Design Focus: If You Build It, They Will Learn to Use It
Everyone, except your mother, is embracing new technology
Most great ideas often start with, "Wouldn't it be cool if you could ... ?" To which someone (usually somebody's mother) inevitably replies: "Now why would someone want to do that?" At least, this has been my mother's response to almost every new invention since the color TV. She immediately rejects anything that threatens the medium, format or routine with which she's already comfortable.
But now, innovative technologies are introduced to us almost daily and, as a result, the majority of the population is becoming quicker to adapt and adopt. Innovations are no longer threatening; in fact, they are anxiously anticipated.
People now expect to be able to buy their groceries, watch the latest episode of Lost or manage their checking account from anywhere, using any device. Most of us have several screens within grasp every minute of the day and we think nothing of it. We're increasingly at the mercy of the appetite of a new set of needs and desires we never even knew we had - brought to life by a new device, application, branded product or service. These new additions work their way into our existence and create corresponding new opportunities that didn't exist before. In exactly that way, advancements in screen technology have created new, emergent customer needs.
The boom in new screen technologies has created - and will keep creating - new paradigms for delivery retrieval and display. TV was the gateway drug, and now we're all hooked on the hard stuff. Screens are sprinkled and spread throughout our environment, providing ubiquitous and endless access to people, services and transactions.
So whether my mother agrees with it or not, the way we shop, read, socialize and entertain ourselves is changing because of these little screens. As designers, it's important that we accept that our habits and behavior patterns are now a rapidly moving target.
When designing interactive systems we generally work within two basic constraints: technology and interaction design. We must ask ourselves, What are the limitations for information delivery, retrieval and display? And, What are the limitations for users' ability to easily comprehend and work the interface?
In the early days of interaction design, we were constrained by the basic vocabulary of online interactions and limited delivery: minimal graphics, hyperlinks, system buttons, checkboxes, radio buttons and the mouse. Now we have pinch, slide, swipe, double tap, shake, two-finger tap, and rich graphical capabilities.
It has always been the challenge for interaction design to create products and experiences that people understand and find intuitive. However, the threshold for understanding and using an interface has increasingly been lowered. As different design patterns are introduced (modal pop-ups, accordion menus, more rich and dynamic graphical displays, 3-D, etc.), overall, users have become more resilient in engaging with and figuring out how to master the interface. Our design palette is growing, and our audience is more accepting and determined.
This presents new opportunities for us to be more daring and to push for innovative experiences that will evolve our heuristics. We no longer need to underestimate what people will and won't do. It's a brave new world for fearless designers and architects who are ready to choreograph new experiences rather than recycle the safe experiences of the past. I say this as I upload family pictures into a new digital picture frame I plan to give to my mother. I hope she figures out how to use it.
Recent OMMA Magazine Articles
-
Agency of the Year: Gold -- Digitas Dec. 28, 4:43 p.m.
With its newsroom approach to real-time brand storytelling, Digitas continues to create campaigns with Page-One punch ...
-
Agency of the Year: Bronze, Design -- Digitaria Dec. 5, 4:44 p.m.
By tuning out East Coast chatter and conventional thinking, Digitaria creates digital designs that are as ...
-
Agency of the Year: Silver -- AKQA Dec. 5, 4:42 p.m.
The reason this company keeps winning, year after year? It’s taken its magic far beyond traditional ...
-
Agency of the Year: Bronze, Mobile -- PHD Dec. 5, 4:41 p.m.
To reach the fast-growing audience of smartphone owners, Omnicom's PHD isn't afraid to pump up the ...
-
Agency of the Year: Bronze, Search -- Covario Dec. 5, 4:41 p.m.
San Diego-based Covario’s commitment to clients results in increases in traffic, conversion rates and sales. But ...
-
Agency of the Year: Bronze, Media Planning -- mediahub/Mullen Dec. 5, 4:40 p.m.
For its strategic breakthroughs, mediahub/Mullen goes beyond asking what to buy. Instead, it creates an enduring ...
-
Agency of the Year: Bronze, Creative -- Wieden + Kennedy Dec. 5, 4:39 p.m.
From making moms the star of the Olympics to its Southern Comfort everyman, Wieden + Kennedy ...
-
Ed:Blog Dec. 5, 4:38 p.m.
While choosing OMMA Agency of the Year winners is never easy, making the final cuts this ...
-
Agency of the Year: Bronze, Small Agency -- 72andSunny Dec. 5, 4:36 p.m.
With its choregraphed percussion of brilliant ideas and precise execution, 72andSunny gets more attention than agencies ...
-
Agency of the Year: Bronze, Social -- Pereira & O'Dell Dec. 5, 4:35 p.m.
Thinking far beyond Facebook and branded content, Pereira & O’Dell knows how to put on a ...

Todd Lefelt is the director of user experience at Huge.
Be the first to comment on "Design Focus: If You Build It, They Will Learn to Use It"
Leave a Comment