Ryan Singer
Two kinds of usability
An Article by Ryan SingerI divide usability problems into two kinds:
- Perceptual: "They couldn't figure out what to do next", "they couldn't find the feature", "they didn't know they could click that button..." etc.
- Domain-specific: "We need a way to jump back here because in their workflow this happens..."
In general, usability testing only catches type 1 perceptual problems. Because in those tests you take people out of the real world and assign them tasks. Usability testing doesn't catch domain-specific problems because they only come up in real life use.
How I Wrote Shape Up
An Article by Ryan SingerHere’s a little behind-the-scenes look at the development of our newest book, Shape Up: Stop Running in Circles and Ship Work that Matters.
Keep digging
An Article by Ryan SingerThe hardest thing about customer interviews is knowing where to dig. An effective interview is more like a friendly interrogation. We don’t want to learn what customers think about the product, or what they like or dislike — we want to know what happened and how they chose... To get those answers we can’t just ask surface questions, we have to keep digging back behind the answers to find out what really happened.
Domain-specific vs. Domain-independent UX
An Article by Ryan SingerDomain specific UX means understanding how the supply should fit the demand considering a specific situation and use case.
On the other hand, many aspects of UX don’t require knowledge about a particular situation. They‘re based on the common constraints of human sense faculties, memory and cognition or the net of ergonomic factors around the device and the setting where it’s used. These domain independent elements of the UX are important too.
Domain independent UX should absolutely pervade the organization. It belongs to the general skill and knowledge of each supplier at their link in the chain. It’s part of learning to be a good designer, programmer, marketer, salesperson etc.
The Fidelity Curve
An Article by Ryan SingerHow do we choose which level of fidelity is appropriate for a project?
I think about it like this: The purpose of making sketches and mockups before coding is to gain confidence in what we plan to do. I’m trying to remove risk from the decision to build something by somehow “previewing” it in a cheaper form. There’s a trade-off here. The higher the fidelity of the mockup, the more confidence it gives me. But the longer it takes to create that mockup, the more time I’ve wasted on an intermediate step before building the real thing.
I like to look at that trade-off economically. Each method reduces risk by letting me preview the outcome at lower fidelity, at the cost of time spent on it. The cost/benefit of each type of mockup is going to vary depending on the fidelity of the simulation and the work involved in building the real thing.
Time-based analytics
An Article by Ryan SingerAnalytics apps don't tell you much about usage behavior. You might be able to see how many users performed an event, or how many times they did it. But none of the analytics packages out there are good at showing you how often people do things. Are they using to-dos once a week? Every day? Only signing into the app once a month but happily paying for years?
Time matters. You can't understand usage without time.
UI and Capability
An Article by Ryan SingerI’m very conscious of whether I am affording a feature or styling it. It’s important to distinguish because they look the same from a distance.
...Affording a capability and styling it are both important. But it’s essential to know which one you are doing at a given time. Style is a matter of taste. Capability and clarity are not. They are more objective. That person standing at the edge of the chasm cares more about accomplishing their task than the details of the decor.
What happens to user experience in a minimum viable product?
An Article by Ryan Singer"Feature complexity is like surface area and quality of execution is like height. I want a base level of quality execution across all features. Whenever I commit to building or expanding a feature, I'm committing to a baseline of effort on the user experience."
There’s a distinction to make: The set of features you choose to build is one thing. The level you choose to execute at is another. You can decide whether or not to include a feature like ‘reset password’. But if you decide to do it, you should live up to a basic standard of execution on the experience side.
Features can be different sizes with more or less complexity, but quality of experience should be constant across all features. That constant quality of experience is what gives your customers trust. It demonstrates to them that whatever you build, you build well.
What UI really is (and how UX confuses matters)
An Article by Ryan SingerPeople mix the terms UI and UX together. UX is tricky because it doesn’t refer to any one thing. Interface design, visual styling, code performance, uptime, and feature set all contribute to the user’s “experience.” Books on UX further complicate matters by including research methods and development methodologies. All of this makes the field confusing for people who want to understand the fundamentals.
That’s why I avoid teaching the term ’UX.’ It means too many things to too many different people. Instead I focus on individual skills. Once you understand the individual skills, you can assemble them into a composite system without blurring them together. For software design, the core skill among all user-facing concerns is user interface design.
Kigumi House
A sense reflected in the plans
When a space resonates with our humanity, when it feels really pleasant or splendid and beautiful—when you place yourself in such an environment, I've always believed that people will be drawn in. So I guess you could say it's this sense that I try to reflect in the plans; I believe that this will lead in the right direction, to an honest lifestyle.
I'm reminded of their faces
Mrs. Shimada is very cheerful, and Mr. Shimada is very intelligent; he is able to perceive things objectively, and discern what is precious. I get the sense they live critically, evaluating what is important. Keeping these characteristics in mind, I think about what kind of plan should be provided, in what proportions, and in what kind of house—to best suit these people. I'm constantly reminded of their faces as I prepare the plans. I'm always thinking about human happiness. If it doesn't make you happy, I don't think it's worth building.
Maybe I should sharpen soon
I've been doing this for decades, so I've found tools that can't get any better. Tools by a good blacksmith cut well for the entire day, as well as the next; occasionally, even on the third day. I'll think, maybe I should sharpen soon, even though it's still cutting okay.
So that's what it's like — it's all about how good your tools are.
What's suitable for each unique condition
What of machines and prefabrication? How do they compare?
Well, the machine has its limits. We, using handcrafted methods, do things that machines cannot do. Of course, it's not fast like a machine. And in complicated areas like here, things wouldn't go the same using a machine as it would by hand.
We use numerous variations of all these connecting and splicing joints. Using a machine, [the wood joints] can all be made uniform, but really, we need to consider whether that's a good thing. It's better to make each mechanism and joint by considering what's suitable for each unique condition.
The structure becomes more solid
I suspect that these tools and these shapes each have their own era. And, well—recently, mass production has made fabrication more practical by using machines, and producing joints that are even easier and faster. Currently, [composite joints] are the most practical—economically as well. That's probably how it became so simple.
The precision [of a prefabricated joint] is by no means bad; a prefabricated joint is more precise than one made by hand with poor skills. Of course, with craftsmen, some are good; others, not so good. It's fine if only people with excellent skills make these joints and build houses; but occasionally, you'll get someone who doesn't. In this case, there's a possibility that prefabrication will provide a more uniform, better outcome.
With prefabrication, they don't really have as much variety in types of joints. Most splicing joints are kama-tsugi, and most connecting joints are ari of a dovetail type; it's even all the same dovetail. In comparison, we use roughly ten times that in variety—perhaps more than ten times.
You have something that is fast, easy, and cheap...
Tōru Abo: Yes, the question is which is better in comparison. I mean, there's no point having a joint made without precision. If you can't chisel with a certain degree of accuracy, there's no point cutting by hand. We often say, "Work accurately and precisely." It's labor-intensive and costs some money, but it's overwhelmingly stronger. The structure becomes more solid.
Kanawa-tsugi
The kanawa-tsugi allows for easy replacements, without having to raise the building a great deal. However, these days buildings are demolished in less than 30 or so years, so we live in an era where such measures aren't necessary. Because we're living in an era where you demolish the house before things are replaced, we don't have to do this. But in doing so, the two wood members fit together smoothly; the fit becomes incredibly good. This splicing joint, it's surprisingly rigid once assembled; so, even in an era where we have foundations like these, we still use the kanawa-tsugi.
Completing work properly in unseen areas
If you consider the inheritance of skills, we can keep this heritage by having young people do the work properly, as they did in the past. If you don't do this, or you become too practical, you'd only make simple things. It's very low tech, this inheritance of skills—using carpentry tools to do manual work. We deliberately put effort into these things, completing work properly in unseen areas.
Architecture equals structure
Architecture equals structure. Design is also important, but structure is the basis of architecture.
By taking the good aspects of both traditional and conventional construction methods, we assemble it securely...So the reason we lay out the marking lines, and carve by hand, is to utilize the good aspects of wood framing from the past when building contemporary wood-framed structures.