Chapter 6. Creativity and User Experience

“Good artists borrow, great artists steal.”

Pablo Picasso

At this point, it’s worth noting that FiftyThree’s artistic sensibilities can be a bit intimidating. I have no problem admitting that part of Paper’s success is attributed to their team’s natural design intuitions.

The example of FiftyThree isn’t, “Look! If you’re using user-centered design you can build amazingly beautiful applications, too!” The point is that we should admire FiftyThree’s execution of their vision. In the iPad marketplace, there are plenty of applications that let users draw and paint. FiftyThree could have created an uninspired application with all the same feature sets and complexity.

Instead, they decided to re-examine how their competitors’ applications might be stifling creativity and came up with a unique vision for Paper. More importantly, they used this vision to create a narrative that helped them stay focused on their mission. That is the lesson we learn from them.

How would your application (and, frankly, anything else you might be working on) be different if you enforced this same level of dedication?

The previous chapter is an example of focus, not creativity. Creativity cannot help you if you don’t have a vision or narrative for your application. We see this in applications that are full of creative intentions but miss their core functionality and purpose. These applications may be beautiful to look at, but they are virtually useless to us.

Are there people who are naturally more creative? Absolutely. However, I’ve heard many developers say things like, “I’m not creative” or “I’m not an artist, so my user interface (UI) is going to be basic.” I’m disheartened when I hear things like that. There’s no need to accept grayscale graphics or Comic Sans font as a way of life. We shouldn’t be creating applications that are uninspired and thoughtless. If we’re willing to work a little harder, we can all do better.

Our users are becoming a savvy and demanding bunch. Gone are the days of just being happy with decreased load times or added features. Users expect a rich experience. They expect applications to be thoughtfully designed and engaging.

Today, there are services like on-demand movie rentals, digital video recorders (DVRs), checkout kiosks, and online banking. People are using these applications and becoming far more discerning about what they want and don’t want.

We have to adapt. We have to accept that it’s not all about functionality.

You can find hundreds of applications that help you complete a particular task, but only a few will make completing that task delightful.

Now, don’t misunderstand me. Applications will always rise and fall based on their functionality. If an application provides no value or does not function as it was designed, you’re sunk. There is no amount of magical glaze or fancy UI to fix poor functionality. However, we have to concede that aesthetics and design are a huge part of the user experience. Many of us don’t have access to a team of designers, so we need to spend time exploring our own creativity in order to achieve our application’s user experience goals.

Having User-Experience Goals

User-centered design is more than collecting user requirements and converting them to functional requirements. You should also consider what kind of experience the user will have while completing tasks. By taking the time and defining user-experience goals, we can ensure that our application creates an experience that meets users’ expectations.

The difference between user requirements and user-experience goals might be confusing. After all, shouldn’t it be a requirement that users have a great experience with our application? Of course that’s true; however, it’s better to have specific goals in mind. For instance, we might consider some of the following questions:

  • How important is load time? Will the user be willing to wait for things to load if it means we can provide a richer experience?

  • How will users be interacting with the application? Will they use touch, voice, gestures, keyboard and mouse, or a combination of these things? How would the type of input affect the way I present information to them?

  • Should the application be fun to use? Do I want users to be amused and surprised or do they expect something consistent?

  • What tone of language should I use to communicate with the user? Is it whimsical, professional, supportive, or energetic? Is the language I’ve chosen consistent throughout the application?

When users approach an application, they’re expecting a specific kind of experience. A children’s learning site would feel sterile and distant if it used professional language. However, if a banking site were full of whimsy and bright primary colors, users would think twice about leaving their money there.

That’s not to say that you can’t be creative and test conventional wisdom. A bank, for instance, could dedicate a section of its website to teaching kids about the importance of saving money. Let’s consider some of the user-experience goals for a project like this:

  • Design should include bright colors and feature the bank’s new mascot, “Scotty the Wise Owl.”

  • Language should be written at a second-grade level. Avoid industry jargon and banking terminology.

  • Games should be available to support the message that saving money is cool and exciting.

  • Animations and videos should be provided to keep children entertained and engaged.

  • Include activities that can be printed and shared with the family offline.

If you’re not thinking about the experience your users are expecting, you may be out of step and confusing them. Taking the time to list your user-experience goals will help you create a consistent experience throughout your application. This may require being creative, and most developers, being of the dominant left-brained ilk, struggle with these types of tasks. Let’s explore ways we can encourage ourselves to think more creatively.

Creativity Requires Courage and Hard Work

I think some developers believe that design and creativity are frivolous. They believe it’s all just fluff and the real meat of an application is in its code. They’re wrong. The reality is that creativity requires a significant amount of personal resolve and grit.

It also requires courage, especially if you’re not used to expressing yourself creatively. You have to be vulnerable, try different things, and be OK with being uncomfortable.

I deeply admire developers who are courageous in their creativity, those who take risks and challenge conventional wisdom regardless if they’re successful or not. Being creative takes real guts. Uncertainty, courage, and creativity are where innovation grows; and while the ground may be fertile, it requires determination for anything to take root. Most artists agree that creativity comes from practice, dedication, and plain old hard work.

In Debbie Millman’s book, How to Think Like a Great Graphic Designer (Allworth Press), world-famous graphic designer Milton Glasser tells the author what has led to his nearly 50 years of creative success:

I don’t know. Just staying at the desk and turning out the work and trying to do it as well as I can. I am also a very persistent man: a stubborn, persistent man. And the reward is still the same reward: doing things that have quality, that are still powerful, and that reach people. And, of course, the sheer joy of doing it. I love coming in to my office and working.

Creativity requires the relentless pursuit of the perfect design. You have to be prepared to fail and try again. It’s more than just having a great idea—it’s the delivery of that idea. You have to be willing to bring your creativity into the sunlight so it can be harshly examined. Only then will you be able to discover great ideas and discard the rest. In his book Untitled: Thoughts on the Creative Process (Creative Collective), author Blaine Hogan details what’s required of us to push the boundaries of our creativity:

Your vision casting must be in direct proportion to the work you are willing to do to make your vision come to life.

I know a lot of people with a lot of really great ideas but only a few who actually end up making things. And I know even far fewer who end up creating great work.

Talent is rarely the issue, if you’re wondering.

No, the real issue is whether or not we’re willing to risk our reputations to do the painful work required to create great things, or take the easy way out by underselling our pitches, regurgitating old visions, and recreating what we know.

There’s no reason to wish that you were more creative. Be willing to do the hard work necessary in gaining the creative insight you desire.

Pick Up a Pencil

One way to exercise your creativity is to spend time sketching your ideas. I know many recoil at the thought of drawing, but I assure you it has many benefits.

First of all, when we sketch, we’re using the right side of our brains, the part responsible for abstract thinking and intuition. Programming, on the other hand, is very much a left-brained activity. And while the left side of our brain is great for analytical and logical reasoning (e.g., writing code), it’s got a poor track record for discovering abstract patterns and new insights. Concepts that are difficult to express in code or logical reasoning might simply appear when you try to draw them. Yet so many developers avoid expressing their ideas this way, believing they must be artistic in order to use the tools of an artist. However, just because you can’t draw the Mona Lisa, it doesn’t mean that drawing can’t help you.

At the Agile UX New York City 2012 conference, Jeff Gothelf presented “Demystifying Design: Fewer secrets, bigger impacts.” In his presentation, he explained that if you could draw a triangle, square, or circle, you could draw just about any user interface. I agree. Unlike code, drawing requires a smaller investment of time and offers the agility to quickly communicate ideas. There’s virtually no commitment. If an idea isn’t working, you can throw it out and start drawing something else. You tell me what’s easier to throw away: a five-minute sketch of some basic shapes or a five-hour coding example? I rest my case.

One of the most valuable tools I have in my office is my dry-erase board. During meetings, it’s not uncommon for me to use the board to visually communicate all sorts of ideas. Sometimes, I’ll use it to simply write down words I hear when a user is talking. Not only does this reinforce to them that I’m actively listening, but they’re also able to see what I’m parsing out as a result of our discussion. The application begins to take shape just by isolating words alone.

I can also use the dry-erase board to draw an early layout of the interface. I do this, as you can see in Figure 6-1, by drawing squares, lines and other basic shapes, so the user can see how I’m interpreting what they’re telling me. Many times, by drawing early sketches, I can discover areas where I’ve completely misunderstood what the user was describing; this has saved me countless hours of programming things the user didn’t want.

Once, I had a user so exasperated by my inability understand that she took the pen from me and started drawing. It took only minutes before I finally understood what she was trying to say. At the very least, you should consider having tools like pens, paper, or dry-erase boards available. Again, people have many different ways of analyzing and describing a problem. You may not prefer to draw, but it might be the perfect tool for one of your users to communicate. Explore those possibilities with your users and you might save yourself time and frustration.

A core component of the user-centered design process is exploring effective ways to communicate with users. Be willing to try new things if your meetings are falling flat and you’re leaving confused. If your users aren’t giving you what you need, try other methods. Drawing can be fun and it might spark less-enthused users into participating.

One of the many drawings from my dry-erase board
Figure 6-1. One of the many drawings from my dry-erase board

Creative Freedom

Let’s face it: sometimes working on the same project day in and day out can be a drain. Sitting at your desk, confronted with the same problems you had yesterday and the day before can obliterate your motivation. Make sure you’re spending time outside your current projects to exercise your creative muscles and continue growing new ideas.

Consider this: perhaps you can work on a project that has nothing to do with what you’re currently working on. It might not even be a software program. Maybe it’s woodworking, painting, or making music. If that’s too creative, try exploring new technologies or coding frameworks. Perhaps you could build an application with a web service you’ve never used before like Twitter, Facebook, Flickr, Yahoo! Weather, etc.

Daniel Pink, author of Drive: The Surprising Truth About What Motivates Us (Riverhead Books), shares the story of how one company dedicates an entire day each quarter to creative freedom. The company is called Atlassian and its cofounder Mike Cannon-Brookes has come up with what he calls “ShipIt Days” (they used to be referred to as “FedEx Days” but have since been renamed due to copyright infringement). Atlassian’s ShipIt Days allow software engineers a free day to work on whatever they want with whomever they want. The only requirement is that engineers must ship their work to their colleagues the next day, hence the name.

Pink explains how ShipIt Days work:

At two P.M. on a Thursday, the day begins. Engineers, including Cannon-Brookes himself, crash out new code or an elegant hack—any way they want, with anyone they want. Many work through the night. Then, at four P.M. on Friday, they show the results to the rest of the company in a wild-and-woolly all-hands meeting stocked with ample quantities of cold beer and chocolate cake. Atlassian calls these twenty-four hour bursts of freedom and creativity [“ShipIt Days”]—because people have to deliver something overnight. And deliver Atlassians have. Over the years, this odd little exercise has produced an array of software fixes that might otherwise never have emerged.

Imagine if you and your team could take a day out each quarter—or month—and focus on whatever you wanted. Atlassian realizes the value in this creative freedom and is willing to put its money where its mouth is. I’m sure many engineers come back the next day with ideas or demonstrations that have very little immediate value. But that’s not the point. Atlassian wants to encourage a company culture that embraces freedom to explore new ideas and celebrates out-of-the-box thinking.

If you’re working in an enterprise environment or software development shop, consider showing your boss supportive articles about the power of creative freedom. Suggest that your company should implement ShipIt Days. Be willing to organize it and educate others about how it will work. It could be the very thing your company needs to spark innovation and re-engage its employees.

If you’re on your own, make sure you’re setting aside time to explore creative outlets. Go to the park and take your camera. Produce a movie with your kids and show it to the family with a big premiere. Create an Instagram account and take pictures of interesting things you encounter.

It really doesn’t matter how you choose to express yourself creatively, as long as you’re being purposeful and making time to do it.

Understanding Your Goal

As I stated in the previous chapter, a clear vision and goal for your project is paramount to its success. Understanding your goal has implications for creative exploration as well. You see, when you truly understand what you’re setting out to achieve, it can be easier to push aside naysayers. That can be important when you’re in the vulnerable stages of early creativity.

Jeff Weir is a UX designer for Microsoft, and his project Viscosity is a great example of understanding your goal.

Viscosity is an award-winning, web-based application that allows users to spread multi-colored paint into masterpieces. Ultimately, it’s a digital representation of the viscous nature of paint, as shown in Figure 6-2. Users have created and shared thousands of art projects using Viscosity. They’re also able to see an ever-expanding slideshow of one another’s creative works.

When evaluating Weir’s work on Viscosity, one might deem it to be superfluous. A web application that allows users to spread paint around—what’s the point?

Viscosity interface
Figure 6-2. Viscosity interface

Weir doesn’t really see a need for a point:

I had a lot of people telling me why I should stop. What’s the point? How are you even going to make money at this? And none of those were goals for me. The goal wasn’t to make money—the goal was to make something awesome.

This isn’t to suggest that one must be altruistic in his software development endeavors. After all, we can only eat ramen and live with our parents for so long!

However, for this project Weir’s goal wasn’t to make something that would be profitable. If that was his goal, he says, he would’ve approached it differently. The goal was to explore how to replicate the natural properties of paint using a web browser and, as he says, “make something awesome.”

When detractors said that there was no sense in spending time on Viscosity because it wouldn’t make him any money, it had no effect. Weir knew that wasn’t the goal of the project in the first place. He understood the purpose of Viscosity and set out with a clear understanding of what he wanted to achieve. This allowed him to ignore negative comments and see his idea come to fruition. That’s the power of vision!

Seeing Viscosity come to life was Weir’s goal. He says that creation can be as important as the end product. He built Viscosity because the idea interested him and he enjoyed the challenge. In this case, he didn’t need a business plan or elaborate strategy. To Weir, Viscosity was a creative exercise:

Creativity is like a muscle. You have to flex it. And, a lot of times, it’s not about doing it right. It’s about doing it.

So consider spending some free time fleshing out various ideas. Take a break from your ongoing projects and allow yourself to be creative with as few constraints as possible.

Steal (I Mean Borrow) from Others

But what if you’re tired and out of ideas? The blank canvas can be a scary proposition. If you’re under the gun or feeling uninspired, then let’s not reinvent the wheel. We should make it a practice to look at others’ work for new ideas.

In Steal Like an Artist: 10 Things Nobody Told You About Being Creative (Workman), author Austin Kleon suggests we have to free ourselves from the pressures of being original:

If we’re free from the burden of trying to be completely original, we can stop trying to make something out of nothing, and we can embrace influence instead of running away from it.

So often we needlessly pressure ourselves to be original or innovative and we actually hamper our creativity. Today we have access to millions of websites, mobile applications, gaming systems, television menus, ebook readers, shopping kiosks, and many other user experiences. We should be relentlessly studying these interfaces and searching for new possibilities within our own applications. However, I see many developers throw out their early ideas with a quick dismal of, “that’s already been done.” They toil and wander the barren landscape of their ideas looking for the oasis of an original idea. Many times they never find one, and because of this, they never reach an innovative breakthrough.

In the literary world, great writers know that if you want to write well, you need to write. Write constantly, and when you’re not writing, read. You should read works from the masters and examine how they weave together their stories. Learn from their style and prose and continually examine your own. Great writers aren’t concerned about others’ influence on their work; they remain confident that their own creativity will shine through.

In the book The Writer’s Idea Workshop (Writers Digest Books), Jack Heffron discusses how new writers struggle with the anxiety of influence:

[Writers] fear they won’t find their own unique voice. They fear their ideas will lack originality. This concern, I think, is vastly overrated. Most apprentices can benefit much more from that type of influence then by trying to avoid it. Your own voice will emerge. Your own ideas will break away from the master’s ideas. In the meantime, you’ll be learning the craft and learning how good writing works.

There are many parallels between writing a book and writing an application. Both processes require a great deal of personal creativity and resolve. They both involve receiving criticism and learning how to take feedback constructively and make the work better. Many developers, just like writers, fear there are no more original ideas and begin to block themselves from creative thinking.

This is what I say to developers when I see them thinking this way: “There may be plenty of Twitter apps, but there are none of your Twitter apps.” Each of us has the ability to bring our personal experience, programming knowledge, preferences, and user base to a particular application. The very nature that you are working on it makes it different.

I’m not saying that you shouldn’t challenge yourself to innovate and improve applications that are already available; I’m saying that because something already exists, it shouldn’t prevent you from exploring your idea.

If Michael Crichton had decided there were too many books about dinosaurs, he may never have written Jurassic Park. If Anne Rice had believed that vampires had become too passé, she may not have written Interview with the Vampire.

Not too long ago I was working with a colleague as we went through some new design concepts for our company portal. We were discussing several ideas about how search results could include employees’ contact information. We were finding it difficult to imagine ways we could display search results that promoted this type of information. Then, my colleague suggested that we look at how Facebook handles its search results. We also looked at Google+ and Twitter (Figure 6-1 is a result of that discussion).

Looking at how these companies handled social search and relevancy spurred new ideas for our project. We weren’t directly stealing what these companies had done. Instead we were learning from what they had already implemented. We took the ideas that made sense for our project and discarded the ones that didn’t. After all, our project was dealing with employees’ professional contacts. However, we were able to observe parallels with how Facebook, for instance, dealt with personal contacts in search results.

We should also be cataloging the things we find interesting. If you’re using an application that has a unique way of logging in, take a screenshot and file it away for future use. You might not be working on a login screen right now, but maybe you will be in a few months.

In time, you should have a physical or virtual drawer that you can return to when creativity is low. Surround yourself with creative people and observe what they’re doing. You might not have Vincent van Gogh living next door to you, but there are plenty of Twitter accounts, blogs, books, and videos on the Internet. Find where those sites are, bookmark them, and return to them periodically: see Chapter 11 for a good list to help you get started.

Keep your collection organized and thoughtful. Don’t just throw together a bunch of haphazard screenshots, clippings, and articles. Kleon suggests that your creativity will only be as good as what you surround yourself with:

My mom used to say to me, “Garbage in, garbage out.” It used to drive me nuts. But now I know what she meant.

Your job is to collect good ideas. The more good ideas you collect, the more you can choose from to be influenced by.

One tool that helps me collect great designs is the website Dribbble. Essentially Dribbble is show-and-tell for designers. Artists and illustrators post whatever they’re working on and users can comment, like, and follow them.

I created an account, and every so often, I’ll peruse the site looking for things that I enjoy or find interesting. All I have to do is like something, and it gets moved to a list where I can recall it later. It’s the perfect drawer for ideas. Additionally, Dribbble gives me the ability to search for whatever I might be interested in. Just the other day, a friend and I were searching Dribbble for ideas about how an audio player should look in his application.

Another site, Pinterest, has similar functionality, but it features a more broad collection of art. With Pinterest you and your friends can “pin” anything on the Web that strikes your fancy. Perhaps it’s a funny t-shirt or an interesting use of typeface. Maybe it’s an inspiring quote or unique piece of furniture. Pinterest is a great way to collect ideas, and because it’s broader in scope than Dribbble, it exposes you to other influences. Believe it or not, I’ve actually used the style of a chair as inspiration for a website I was working on.

Creating delightful user experiences will require this kind of dedication, but it doesn’t have to be a lonesome quest. By asking questions of your users, you can bring them along for the journey as well.

Creativity Requires Questioning

You might be starting to see a common theme throughout our discussion. User-centered design is a relentless pursuit for answers, and a good designer or developer never stops asking why. Browsing sites like Dribbble and Pinterest will have little impact if you’re not taking the time to reflect on what you find. While observing the work of others, you should be asking yourself questions like:

  • Why was this product or service a success or failure?

  • What’s this website doing that its competitors aren’t? Is this the better approach?

  • What is it about this application’s design or layout that I like or don’t like?

  • Why does this product frustrate me? What would I do to make it better?

We need to be able to articulate the reasons why we like or don’t like something. When a design isn’t working, we should be able to express what’s going wrong; and when we don’t have the right language, we should read blogs, articles, and books by those who do. So many developers I’ve met can spend hours ranting about a product’s design flaws, but when prompted for ideas on how they would improve it, they go strangely quiet.

Like any great user-centered developer, you can also ask questions of the people around you. We’ve all been there when someone is frustrated using a mobile phone, ATM, website, or any other product. A user’s frustration is a gold mine of creative insight. Behind every “This sucks!” or “Who made this thing?” is a wealth of information we can use to avoid design flaws in our own projects. However, all is lost if we’re unwilling to listen. Great developers and designers are constantly asking questions and observing human behavior.

When visiting my local mall or shopping center, I like to walk around and people watch. I like to see what types of smartphones people are using, or I may watch customers as they fiddle with a self-checkout register. Sometimes, if they don’t look too busy, I might stop and ask them what they think of the product they’re using: “What do you like most about it?”; “What do you wish it did better?”; “Would you recommend it to your friend?” Once I eavesdropped on a lady behind me at a restaurant as she was talking to a friend about why she took her television back (it was too difficult to set up). Don’t be afraid to ask others why they like or don’t like something. Ask your coworkers what they think about a new service they discovered or game they’ve been playing. Most people I’ve met have an opinion they don’t mind sharing. Often people feel honored that you care what they think; I find it amazing what insights I get from those types of discussions.

Another trove of usability information is your hairdresser. I’ve asked all the women at my local salon various questions about their smartphones or favorite websites. After all, I’m just sitting there while they cut my hair—what else would we talk about? They now know me as “the computer guy.” Every time I come in, they have new stories to share about technology they’ve discovered.

But it’s not always that easy.

We have to remember that, as software developers, we tend to be pretty technical. Our perceptions are skewed. Technical things just make sense to us and are second nature. While technology may come easily to us, I don’t think that’s representative of the regular population.

For a lot of people, technology is just a means to an end. They could care less whether it’s there or not. If it serves a purpose and has value, then great; otherwise, they could live without it. You may find that everyday people have very few opinions about the products and services they use. It’s just not something they think about. Still, if you’re asking the right questions, you can coach these people into giving you useful information.

For instance, a friend of mine recently purchased a new smartphone. Our discussion went something like this:

“Oh, you got the [latest smartphone model]!”

“The what?”

“Your new phone—that’s the one running [the latest smartphone operating system]. What do you think?”

“Oh, yeah. Um, it’s OK. I just wanted a phone that took pictures, so this is the one they said I should get.”

Of course, my mind melted. I wanted to expand on all the possibilities she now had available to her. I wanted to show her how she could stream music and videos, download apps, or play the latest online multiplayer game.

But then I realized she just wanted to take pictures on her phone, so I changed my line of questioning.

“Do you like taking pictures more on your phone than on your camera?”

“Yeah. I do. It’s better.”

“Really? Why?”

“Because I can easily share them with my friends and family on Facebook. I love Facebook. It makes it really easy to share. Sometimes that’s a bit scary too though.”

That launched us into a lengthy discussion about the merits of social networks and the risks of sharing personal information. I learned what aspects of Facebook she valued most. I realized that we viewed the service differently and that the features that were important to me she rarely used. It was an important reminder that although I’m not necessarily concerned about online privacy, others find it to be a challenging proposition.

Did this conversation have a direct link to the projects I was currently working on? No. However, discussions like these make me a more informed programmer and they expose me to others’ perspectives and values. By learning how others use technology, I eventually convert that knowledge into new insights and better user experiences within my applications. Of course, all of this requires that I step out of my shell.

In order to be creative, we have to be willing to take risks. We have to explore subjects that are not normally in our area of interest. We have to try new foods and read different books—and by different I don’t mean books about a different programming language. We need to travel to new places and talk to different people; we need to ask new questions and watch different kinds of movies. Sure, our peers might think it’s a bit strange that we drew some pictures for our latest project. They may give us weird looks when we come into the lunch room holding food from that foreign restaurant that just opened.

That’s OK, because creativity takes guts. It requires us to be uncomfortable, and it requires us to make mistakes. I think American filmmaker Woody Allen says it best:

If you’re not failing every now and again, it’s a sign you’re not doing anything very innovative.

If you find yourself failing and even a little embarrassed, it’s a good sign that you’re on the right path to your most innovative ideas.

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