Our Quantified Life
The primary measure of progress
SAFe is oriented around volume, not value
Outcomes decide
Design as an engineering problem
Obsessed with absolute numbers
Lost purposes
The case against heatmaps
It's All Over
An Essay by Justin E. H. SmithIt has come to seem to me recently that this present moment must be to language something like what the Industrial Revolution was to textiles. A writer who works on the old system of production can spend days crafting a sentence, putting what feels like a worthy idea into language, only to find, once finished, that the internet has already produced countless sentences that are more or less just like it, even if these lack the same artisanal origin story that we imagine gives writing its soul. There is, it seems to me, no more place for writers and thinkers in our future than, since the nineteenth century, there has been for weavers.
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.
Fast Path to a Great UX – Increased Exposure Hours
An Article by Jared SpoolAs we’ve been researching what design teams need to do to create great user experiences, we’ve stumbled across an interesting finding. It’s the closest thing we’ve found to a silver bullet when it comes to reliably improving the designs teams produce.
The solution? Exposure hours. The number of hours each team member is exposed directly to real users interacting with the team’s designs or the team’s competitor’s designs. There is a direct correlation between this exposure and the improvements we see in the designs that team produces.
Metrics have a strange hold on the imagination
A Fragment by Shawn WangOnce in place, metrics have a strange hold on the imagination: I've seriously had a CTO carelessly reject my genuine idea out of hand because "it doesn't help OKRs", the same OKRs we previously agreed should not describe all that we do.
I agree with Amir Shevat that we should "do the right things over the easy to measure things."
How would you feel if you could no longer use the product?
An ArticleThe product/market fit definitions I had found were vivid and compelling, but they were lagging indicators — by the time investment bankers are staking out your house, you already have product/market fit. Instead, Ellis had found a leading indicator: just ask users “how would you feel if you could no longer use the product?” and measure the percent who answer “very disappointed.”
Site performance is potentially the most important metric
A Fragment by Kealan ParrSite performance is potentially the most important metric. The better the performance, the better chance that users stay on a page, read content, make purchases, or just about whatever they need to do. A 2017 study by Akamai says as much when it found that even a 100ms delay in page load can decrease conversions by 7% and lose 1% of their sales for every 100ms it takes for their site to load which, at the time of the study, was equivalent to $1.6 billion if the site slowed down by just one second.
The McNamara fallacy
A DefinitionThe McNamara fallacy, named for Robert McNamara, the US Secretary of Defense from 1961 to 1968, involves making a decision based solely on quantitative observations (or metrics) and ignoring all others. The reason given is often that these other observations cannot be proven.
The fallacy refers to McNamara's belief as to what led the United States to defeat in the Vietnam War—specifically, his quantification of success in the war (e.g., in terms of enemy body count), ignoring other variables.
Artifice, blindness, and suicide
A QuoteThe first step is to measure whatever can be easily measured. This is OK as far as it goes. The second step is to disregard that which can't be easily measured or to give it an arbitrary quantitative value. This is artificial and misleading. The third step is to presume that what can't be measured easily really isn't important. This is blindness. The fourth step is to say that what can't be easily measured really doesn't exist. This is suicide.
Weighing up UX
An Article by Jeremy KeithMetrics come up when we’re talking about A/B testing, growth design, and all of the practices that help designers get their seat at the table (to use the well-worn cliché). But while metrics are very useful for measuring design’s benefit to the business, they’re not really cut out for measuring user experience.
Predicted Mean Vote
A DefinitionThe predicted mean vote (PMV) was developed by Povl Ole Fanger at Kansas State University and the Technical University of Denmark as an empirical fit to the human sensation of thermal comfort. It was later adopted as an ISO standard. It predicts the average vote of a large group of people on the a seven-point thermal sensation scale where:
- +3 = hot
- +2 = warm
- +1 = slightly warm
- 0 = neutral
- -1 = slightly cool
- -2 = cool
- -3 = cold
What Do Metrics Want? How Quantification Prescribes Social Interaction on Facebook
A Research Paper by Benjamin GrosserWhat are the effects of this enumeration, of these metrics that count our social interactions? In other words, how are the designs of Facebook leading us to act, and to interact in certain ways and not in others? For example, would we add as many friends if we weren’t constantly confronted with how many we have? Would we “like” as many ads if we weren’t told how many others liked them before us? Would we comment on others’ statuses as often if we weren’t told how many friends responded to each comment?
In this paper, I question the effects of metrics from three angles. First I examine how our need for personal worth, within the confines of capitalism, transforms into an insatiable “desire for more.” Second, with this desire in mind, I analyze the metric components of Facebook’s interface using a software studies methodology, exploring how these numbers function and how they act upon the site’s users. Finally, I discuss my software, born from my research-based artistic practice, called Facebook Demetricator (2012-present). Facebook Demetricator removes all metrics from the Facebook interface, inviting the site’s users to try the system without the numbers and to see how that removal changes their experience. With this free web browser extension, I aim to disrupt the prescribed sociality produced through metrics, enabling a social media culture less dependent on quantification.
Man in the Middle: The Designer
The old unity
The most fundamental splits in contemporary life occur because of the break-up of the old unity of design, production and enjoyment.
Defining craftsmanship
By craftsmanship I refer to a style of work and a way of life having the following characteristics:
- In craftsmanship there is no ulterior motive for work other than the product being made and the processes of its creation.
- In craftsmanship, plan and performance are unified, and in both, the craftsman is master of the activity and of himself in the process. The craftsman is free to begin his working according to his own plan, and during the work he is free to modify its shape and the manner of its shaping.
- Since he works freely, the craftsman is able to learn from his work, to develop as well as use his capacities.
- The craftsman’s way of livelihood determines and infuses his entire mode of living. For him there is no split of work and play, of work and culture. His work is the mainspring of his life; he does not flee from work into a separate sphere of leisure; he brings to his non-working hours the values and qualities developed and employed in his working time.
The central value for which they stand
What I am suggesting to you is that designers ought to take the value of craftsmanship as the central value for which they stand; that in accordance with it they ought to do their work; and that they ought to use its norms in their social and economic and political visions of what society ought to become.
The star system
The distributor is ascendant over many producers who become the rank-and-file workmen of the commercially established cultural apparatus.
The star system of American culture – along with the commercial hacks – tend to kill off the chance of the cultural workman to be a worthy craftsman.
As if it were an advertisement
He designs the product itself as if it were an advertisement, for his aim and his task – acknowledged by the more forthright – is less to make better products than to make products sell better.
The Big Lie
“We only give them what they want.”
This is The Big Lie of mass culture and of debased art, and also it is the weak excuse for the cultural default of many designers.
The Fetish of human life
To understand the case of America today, one must understand the economic trends and the selling mechanics of a capitalist world in which the mass production and the mass sale of goods has become The Fetish of human life, the pivot both of work and of leisure.
Existing commodities must be worn out more quickly for as the market is saturated, the economy becomes increasingly dependent upon what is called replacement. It is then that obsolescence comes to be planned and the economic cycle deliberately shortened.
The big split
The big split among designers and their frequent guilt; the enriched muddle of ideals they variously profess and the insecurity they often feel about the practice of their craft; their often great disgust and their crippling frustration.