User Experience
Observe data collection at the moment of measurement
When engineers refuse to leave well enough alone
Most advanced yet acceptable
Customers will confer a favor on us
This is UX
Post-occupancy evaluation
Essential vs. nice to have
Good for the next man
What the problem is
You've got to do this with love
The notion of a thermal optimum persists
Finish designing as close to the end of a sprint as possible
I'm sorry, I love engineers
People are afraid to let design have time to actually figure out the right thing to make, because "whatever will the engineers do?" – fuck you, there's plenty for the engineers to do. Go fix some technical debt. Go fix those 700 bugs that you de-prioritized or marked as won't fix because you're an asshole.
I'm sorry, I love engineers. I don't know why I'm yelling at them. But you know, there's plenty for the engineers to do. There's all sorts of cleanup. They can work on dev-ops stuff! They can work on their build process! Make it faster! I'm not worried about keeping the engineers busy. If you think that the only thing that engineers can do is build yet another stupid feature that nobody is going to use, then you're a garbage designer and you should quit.
...Happy 2020 everybody!
Places, services, techniques
It is not enough for administrators in most fields to understand specific services and techniques. They must understand, and understand thoroughly, specific places.
205. Structure Follows Social Spaces
Problem
No building ever feels right to the people in it unless the physical spaces (defined by columns, walls, and ceilings) are congruent with the social spaces (defined by activities and human groups).
Solution
A first principle of construction: on no account allow the engineering to dictate the building’s form. Place the load bearing elements—the columns and the walls and floors—according to the social space of the building; never modify the social spaces to conform to the engineering structure of the building.
The curse of knowledge
The better you know something, the less you remember about how hard it was to learn.
The curse of knowledge is the single best explanation I know of why good people write bad prose. It simply doesn’t occur to the writer that her readers don’t know what she knows - that they haven’t mastered the patois of her guild, can’t divine the missing steps that seem too obvious to mention, have no way to visualize a scene that to her is as clear as day. And so she doesn’t bother to explain the jargon, or spell out the logic, or supply the necessary detail.
The quality of the day
It is something to be able to paint a particular picture, or to carve a statue, and so to make a few objects beautiful; but it is far more glorious to carve and paint the very atmosphere and medium through which we look, which morally we can do. To affect the quality of the day, that is the highest of arts.
Feature factories
We use the term feature factory as a pejorative to designate companies addicted to adding features, while accumulating incalculable so-called technical debt. This situation is driven by management for the convenience of marketing, and I am skeptical that a more faithful application of Agile principles will correct it. Indeed, I suspect Agile processes are constitutionally vulnerable to this kind of compromise.
The presence of a feature can only indicate to a user if a goal is possible, behavior will determine how painful it will be to achieve it.
Architectural sequences
Noted designer and architectural theorist Bernard Tschumi would call the predictable repetition of events inside an architectural space a sequence: a linear series of actions and behaviors that are at least partially determined by the design of the space itself.
The observer effect
In biology, when researchers want to observe animals in their natural habitat, it is paramount that they find a way to do so without disturbing those animals. Otherwise, the behavior they see is unlikely to be natural, because most animals (including humans) change their behavior when they are being observed.
Seeing and feeling
Learning to design is, first of all, learning to see. Designers see more, and more precisely. This is a blessing and a curse—once we have learned to see design, both good and bad, we cannot un-see. The downside is that the more you learn to see, the more you lose your “common” eye, the eye you design for. This can be frustrating for us designers when we work for a customer with a bad eye and strong opinions. But this is no justification for designer arrogance or eye-rolling. Part of our job is to make the invisible visible, to clearly express what we see, feel and do. You can’t expect to sell what you can’t explain.
This is why excellent designers do not just develop a sharper eye. They try to keep their ability to see things as a customer would. You need a design eye to design, and a non-designer eye to feel what you designed.
Anthropological rapport
Accurately capturing how people spend their time is contingent not only on systematic data collection, but also on participants moving in a relaxed and normal manner through their daily activities. Just as primatologists habituate their subjects to their presence, anthropologists first must develop rapport and trust with the communities in which they live.
What is unspoken
Ethnographic studies are distinct from ethological research in other species because we can speak with our subjects and ask them questions. This has tremendous value, but much of what humans do is not spoken, and we also observe, count, and measure.
The source of delight
Design doesn’t need to be delightful for it to work, but that’s like saying food doesn’t need to be tasty to keep us alive. The pedigree of great design isn’t solely based on aesthetics or utility, but also the sensation it creates when it is seen or used. It’s a bit like food: plating a dish adds beauty to the experience, but the testament to the quality of the cooking is in its taste. It’s the same for design, in that the source of a delightful experience comes from the design’s use.
Cardinal sin
Indifference towards people and the reality in which they live is actually the one and only cardinal sin in design.
The duty of industrial design is first and foremost to users and the users are, generally, human beings, with all their complexities, habits, ideas and idiosyncrasies.
The limits of language
The question of human limits was posed to Diderot the moment he, as it were, rose from his armchair. His method for finding out how people worked was, like a modern anthropologist, to ask them:
We addressed ourselves to the most skilled workers in Paris and the kingdom at large. We took the trouble to visit their workshops, to interrogate them, to write under dictation from them, to follow out their ideas, to define, to identify the terms peculiar to their profession.
The research soon ran into difficulty, because much of the knowledge craftsmen possess is tacit knowledge—people know how to do something but they cannot put what they know into words. Diderot remarked of his investigations: "Among a thousand one will be lucky to find a dozen who are capable of explaining the tools or machinery they use, and the things they produce with any clarity."
What we can say in words may be more limited than what we can do with things. Language is not an adequate 'mirror-tool' for the physical movements of the human body.
Equidistance
Once, in the Rijksmuseum, I brought in new speakers for my phonograph. What the directions told me to do was make certain that the two speakers were equidistant from each other.
One certainly had to wonder what the person who wrote the instructions could have believed he meant by that.The most seamless and wonderful way
I believe our job as designers is to give you what you need as quickly and elegantly as we can. Our job as designers is to take you away from technology. Our job as designers is to make you smile. To make a profit by providing you something that enhances your life in the most seamless and wonderful way possible.
Speaking people
Surely those who oversee and guide municipal transportation systems ought to use public transit during their work days. Why not put a clause to that effect in their job description or contract?
Requiring those whose work has a major impact on people's lives to experience some of the impact is really not too much ask. It means that they speak "people" rather than French, Cree, or Spanish.
Hopes and dreams
The very first thing we did was spend two weeks just talking to different teachers and students, to get a feeling for their hopes and dreams. These talks were one-on-one and often lasted about an hour, for any one interview, during which we asked questions, talked, probed, explored dreams of an ideal campus, and tried to understand each person's deepest visions as a teacher, or as a student. We asked people about their longings, and their practical needs. We asked them to close their eyes and imagine themselves walking about in the most wonderful campus they could imagine.
Eggs, Easter and poached
When a site is done with care and excitement you can tell. You feel it as you visit, the hum of intention. The craft, the cohesiveness, the attention to detail is obvious. And in turn, you meet them halfway. These are the sites with the low bounce rates, the best engagement metrics, the ones where they get questions like “can I contribute?” No gimmicks needed.
What if you don’t have the time? Of course, we all have to get things over the line. Perhaps a challenge: what small thing can you incorporate that someone might notice? Can you start with a single detail? I didn’t start with a poached egg in my breakfast, one day I made a goofy scrambled one. It went on from there. Can you challenge yourself to learn one small new technique? Can you outsource one graphic? Can you introduce a tiny easter egg? Say something just a little differently from the typical corporate lingo?
It can also be art
It is worth remembering a website does not have to be a product; it can also be art. The web is also a creative and cultural space that need not confine itself to the conventions defined by commercial product design and marketing.
A fly in the spider's web
We're very good at talking about immersive experiences, personalized content, growth hacking, responsive strategy, user centered design, social media activation, retargeting, CMS and user experience. But behind all this jargon lurks the uncomfortable idea that we might be accomplices in the destruction of a platform that was meant to empower and bring people together; the possibility that we are instead building a machine that surveils, subverts, manipulates, overwhelms and exploits people.
It all comes down a simple but very dangerous shift: the major websites of today's web are not built for the visitor, but as means of using her. Our visitor has become a data point, a customer profile, a potential lead — a proverbial fly in the spider's web. In the guise of user-centered design, we're building an increasingly user-hostile web.
Want, need, afford
- What the client wants.
- What the client thinks it wants.
- What the client needs.
- What the client can afford.
- What the planet can afford.
The Design of Everyday Things
A Book by Don NormanThe vanishing designer
An Article by Chuánqí SunVisionary designers have lost their conceptual integrity to an industrial complex optimized for consensus, predictability, and short-term business gain. The rise of customer-obsession mantra and data-driven culture cultivated a generation of designers who only take risk-free and success-guaranteed steps towards the inevitable local maxima of design monotony.
Against an Increasingly User-Hostile Web
An Article by Parimal SatyalWe are quietly replacing an open web that connects and empowers with one that restricts and commoditizes people. We need to stop it.
The Nature of Product
An Article by Marty CaganToo many product managers and product designers want to spend all their time in problem discovery, and not get their hands dirty in solution discovery – the whole nonsense of “product managers are responsible for the what and not the how.”
Undoing the Toxic Dogmatism of Digital Design
An Essay by Lisa Angela- Design educators and industry leaders have never reached a consensus about what comprises a “good enough” foundational education for digital design.
- We do not properly retire methods (or ways of conducting them) that have been shown to be ineffective.
- Design team seniority levels are meaningless.
- We’ve collectively lost the safety (and subsequently the desire) to explore and fail.
- We afford well-known design leaders too much power to dictate how design is discussed and conducted.
- We have no ethical standards.
- Inclusive design and accessibility are afterthoughts — both in design education and in practice.
Was Design Thinking Designed Not to Work?
An Article by Debbie LevittDesign thinking sells a fantasy. It sells you the fantasy that with some guidelines, templates, and sticky notes, you can do what IDEO does just like how they do it.
…if it were true that design thinking lets you do what the best designers do, IDEO could put themselves out of business. If they were really selling you the absolute guide on how they solve problems, innovate, and design, you wouldn’t need IDEO. Their idea to save their business from a slump hypothetically cannibalizes their business…Unless they knew that it wouldn’t.
On Design Thinking
An Essay by Maggie GramDesign means something even broader now. Sometime around World War II, it came to mean making things that “solve problems.” With the influence of mid-century global social movements and the rise of digital technology, it began to mean making things that are “human-centered.” And as of recently, design doesn’t have to involve making things at all. It can just mean a way of thinking.
Of all these developments, the idea of design as a broadly applicable way of thinking—the idea of “design thinking”—may end up being the most influential…At Stanford’s d.school, as cofounder Robert Sutton has said, “design thinking” is often treated “more like a religion than a set of practices for sparking creativity.”
An incoherent rant about design systems
An Article by Robin RendleNo matter how fancy your Figma file is or how beautiful and lovingly well organized that Storybook documentation is; the front-end is always your source of truth. You can hate it as much as you like—all those weird buttons, variables, inaccessible form inputs—but that right there is your design system.
...being honest about this is the first step to fixing it.
Spatial Interfaces
An Essay by John PalmerSoftware applications can utilize spatial interfaces to afford users powerful ways of thinking and interacting. Though often associated with gaming, spatial interfaces can be useful in any kind of software, even in less obvious domains like productivity tools or work applications. We will see spatial interfaces move into all verticals, starting with game-like interfaces for all kinds of social use-cases.
Spreadsheet Portfolios for UX Designers
An Article by Erica HeinzThe “case study?” column was the whole point of the spreadsheet — identifying which projects I still needed to write up for my portfolio — but at this point I looked at the sheet, and thought “This is honestly a better overview of the work I do than any ‘portfolio’ I’ve seen”.
So I tweeted a screenshot, joking/trolling that it WAS my portfolio (I didn’t include any winks or notes that I was still planning a “real” portfolio), but people didn’t respond with the lulz I expected — they got the idea, or took it at face value and said they were going to do their portfolio this way too!
When users never use the features they asked for
An Article by Austin Z. HenleyWe deployed our tool. Almost no one used it.
The handful that did use it, used it once or twice and barely interacted with it. After a few days, zero people were using it.
Why did they tell me they wanted these features?
The case against heatmaps
An Article by Oliver PalmerVisualised aggregations of click activity are a low effort, low signal waste of time and best avoided in favour of actual research.
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 experience the web today
A WebsiteLocus. (Appwalls)
An Article by Ethan MarcotteI’ve noticed a recent trend on the web — or at least, on the parts of it I’ve visited. Maybe you’ve noticed it too.
Here’s what happens: you’re on a website, and one of these little prompts pops up...[to] let you know that there’s an app, and that the website you’re on...well, it’s not quite the app, is it?
...Sometimes, the website wants me to install the app — no, it needs me to install the app. It’s like a paywall, but for apps. An appwall.
In recent years, these prompts have gotten more prominent, and occasionally impassable. And I think that trend’s interesting. Why would a company promote a native app over their perfectly usable website?
It feels like a glimpse into that company’s design priorities. And it’s possibly providing us with insight into the business value they place on the open web — a medium that’s meant to be accessible everywhere, on any screen, on any device.
And it really does feel like these glimpses are becoming more common.
In ways you didn't anticipate
A Quote by Patrick HebronI always have a hard time wrapping my mind around some of the classic user questions: What is this thing for, is it for novices or professionals, etc? I do my best to avoid these questions, because the best thing you can possibly accomplish as the maker of a tool is to build something that gets used in ways you didn’t anticipate. If you’re building a tool that gets used in exactly the ways that you wrote out on paper, you shot very low. You did something literal and obvious.
The Rise Of User-Hostile Software
An Essay by Den DelimarskyWe are truly living in an era of user-hostile software, and when I say “user-hostile” I mean it as “software that doesn’t really care about the needs of the user but rather about the needs of the developer.”
I personally do not know anyone who asked for an online account requirement before they can use a keyboard; however, some product lead somewhere decided that it’s important to better “understand the customer” and “maximize marketing reach” through some weekly “Hey, we have a new keyboard!” newsletter.
When Customer Journeys Don’t Work: Arcs, Loops, & Terrain
An Article by Stephen P. AndersonThinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us:
- Approach the design of a system as the design of these as small but significant moments of learning.
- Consider the many ways these loops might be sequenced, with the exact order being less important.
Minimum Awesome Product
An Article by Carlos BeneytoUsers are accustomed to a minimum of quality, and they expect that of all new products.
If our product does not [meet basic expectations of quality], people will automatically believe that it is a bad product and they will not take it seriously. It is not what they expect.
Hence my suggestion that the MVP has died and the MAP: Minimum Awesome Product was born.
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.
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.
136 things every web developer should know before they burn out and turn to landscape painting or nude modelling
An Article by Baldur Bjarnason- The best way to improve software UX is regular direct observation, by everybody on the team, of the work done.
- Have some personality.
- Minimalism is garbage.
- Metaphors are fantastic.
- Naming things is fantastic.
- Try to write HTML that would make sense and be usable without the CSS.
- The buyer is quite often wrong. That fact never changes their mind.
- Working on a functioning app’s codebase does more to increase its quality than adding features.
- A good manager will debate you, and that’s awesome.
- The term ‘project’ is a poor metaphor for the horticultural activity that is software development.
Why we need to stop over-complicating UX
An Article by Hugo FroesMany have become so focused on the process and methodologies that they’ve forgotten the fundamentals of why we started focusing on the user and what we hope to achieve with that focus.
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.”
User Inyerface
A WebsiteA worst-practice UI experiment.
Apps Getting Worse
An Article by Tim BrayToo often, a popular consumer app unexpectedly gets worse: Some combination of harder to use, missing features, and slower. At a time in history where software is significantly eating the world, this is nonsensical. It’s also damaging to the lives of the people who depend on these products.
...Maybe we ought to start promoting PMs who are willing to stand pat for an occasional release or three. Maybe we ought to fire all the consumer-product PMs. Maybe we ought to start including realistic customer-retraining-cost estimates in our product planning process.
We need to stop breaking the software people use. Everyone deserves better.
Just-in-time Design
An Article by Matthew StrömThere is a disconnect between product design and product engineering.
The Nine States of Design
An Article by Vince Speelman- Nothing
- Loading
- None
- One
- Some
- Too Many
- Incorrect
- Correct
- Done
Against Canvas
An Article by Alan JacobsEven with all the features and plugins, Canvas presumes certain ways of organizing classes that might not be universal, just typical. And if (like me) you’re an atypical user, you have to choose between constantly fighting with the system or gradually doing more and more things the way Canvas wants you to do them. This, by the way, is why it’s never true to say that technologies are neutral and what matters is how you use them: every technology without exception has affordances, certain actions that it makes easy, and other actions that it makes difficult or impossible. A technology whose affordances run contrary to your convictions can rob you of your independence — and any technology deployed on the scale of Canvas will inevitably do that. It will turn every teacher into an obedient Canvas-user. I don’t want to be an obedient Canvas-user.
In Praise of Small Menus
An Article by Rachel SugarThe best way to experience a restaurant, I have always felt, is by eating exactly what it wants to feed you. I do not want choices. I want the best thing. A restaurant might have five or ten best things, but it cannot have 45. There are many infuriating things about the world, but one of the more fixable is the sensation of acute regret from having ordered wrong. Why are there possibly wrong orders? Recently, I was at a fancy restaurant with great pastas and bad pizzas. So cut the pizzas!
A kitchen that focuses on its strengths turns out consistently excellent things, even if that results in fewer total things.
On Design Engineering: I think I might be a design engineer...
An Article by Trys MudfordDesign engineering is the name for the discipline that finesses the overlap between design and engineering to speed delivery and idea validation. From prototyping to production-ready code, this function fast-tracks design decisions, mitigates risk, and establishes UI code quality. The design engineer’s work encapsulates the systems, workflows, and technology that empower designers and engineers to collaborate most effectively to optimise product development and innovation.
— Natalya ShelburneWaking up from the dream of UX
An Article by Peter MerholzIn no objective sense were things better for UX [in 2010]. Most companies didn’t know it existed. Most who did, drastically underinvested in it. Those who were willing to invest in it were savvy enough to listen to thought leaders, but that was a paltry percentage of the real work to be done.
What’s happened by 2021 is that UX is not interesting in and of itself anymore. UX is a given. As Joe Lamantia said in a mailing list I’m on, “it’s furniture.” And the challenges and frustrations people are expressing are largely due to this maturation.
We’re moving from “the dream of UX” to “the reality of UX.”
Why I'm losing faith in UX
An Article by Mark HurstIncreasingly, I think UX doesn't live up to its original meaning of "user experience." Instead, much of the discipline today, as it's practiced in Big Tech firms, is better described by a new name.
UX is now "user exploitation."
PM and UX Have Markedly Different Views of Their Job Responsibilities
A Research Paper by Kara Pernice & Raluca BudiuThe graph shows 3 research-related tasks and the percentage of PMs and UXers who agreed on whether PM or UX should be responsible for each.
A survey of people in user experience and product management shows that these professionals disagree on who should be responsible for many key tasks, like doing discoveries and early design.
Guidebook: Graphical User Interface Gallery
A WebsiteGuidebook is a website dedicated to preserving and showcasing Graphical User Interfaces, as well as various materials related to them.
Don't Serve Burnt Pizza
A Fragment by Jiaona ZhangSay you’re trying to test whether people like pizza. If you serve them burnt pizza, you’re not getting feedback on whether they like pizza. You only know that they don’t like burnt pizza. Similarly, when you’re only relying on the MVP, the fastest and cheapest functional prototype, you risk not actually testing your product, but rather a poor or flawed version of it.
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.
It's all just geek talk
A Fragment by Riccardo MoriI’m finding that many people not only have lowered their standards with regard to the user interface, but more and more often when I bring up the subject, they seem to consider it a somewhat secondary aspect, something that’s only good for ‘geek talk’. The same kind of amused reaction laymen have to wine or coffee connoisseurs when they describe flavours and characteristics using specific lingo. Something that makes sense only to wine or coffee geeks but has little to no meaning or impact for the regular person.
The problem is that if an increasing number of people start viewing user interface design as an afterthought, or something that isn’t fundamental to the design of a product or experience — it’s all just ‘geek talk’ — then there is a reduced incentive to care about it on the part of the maker of the product.
A Mindful Mobile OS
An Article by Clo S.I read and loved Potential's "iOS 15, Humane" proposition. Published earlier in June by co-founders Welf and Oliver, it tackles how iOS could help us better protect our attention.
As a designer who cares about and writes about digital wellness, I'm profoundly aligned with their suggestions.
- Persuasive design
- Disclosure requirement
- From infinite feeds to pages
- Was this time well spent?
- Regret tax
- Conditions of use
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.
Website Response Times
An Article by Jakob NielsenUsers really care about speed in interaction design...A snappy user experience beats a glamorous one, for the simple reason that people engage more with a site when they can move freely and focus on the content instead of on their endless wait.
- 0.1 seconds gives the feeling of instantaneous response. This level of responsiveness is essential to support the feeling of direct manipulation.
- 1 second keeps the user's flow of thought seamless.
- 10 seconds keeps the user's attention. A 10-second delay will often make users leave a site immediately.
Adding is favoured over subtracting in problem solving
A Research PaperHow would you change this structure so that you could put a masonry brick on top of it without crushing the figurine, bearing in mind that each block added costs 10 cents? If you are like most participants in a study reported by Adams et al. in Nature, you would add pillars to better support the roof. But a simpler (and cheaper) solution would be to remove the existing pillar, and let the roof simply rest on the base.
A series of problem-solving experiments reveal that people are more likely to consider solutions that add features than solutions that remove them, even when removing features is more efficient.
Fast Software, the Best Software
An Essay by Craig ModI love fast software. That is, software speedy both in function and interface. Software with minimal to no lag between wanting to activate or manipulate something and the thing happening. Lightness.
Software that’s speedy usually means it’s focused. Like a good tool, it often means that it’s simple, but that’s not necessarily true. Speed in software is probably the most valuable, least valued asset. To me, speedy software is the difference between an application smoothly integrating into your life, and one called upon with great reluctance. Fastness in software is like great margins in a book — makes you smile without necessarily knowing why.
Making sense of MVP
An ArticleHenrik Kniberg:
The top scenario (delivering a front tire) sucks because we keep delivering stuff that the customer can’t use at all. If you know what you’re doing – your product has very little complexity and risk, perhaps you’ve built that type of thing hundreds of times before – then go ahead and just do big bang. Build the thing and deliver it when done.
Internal design teams and thought leadership
An Article by Jorge ArangoThe design industry is an ecosystem. External design teams provide critical functions beyond augmenting internal design resources. Thought leadership — pushing the field’s boundaries — is indeed one of them.
Many practices and tools we take for granted — journey maps, personas, conceptual frameworks — were pioneered and/or popularized by ‘outies.’ Most of the field’s foundational books and blogs are by people outside ‘client’ organizations.
This isn’t because internal designers aren’t as clever or dedicated as their external colleagues. (Many ‘innies’ are former ‘outies.’) It’s because internal design roles are structurally misaligned with public thought leadership.
Understanding the Kano Model
An Article by Jared SpoolThe horizontal axis represents the investment the organization makes. As investment increases, the organization spends more resources on improving the quality (remember, Noriaka was a quality guy at heart) or adding new capabilities.
The vertical dimension represents the satisfaction of the user, moving from an extreme negative of frustration to an extreme positive of delight. (Neutral satisfaction being neither frustrated nor delighted is in the middle of the axis.)
It’s against the backdrop of these two axes that we see how the Kano Model works. It shows us there are three forces at work, which we can use to predict our users’ satisfaction with the investment we make.
Monkeys testing random designs
A Tweet by Jared SpoolA/B testing is an effective approach to use science to design and deliver deeply-frustrating user experiences.
A/B testing without upfront research is just random monkeys testing random designs to see which of those designs do “best” against random criteria.
If drug testing was actually implemented like most A/B tests, you’d give 2 drugs to 2 groups of people and pick the “winner” by whichever group had fewer deaths.
Web History Chapter 6: Web Design
A Chapter by Jay HoffmannAfter the first websites demonstrate the commercial and aesthetic potential of the web, the media industry floods the web with a surge of new content. Amateur webzines — which define and voice and tone unique to the web — are soon joined by traditional publishers. By the mid to late 90’s, most major companies will have a website, and the popularity of the web will begin to explore. Search engines emerge as one solution to cataloging the expanding universe of websites, but even they struggle to keep up. Brands soon begin to look for a way to stand out.
A Dao of Web Design
An Essay by John AllsoppWhat I sense is a real tension between the web as we know it, and the web as it would be. It’s the tension between an existing medium, the printed page, and its child, the web. And it’s time to really understand the relationship between the parent and the child, and to let the child go its own way in the world.
Usability is not the most important thing on earth
A Quote by Joel SpolskyJakob Nielsen says that Flash is “99% bad.” I have to agree. Flash always reduces usability.
On the other hand, every time I read Jakob Nielsen, I get this feeling that he really doesn’t appreciate that usability is not the most important thing on earth. Sure, usability is important (I wrote a whole book about it). But it is simply not everyone’s number one priority, nor should it be. You get the feeling that if Mr Nielsen designed a singles bar, it would be well lit, clean, with giant menus printed in Arial 14 point, and you’d never have to wait to get a drink. But nobody would go there, they would all be at Coyote Ugly Saloon pouring beer on each other.
What happens next?
An Article by Laura KleinWhen you create an interaction for a product, you have to design more than what it looks like. You even have to design more than what happens during the interaction. You have to design what happens after the initial user interaction. And then you have to keep going.
Makespace.fun
An ApplicationIn today’s software, live video feeds are stuck inside static rectangles that can’t go anywhere. MakeSpace flips all that on its head. Your cursor is your live face, and you can roam free, controlling who and what you want to be close to.
Unobtrusive feedback
An Article by Jeremy KeithThe text 'added' and 'removed' drifts upwards from the toggle button and fades away.
So we all know Super Mario, right? And if you think about when you’re collecting coins in Super Mario, it doesn’t stop the game and pop up an alert dialogue and say, “You have just collected ten points, OK, Cancel”, right? It just does it. It does it in the background, but it does provide you with a feedback mechanism.
The feedback you get in Super Mario is about the number of points you’ve just gained. When you collect an item that gives you more points, the number of points you’ve gained appears where the item was …and then drifts upwards as it disappears. It’s unobtrusive enough that it won’t distract you from the gameplay you’re concentrating on but it gives you the reassurance that, yes, you have just gained points.
People expect technology to suck because it actually sucks
An Article by Nikita ProkopovI decided to record every broken interaction I had during one day.
If I decided to invest time into thinning this list down, I could theoretically...reduce this list from 27 down to 24. At least 24 annoyances per day I have to live with. That’s the world WE ALL are living in now. Welcome.
Performance and people
An Article by Jeremy KeithNot only is web performance a user experience issue, it may well be the user experience issue. Page speed has a proven demonstrable direct effect on user experience (and revenue and customer satisfaction and whatever other metrics you’re using).
Doing It Right
An Article by Brad FrostDoing it right requires a different pace of working and a much broader thought process than “ok, let’s get this thing out the door.” Which is super tough because most workplaces place a huge emphasis on getting things out the door, and fast. Little agile tickets that are expected to be completed in micro sprints to me seem to be antithetical to doing it right.
The life and death of an internet onion
In her piece "A drop of love in the cloud" (2018), artist Fei Liu writes about the like/heart button as a flattening affordance of giving affirmation and love. The text-editor provides a much more expressive input.
But even people who can't communicate well because of language barriers can express love through actions, like cooking food. Can we create other "love inputs" that might allow us to "reach across the chasm of a seamless signal"?
What is expressing "real" love or affirmation about? Is it about effort, thoughtfulness, generosity, something else? What might a thoughtful or generous interface feel or behave like?
Skeleton, Organs, Circulation, Sinew, Skin
An Article by Dorian TaylorI’m concerned with how I witness the work of user experience practitioners getting treated: like it’s just a set of motions toward a product’s all-important implementation, and one that we try to compress, due to its ostensible superfluity. Once the implementation is finished, the UX work appears to usually get discarded.
Now I get it
An Article by Ralph AmmerTo design a system means to orchestrate the interplay of its elements.
Such a system is considered “interactive” if it is open, which means that there are ways to engage with the processes that are happening inside of it. There is of course a range of interactivities which spans from very basic reactive behaviour to highly complex conversational interactions.
What makes a good design principle?
An Article by Matthew Ström- Good design principles are memorable.
- Good design principles help you say no.
- Good design principles aren't truisms.
- Good design principles are applicable.
The UX of Lego Interface Panels
An Article by George CaveTwo studs wide and angled at 45°, the ubiquitous “2x2 decorated slope” is a LEGO minifigure’s interface to the world. These iconic, low-resolution designs are the perfect tool to learn the basics of physical interface design.
Friction Logs
A DefinitionA friction log is a type of UX experiment where the subject journals their feelings, thoughts, struggles, joys, and any other type of emotion. The point is to surface anything that gives the user discomfort or joy so the product or feature can improve. That's what this site is all about.
Robert Irwin: A Conditional Art
Only a mind opened to the quality of things
Only a mind opened to the quality of things, with a habit of discrimination, sensitized by experience and responsive to new forms and ideas, will be prepared for the enjoyment of this art. The experience of the work of art, like the creation of the work of art itself, is a process ultimately opposed to communication as it is understood now. What has appeared as noise in the first encounter becomes in the end message or necessity, though never message in a perfectly reproducible sense. You cannot translate it into words or make a copy of it which will be quite the same thing.
The most incidental detail
Black rakuware tea bowl (late sixteenth century), Kyoto, Japan. Freer Sackler Museum of Asian Art.
For Irwin, the lesson of [the raku tea cups] was twofold: first, their presentation was important, insofar as the ceremony involved a gradual preparation of the audience's aesthetic attention. Then, when the time came to handle the cups, the intimacy of the experience fused visual and tactile sensations into a single continuum. As he also noted:
he would set on the table this box with a beautiful little tie on it – very Japanese – and you untied it, you opened up the box, he let you do that. And then inside of it was a cloth sack. You took the sack out, and it had a drawstring, and you opened up the drawstring and you reached inside and took out the bowl. By that time, the bowl had you at a level where the most incidental detail – maybe even just a thumb mark – registered as a powerful statement.
In a state of reverberation
Irwin's terms of sudden, physical realization – bam! – call to mind the suddenly enlightening Zen slap or rap on the forehead. It also calls to mind [Philip Guston]'s own remark..."Look at any inspired painting...it's like a gong sounding; it puts you in a state of reverberation." Reverberation is another way of suggesting a kind of sudden, energetic, physical experience.
Sort of underway by then
He was sort of underway by then...he had this whole ritual for showing the work to people – you had to sit in a chair that was positioned what he felt was exactly the right distance from the painting. There was a certain mystique about it that worked for him.
Untitled (Dot Painting)
Artwork and detail.
I took the surface of the canvas and curved it slightly in all directions, so slightly that you did not see it as being curved, but sensed its added physicality...The beauty of it for me was that you were not aware of it first as an idea, but only aware of it on this tactile level.
Four essentially straight lines
One of [Marvin] Silver's photographs shows Irwin checking the quality of a line, peering down its extent to verify that no distracting gesture of variation would attract the viewer's attention. Another has him standing on a milk crate to get a closer look at a line placed higher up on the canvas.
"So I finally arrived at a painting with four essentially straight lines put on by hand," he recorded, "which was important. If I put them on too crudely, they were like the older paintings, having all that kind of emotive thing." But, at the same time, too much of a geometric look was also to be avoided: "If I put them on which I tried, like ruling them in a way, they had an image to them of geometry."
Standing before Bed of Roses, the viewer quickly becomes aware of this absence of geometry as his or her own perceptual processes of grouping and sorting kick into action.
Art as art
If modern painting is "art as art," this means, to paraphrase Reinhardt, that is represents nothing and exists only in and for itself. If this has created an "art language, with an art communication," this is because this kind of art has implied all along a form of intimate contact with its viewer, in which the viewing of "art as art" becomes "sensation as sensation" or "perception as perception." This distinguishes "modern painting" from representational painting, which exhibits duality, that is, it uses imagery to refer to "past experiences and feeling," and to "color and reconstruct in the mind" associations that are meaningful, but that take the viewer far away from the specifics of the encounter with the painting before them.
The art is what has happened to the viewer
The art is the sensual involvement itself, not the thing that Irwin hangs on the wall. Consequently, as soon as the viewer turns his or her back, the "art" is over. Or, better, it potentially lives in different ways in each individual spectator's increased perceptual attentiveness. Leider stressed this point: "What stays in the museum is only the art-object, not valueless, but not the value of art. The art is what has happened to the viewer."
Irwin Discs
Irwin had begun his disc paintings with what, in retrospect, he described as a simple question: "How do I paint a painting that does not begin and end at an edge but rather starts to take in and become involved with the space or environment around it?"
Irwin Acrylic Columns
The column essentially disappeared into the space. It was there but it wasn't. As you walked around the room, suddenly, it might flash. Or, because I'd notched a little facet along one side, there might appear, for just an instant, a single white line, or a thin black glint.
The column was an indication of my wanting to get out and treat the environment itself, I don't mean in the sense of building buildings or being an architect, but rather of dealing with the quality of a particular space in terms of its weight, its temperature, its tactileness, its density, its feel – all those semi-intangible things that we don't normally deal with.
Slant Light Volume
You are the one that is changed
I tilt the room just enough, the space just enough that you may not be able to use your normal mode of placing yourself in that space, forcing you for one second to make a perceptual read and become aware that you are the perceiver and that all information comes through that perceptual act and that when you walk out of there, ...if you take that with you, you will begin to see things everywhere around you and that you are the one that is changed and you are there and that is what changed things.
The subtlest slightest kinds of differences
Someone said to me the other day that there's nothing really ever new. That everything really repeats itself, you know, is repeating itself all the time, and they were showing me a Carl Andrew and they were also showing me some aborigine art and there really was a very strong similarity. And so I got to thinking about it and it came to me that if everything is really repeating itself constantly and that there's nothing ever really new...at the same time it's equally true that nothing is ever exactly the same. That everything is different every single time even though it's repeated constantly and all the same things keep passing through. They're never exactly the same so that the nature of change is not about something wholly new. It's actually about the subtlest slightest kinds of differences.
I can only conceive for you
I cannot perceive for you. I can conceive for you and we can then in a sense hold a general agreement about quality of conception and we may all operate under it and that's what is known as a common agreement. But the area of perceiving as such is totally individual, there's no way that we carry it in that sense.
This is not an antisocial gesture; it is in fact a highly ethical one, since trying to get another person to see what and how you see has the potential to become a violation of the other's own autonomy:
There is nothing more unethical than having ambitions for someone else's mind.
The here and now
Irwin's ambition is to shift emphasis to the experience of the spectator of his art, identifying the process of looking, moving, and thinking, and looking again, as the actual art. That is, the aesthetic experience of the audience is the art, not the scrim or plasterboard. Irwin's installations, therefore, are problematic for the art world insofar as they take the here and now perceptual experience of the visitor as their subject matter, and exist only temporarily. They cannot be bought and sold, at least in principle, and they are sufficiently reliant on the space in which they are built that they cannot be transferred from one place to another.
Irwin Volumes
Black Line Volume, String Line-Light Volume, Corridor String Piece, Line Rectangle
"The resultant black rectangle was not what you "looked at" – there was actually nothing to focus on – but soon it brought the space into focus with a distinct visual snap. From inside, the light in the area seemed different, more substantial, and the wall color began to shift ambiguously. From outside the area, the tape seemed to lift the plane of the floor upward in your field of vision, and it also made the room seem wider and shallower than it really was." — Roberta Smith
Continuing Responses
Irwin also included as part of the expanding network of aesthetic experiences radiating out from the museum a series of what he termed "incidental" sculptures, or phenomena of perceptual interest...
"Continuing Responses" began formally in the museum as a series of situations in direct response to the already existing spaces and their uses. At first easily accessible but then moving to consider more and more those previously unacknowledged and covert events. This project now moves outside the museum beginning with a window of the museum and then to include a series of "concrete" and "incidental sculptures" on sites throughout Fort Work and vicinity. These responses already number twenty-five and are referenced by a map of locations in the lobby of the museum.
Scrim Veil — Black Rectangle — Natural Light
Portal Park Slice
Four categories for public art
Irwin proposed four categories for public art...based on the relationship of the art to its site:
- Site dominant (Moore, Calder): The public square of plaza is used as a pedestal for an enlarged version of a studio piece originally made without reference to the specific site.
- Site-adjusted (di Suvero): Still designed in the studio but was adjusted to the scale of the site during installation.
- Site-specific (Serra, Morris, Heizer, Smithson): Starts to take the specificity of the site into account, but for all intents and purposes remains a statement determined in advance by the artist's already recognizable style and materials.
- Site-conditioned or Site-determined (Irwin): "Takes all of its cues (reasons for being) from its surroundings." ...Takes nothing for granted going into the project, not even a consistent style or set of materials.
Conditional art
[Conditional art] requires the process to begin with an intimate, hands-on reading of the site. This means sitting, watching, and walking through the site, the surrounding areas (where you will enter from and exit to), the city at large or the countryside...
A quiet distillation of all this – while directly experiencing the site – determines all the facets of the "sculptural response".
What do we mean by consistency?
I know some people are going to say: "Hey! That's Dan Flavin's act. Why in the hell is Irwin doing a Dan Flavin? Why is he suddenly so inconsistent – fluorescent one day and Cor-Ten the next?" The key to all of this is that we have to examples what we mean by consistency. And here the critical question is: "what do we use to measure consistency with?" If you measure consistency in terms of material, or gesture, then I will be found inconsistent. But, in all of the recent pieces and proposals, if you go to the actual site and look at it, you will find that the solution is absolutely consistent on the grounds within which it responds to its environment. This in turn is consistent with my development of the implications implicit in non-object art.
48 Shadow Planes
Reversibility of perspectives
Irwin's thinking was informed by the writings of Alfred Schutz, a follower of Husserl, ...[who] had noted that typification was at the basis of the assumption of the reversibility of perspectives, which was a condition for the possibility of intersubjective experience and the notion of a shared, commonly experienced world. It is also the first step in overcoming the specificity of the individual in favor of knowledge about groups. What is gained by this procedure is an understanding of demographics, but the cost of this understanding is a lack of emphasis on differences between individuals and their unique subjective experiences.
All the way to the last bolt
"Quality is only there," Irwin explained, "if you pursue it all the way to the last bolt." Consequently, how joints are finished must be specified in the contract. "And believe me," he added ruefully from experience, "there is a real discrepancy here. The difference [in] how we interpret the word finish or this word quality is really disparate."
"When you bring them in and get them to be part of it," he noted, "the workmen themselves start to take pride in it. And when they start taking that pride in this idea of quality, ...it starts becoming theirs, something important to them, that they in fact do know what we are talking about."
Clarity and richness
Sketches and plans for the Arts Enrichment Master Plan at Miami International Airport.
New in Miami was the episodic structure, whereby a complex sequence of switches back and forth between these two kinds of attention would be orchestrated according to the shifting needs associated with the different spaces. Areas focused on clarity facilitate the achievement of practical objectives. Areas focused on art, conversely, facilitate a diversity of overlapping configurations and sensory richness. Art in the wrong place, therefore, causes confusion precisely where clarity needs to take precedence; and clarity in areas where the visitor has time to linger and enjoy aesthetic richness is a lost opportunity.
Both practical and aesthetic concerns
The group [of Irwin, Howard, and Wortz]'s thinking here seems to have been influenced to a degree by Christopher Alexander's landmark article, "A City is Not a Tree" (1965)...
Irwin referred specifically to Alexander's argument in his effort to sort out his own thinking about how the Miami International Airport might be designed with both practical and aesthetic concerns in mind, allowing for their overlap and emergence from the conditions on the ground.
Photogrids
Irwin made grids of photographs he had taken in the local environment of Miami and South Florida in order to indicate the site-determined nature of this project as well as to show the kinds of plants, flowers, and trees his gardens would include. These grids are works of art in themselves in the way in which they organize and group environmental elements.
The differences in intentionality
[Marc] Treib summarized Irwin's views on conditional art as follows: "One does not start with a personal vocabulary or manner to be adapter to each situation. Thus, given the differences in intentionality between art and design, the artist and the designer will 'plow different furrows seemingly in the same field.'" This is an important point since it gets at the difference that Irwin sees between art and design, the first of which is predicated, as he says, on the opportunity to deal with each situation freely and without constraints, and the latter, which is restricted in many ways from the outset by functional, stylistic, and economic concerns.
Getty Center Central Garden
Ever Present, Ever Changing
EVER PRESENT NEVER TWICE THE SAME
EVER CHANGING NEVER LESS THAN WHOLE
The ideas up there
The relationship between Meier's overarching rational design, on the one hand, and the conditional relationships in the garden, on the other, was a constant reference point for Irwin...
[Meier] had this whole geometry, and in some cases it is invisible. He will say this line has to go through here because it matches that one up over there. In my mind, I am standing here, I can't see that over there. I can only see this, this, and this. So I would make the decision much more based on the interfaces I am involved with rather than some idea up there.
To enact visually the message
The inscription is itself a perceptual component within the space of the garden insofar as it becomes a pattern of sameness and difference. Paired identical terms are interspersed between paired different terms. This movement between repetition and difference seems, at least in part, to be intended to enact visually the message of the inscription itself.
An index of the shifting patterns
"Because this is a garden where things can be left out at night without being stolen, we're going to 'furnish' the garden with French café chairs that won't be secured in the ground, so people can move them to wherever they want to sit...It's like with the chairs being totally casual and relaxed and comfortable. They set a tone. There's things that you have to do to get the right feel, where it's all already there, but then, you know, 'Bing!' – there's a moment of recognition." The patterning of chairs pulled together in different ways by successive waves of visitors over the course of the day becomes an index of the shifting patterns of people that sit in a variety of arrangements to facilitate conversations and other intersubjective alignments, or simply to allow for a moment of private contemplation free from contact with others.
The plan has its own plan
Incidental accumulations of individual perceivers along the path or on the terrace do not constitute stable aesthetic communities, but pluralities of crisscrossing, irreducibly singular aesthetic perspectives that are, to recall Irwin's inscription, "ever present," yet "never twice the same."
...As Irwin has explained: "I go back to the garden constantly and it's always doing something I didn't anticipate. It's always better than I thought. It's like I make this plan and then it has its own plan and it's a thrill."
Traveling Exhibition Installations
Photographs of 5 Openings 2 + 3, Untitled, and Double Diamond.
Excursus: Homage to the Square^3
I'd been talking about this idea of a conditional art for a very long time, and what I did was actually accomplish it, the idea that there was not a normal structure to it, that every decision had to be intuitive or instinctual or tactile. You decide to go this way or that way, but there was no beginning, no middle, and no end and so there's no hierarchical structure to it at all. And at the end of it, I mean, after you wander for a while, you just ended it yourself because there was no solution to it.
Frosted and transparent
Irwin's window arrangement at the Dia:Beacon.
In addition to managing the flow of people in the spaces of the museum in order to maximize freedom of movement and choice, Irwin also modified the industrial window grids to create perceptual ambiguity, placing transparent glass in the inner four panes while using frosted glass for the outer panes. With this, Irwin solved the problem of either having the windows become a wall of glaring light, if all transparent glass was used, or having them become a claustrophobic muffling of space, if all frosted glass was used. Irwin's windows catch the eye in a back and forth oscillation between distant and proximal focus.
They wanted a monument
One of the responsibilities for an architect is to provide a space that is usable and enhances the possibilities for what you do. But mostly, museums are just the opposite; they're horrible spaces, anti-art, they can't be used. They can't function, they overwhelm it. So in a way, they become objects in themselves many times, almost sculptures, and they get a lot of aggrandizement out of it...In terms of Bilbao, the one difference there is that they did not really want a museum, they wanted a monument. They wanted a thing that would bring people to the Bilbao.
Doing nothing with precision
For his part, Gehry has noted in defense of his recent museum extravaganzas: "artists want to be in an important building, not a neutral one." At Dia:Beacon, Irwin pursued the opposite logic. As Govan has pointed out: "The money was spent to make it look like nothing was done to the building." Or, as a partner from Open Office observes: "We talked often about the idea of doing nothing with precision. Do it right and they'll never know we were here." As one critic has written, what the result showed was, as he puts it, "Irwin's unwavering conviction that museum spaces should serve the art and not the other way around."
Light and Space
Who's Afraid of Red, Yellow, & Blue^3
Lawrence Weschler:
The red, for example, wasn't simply red – or rather it was: the surface was covered over in a completely even gloss of lipstick red paint – but (had it been doing that before?) the panel was reflecting ambient conditions like crazy, so much so that in fact almost none of the surface, strictly speaking, was red. Pool-like, it was reflecting the yellow ceiling panel beyond, whose own color was in turn being affected by the blue floor piece beyond that. There were purple effects and green, a sort of even bruise-brown hovering over the entire array when one now viewed the gallery from the side.
When the phenomena are endless
"There can be no description or theory of color per se," Irwin insists, "when the phenomena are endless." The notion that color can be reduced to a series of codes, to a grammar, or to a form of "mathematics," to use Wittegensetein's term, is, for Irwin, nonsense, since color is dependent on context and ground-up perceptual experience. Beginning with color codes or concepts was to reduce in advance an infinitely wide range of phenomena to a limited set of categories, editing out all specificity in favor of abstraction.
Irwin Fluorescents
In order: Kenny Price, Blue Lou, Legacy, Fourfold, Niagara.
Irwin has explained that he decided to use the fluorescent tubes in the "dumbest" way possible, but, as one critic cautioned, "dumb, it turns out, has a special meaning for him: It's a form so simple that you end up not paying attention to it as a form." Irwin's interest was, rather, in the range of light, color, reflection, and shadow interaction made possible by combining tubes with different hues and finishes by wrapping them with theatrical gels.
1º2º3º4º
Because the approach to the room is along a long corridor, the attentive visitor might at first think that three light squares had been affixed to the windows or, as one gradually came closer, that the tinting of the windows had simply been removed in these three lighter near-square areas. Davies continues: "only at this point do the other senses kick in. The visitor begins first to hear and smell the ocean and then to actually feel the outside air entering the gallery; this sensory experience is in complete contradiction to the faulty first impression."
Stands up and hums
The ruin [at Marfa] itself, in fact, set the terms for the kinds of solutions Irwin would propose, since its absent roof and floor, and its shockingly wide-open sequences of windows, which overlap and align with one another from different points of view on the site, already presented a rich, thoroughly keyed-up set of perceptual events before Irwin ever considered the project. It was already one of those sites that, in Irwin's words, "stands up and hums" thanks to the rich quality of their perceptual phenomena.