lot of cultural traditions are like that. In fact, I would even go as far as to say that the thought of minimalism as the only way for something to be aesthetically pleasing is a very euro-centric way of looking at it. The first things that come to mind are Scandinavian minimalism and to an extent Japanese minimalism as well. There are so many cultures that are not minimal though- I grew up in India and the dominant aesthetic sensibilities in my country are unapologetically maximalist, in my opinion. There’s also the phenomenon of minimalism as a form of cultural erasure- this is a more controversial stance which states that minimalism was used by authoritarianism to erase cultural heritages, from antiquity to modern times. In fact what people call modern design that was developed in the middle of the 20th century has that backdrop of authoritarianism and wanting to detach from the cultures of the past. 

As the field of UX becomes more international day by day, I think we as a community need to rethink the core tenets of our craft. We need to think about the overall contexts in which those rules were codified. I think that at least on the digital side of things, these heuristics that were formed in the 90s and 2000s were created when the internet and digital UX were in a nascent stage- when most of the creators and the end-users were limited to Europe and North America. 

So instead of shaming maximalism, let’s try to see how we can fully understand these different cultural and historical sensibilities and move our field forward. 

Thanks for watching, and remember:

Design IS political. 

[Video] Stop Over-Scripting your User Interviews!

Semi structured interviews are the staple food of the UX Research field. So you have fully scripted “structured” interviews on one end, and you have completely free-flowing conversations with no scripting in the “unstructured” side of things, and semi-structured interviews occupy the middle of that space. What’s great about them is that you have a framework to ensure your key questions are answered, but it gives the interviewer flexibility- to move within that framework, to follow interesting threads, to change the order of questioning with the flow of the conversation. 

Unfortunately what happens a lot of times is that semi structured interviews get over scripted with too many specific questions. This can happen for plenty of reasons- an increase in the project scope, or a need to cater to multiple stakeholders who have various different requirements for example.

Watch the video here- don’t forget to like and subscribe!

Here are the key points I mention in the video:

  • In the beginning when I was an untrained interviewer, I tended to script every aspect of the interview, right from the initial conversation to the conclusion. I just didn’t have the cultural frame of reference to make small talk, for example. The training wheels helped me get past the initial hurdles.
  • As I got more interview experience under my belt, I realized the beauty of the medium.
  • Training wheels help you learn to ride a bike, but if you never take them off you’re holding yourself back. You can’t ride a bike as fast, you can’t take quick twists and turns. 
  • What I find unfortunate is that UX practitioners have to account for this over-scripting by doing things like having checklists to make sure all the questions are answered, which is like being put into a straightjacket. No freedom to follow interesting leads because you’re always concerned about getting all the questions in. No breathing room, no allowance for creativity in the obsession with dotting i’s and crossing t’s.
  • When you overly script, you become a human google form. 
  • Philosophizing on the nature of semi-structured interviews. Thinking of it as Jazz music, where the missed or off key notes are part of the performance. Or even like Indian classical music, where the ragas provide the framework, but a classical vocalist can sing for hours on end with multiple variations. Or even like the yin-and-yang symbol of the Tao, order and chaos in harmony, being comfortable in giving away control to the participant and taking it back as the need dictates.
  • Finally, a connection to Professional Wrestling. I talk about how an over-scripted interview makes me feel like Jon Moxley when he was on the Stone Cold podcast, where he concluded by saying he was “playing in big brother’s yard” when he was asked to take more creative control of his character. I then compare that to the experience of doing semi-scripted interviews as they are intended, to Jon Moxley’s debut in AEW. Him breathing in and taking in the atmosphere, feeling free and confident in his abilities.

[VIDEO] UX Research: Why Studying Other Interviewers Matters

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I’ve been wanting to make videos about UX-related topics for a while. I was inspired to talk about learning via observing other interviewers, because I’ve been studying other interviewers for a while, I’ve been told that it isn’t useful, and I don’t agree. It all came together in my head as I was reading Steve Portigal’s famous book, “Interviewing Users: How to uncover compelling insights”.

Here are the key points I make in this video:

  • Interviewing is a skill: the best way to hone this skill is through practice, learning via experience. However, I have a question: Is there any value in learning by observing other people conduct interviews?
    • I asked this to a highly experienced UX-er, and the answer I got was “No, because there are certain intangible qualities certain people have, that you cannot replicate within yourself. You could copy what they do, but that’s just unnatural and forced.”
    • I don’t agree with this, because I am not trying to copy someone’s style. I am observing to see if there are certain things I can learn from interviewers that I can imbibe within myself, like a “formula” of sorts. The goal of observing other interviewers is to augment the key thing which is practice and improvement via direct, actionable feedback.
  • That being said, I don’t just observe other UX-ers. I observe interviewers in various industries. For example:
    • Therapist “Dr. K” From HealthyGamerGG. He has a knack for establishing a rapport with the interviewee, he knows how to steer and control conversations, and I learned a couple of neat tricks from him, such as pausing to think for a minute, and slowly sipping a glass of water during the silence portions of the conversation, to get the other person to speak.
    • All Gas No Brakes. What I learned from the interviewer here is how you can get people to let their guard down by amping up your “naive-ness”.
    • Great Radio and Podcast Hosts: What you can learn from them is how to keep track of narrative threads and how to pull at the right ones at the right times.
  • Lastly, this is personally important to me, because I moved from India to the US. A completely different cultural environment with different social norms. I don’t have any experience with working in customer or client-facing jobs when in high school or college, like a lot of people my age tend to have when they’re born and raised in the US. Observing interviewers helps me understand the different norms (turns of phrase, idioms, common topics for small talk, etc.) that I may not know right off the bat.

A few thoughts on “Using the Difficulty”​ in User Experience Design

Introduction

While looking through articles and examples of UI Dark Patterns, I stumbled across a paper titled “Use the Difficulty through Schwierigkeit”: Antiusability as Value-driven Design”. I was intrigued by the title of the paper, and the essay style used by the author.

On an initial read through, the paper felt like a meandering essay, which touched upon various aspects of the “Anti-usability/Schwierigkeit ” school of thought. A couple more read-throughs later, I was able to understand the various nuances within the points presented by the author.

The author really exemplifies the point he’s trying to make with the words used in the first couple of sentences. I mean, wording such as  “This aphorism also encapsulates the raison d’etre…” has to have been a deliberate choice.

Definition and Origins of “Using the Difficulty”

Antiusability is defined as

“…a novel way of design that centers on the finely tuned integration of graduated difficulty into user interfaces to systems in a variety of contexts.”

It’s important to note that Antiusability is not the opposite of usability, it is in fact part of usability and user experience design. Lenarcic makes note of this by suggesting the use of the term “Schwierigkeit” (which means “difficult” in German) as an alternative.

Lenarcic cites the example of Michael Caine, who asked the director of a play he was in, about how to deal with a chair that was on stage. The director told him to make use of the chair in a way that helped him express the nature of the scene (smashing the chair of it was a dramatic scene, or tripping over it if it was comedic). In this way the chair went from being an obstacle to an object that could be used in a productive manner.

Key Points

Here are the key  points that Lenarcic went over in his paper:

  • The usability of a device can modify a user’s behavior.
  • Difficulties can be used in such a way as to have a net positive effect.
  • Choreographing obstacles in a way that allows the users to regain the feeling of being in charge of the interaction process rather than being “madly addicted” to it.
  • “Calibrated difficulty in practical design to accentuate the greater good in system use”
  • How easy should things be? How difficult should things be to enable an end user to feel they have performed a useful task?
  • Regaining control over our lives- “slow” movement and moving away from hyper-efficiency as an end goal for all interactions
  • Exploring “viscosity” in user environments, affordances that allow resistance to local changes.

What follows is my attempt at summarizing and reflecting on some of the points presented in this paper. The paper was written in a meandering essay style and my thoughts tended to meander as I wrote this, though I have tried my best to create some coherent structure.

“Calibrated Difficulty”: Gamification and Homo Ludens

The author talks about “calibrated difficulty in practical design to accentuate the greater good”. My mind naturally went to levels of difficulty in video games. Games are a great example of difficulty being an important aspect of the user’s experience or indeed their enjoyment. Most games have different levels of difficulty to cater to different people’s preferences.

Today, gamification of interfaces has become a buzzword. “Gamification elements” have become synonymous with things you can tack onto an interface in order to make it more “delightful”. Things like leaderboards, scores, achievements, and badges. I feel like the benefits of adding such elements without proper thought is limited at best and questionable at worst.

I believe that this idea of using the difficulty has an application in truly gamifying a user experience. True gamification involves using aspects of the interaction itself, using the “Core Drives” of the user, as this article by Yu-kai Chou brilliantly describes. Imagine if you got a sense of accomplishment on completing a tedious task, rather than exasperation. (Something like, say, editing an image-laden document in Microsoft Word without messing up the layout.) Providing a challenge, timely positive feedback and competition can definitely act as motivational drivers as is described in this paper.

But gamification at its core still aims to improve the user experience with the goals of the user in mind. It is still about getting things done by providing a sense of accomplishment to the user for doing “grunt work”. Lenarcic’s Schwierigkeit is more in line with William Gaver’s “Designing for Homo Ludens”. As Gaver describes, his definition of “playing” is different from “gaming”

“Not only are these forms of ‘play’ fundamentally goal-oriented, but in striving for a defined outcome they impose rules about the right and wrong ways to go about things… Pursuing such an instrumental version of ‘fun’ does not help provide an alternative model for computing. On the contrary, it co-opts play into the same single minded, results-oriented, problem-fixated mindset that we have inherited from the workplace.”

Gaver goes on to provide examples of open ended forms of engagement with no fixed goals, rules or outcomes. He says that scientific approaches to design should be complemented by open ended and exploratory ones.

“It is difficult to conceive of a task analysis for goofing around, or to think of exploration as a problem to be solved, or to determine usability requirements for systems meant to spark new perceptions”

Regaining control over the experience- allowing the user to reflect on their actions

Another aspect of Lenarcic’s paper is about allowing the user to reflect and rest as they use the system, instead of having a singular goal of reducing the time on task and increasing efficiency. The more time you can save, the more work you will end up doing, as Landauer expressed in his book The Trouble with Computers.

He argues that allowing time to reflect over actions may help the user feel more in control over the system, as opposed to being “madly addicted” to the process. He argues that adopting a more mindful and “slow” approach could lead to more user satisfaction. Allowing users to reflect on their actions be used to improve learnability and understanding of the system.

A personal reflection on Usability, User Experience and “Delighting” the user

Usability discussions are often centered around ease of use, and when people talk about user experience the end goal is often times “delighting” the user. The end goal of UX design and research is always creating an ideal experience for the user based on their needs and behaviors. Words like simple, easy, desirable, and efficient are the ones that are used, while words like difficult always have a negative connotation.

This paper really got me to think- is making something easy to use, more efficient and less time consuming really the only way to improve the user experience? Can the difficulties inherent in some experiences be leveraged to a positive end?

Of course, there’s a difference between making something usable and making a delightful user experience. I feel like Lenarcic’s idea of “using the difficulty” has a place in discussions about the latter. Some may equate the ideal experience with the most efficient, but reading Lenarcic’s essay made me go back and re-read ideas like Gaver’s Designing for Homo Ludens, and made me realize that there’s a lot more to user experience or human centered design than simply designing for efficiency.

Thinking back to my days as in Grad School, I remember the discussions with professors and peers about ways to “delight” the user. It almost always ended up being about how the interface reacted to the user- beautiful transitions, animations, innovative 404 screens or other ways in which to provide information about system status, and so on.

There’s so much more to user experience and “delighting” the user than a focus on making things easier to use. Exploring, playing around with something with no end goal, some level of challenge, all of these are ways in which we may seek fulfillment. I’m glad I picked apart this paper despite my initial hesitation, because it made me go back and re-read so many things that I had forgotten about or was unable to appreciate because of the stresses of being a graduate student. This in itself is a case in point- I read all these academic papers with a goal oriented mindset, I wanted to extract their meaning, write a summary, and discuss them in class, all with the goal of passing my class, with the incentive of good grades (or the fear of bad grades). My goals were set, and I developed methods to efficiently accomplish the tasks of summarizing and discussing papers. It’s now that I have the time to reflect on these papers that I realize how important and thought provoking they are.

This paper reminded me of my initial wonderment about the human condition. I feel like I had lost sight of the complexities of the things that make us tick, and it’s refreshing to remove the blinders of efficiency and ease of use to look at things like difficulty from a new perspective.