The ojo Page

"If you lived here, you'd be flat and coded by now." – Jaeson Welch

I see from the date of my last post that my plan to keep my writing skills sharp and active felt a bit flat. I’m going to take the meta-low road and not get too bloggy about not blogging. I will pause to comment that so much time has passed that I now actually own an iPad 2, which makes this post and my previous ones interesting book-ends of time.

Meanwhile, it’s been about seven months since I joined The Nerdery. According to my wacky and enjoyable profile page, I’m about twenty six projects launched by now — which feels like a lot, but actually puts me slightly behind the curve compared with my peers. It’s been an interesting and enjoyable place to work so far; I’ve certainly learned a lot more in those seven months than I might have learned in seven years at my old job. That includes quite a bit more confidence in myself and my abilities.

Which puts me where I am today — just about 36 hours away from one of the most intimidating challenges of my professional career. It’s Overnight Website Challenge time — the second one this year. This time it’s in Chicago, which is the first run of that event away from our founding city. So on the one hand, it’s not like I’m going where no nerd has gone before. But on the other, it’s kind of an event thingy, and it’s best to do well.

For the tl;dr crowd, I’ll sum up the event: Teams of up to 10 people are paired with a worthy non-profit organization looking to improve or expand its web presence. Starting from 9am on Saturday (August 20th), we have 24 hours to plan, architect, code and (hopefully) post the enhanced web experience. Our team doesn’t know who our non-profit will be — no one does. The assignments are made on the day, and while some thought is put into pairing the right team with the right project, there is a bit of competitive spirit at play here, too. No one is looking to fail the client…but the point is it’s a challenge — and not just one involving not sleeping.

That’s right — it’s 24 hours, continuous. We’ll have snacks, stimulants, and all the buzz and activity we could want to keep our minds attentive and alert. But it’s not a cushy three-business day project. Like Denny’s or 711, the Overnight Web Challenge doesn’t close.

For myself, I expect the constant hum of excitement (and a splash of anxiety) will keep me wide awake. Plus I’m a fracking Cylon. Or, at least (hopefully), a UX-grinding machine. I guess I’ll find out soon…in less than 35 hours, now.

Launching Pad

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Yet another perk of my great new job at The Nerdery is essentially open access to the UX Department’s iPad. Much as I am all about the sexy Apple experience, and as much as I’d like to be an early adopter, the truth is that a my finances (and related internal budget oversight) conspire against my exploratory nature. In short words, I “can’t” buy an iPad. But, thanks to my job, I can at least access one occasionally and finally validate (or dispute) my grape-like assertion that, “I don’t need one anyway.”

Many hours later, I’m resisting the urge to become addicted.  I’m resisting the temptation to pounce on my wife’s casual endorsement of “I love it – I want it!” (provoked in response to my showing her Solar Walk – no coincidence there). And since my having it isn’t a UX ploy for selling iPads, I’ve spent the time I have with the device to maybe learn something. Which, better late than never, I have.

In my non-representative sampling of the few dozen apps available on our communal UX property, I’ve drawn the anecdotal conclusion that there seems to be three development styles when working with the iPad:

VERY BIG iPHONE APPS

I’m going to go even further out on my limb and include the device itself in this camp. Not as sweeping criticism, and certainly not without awareness of how the similarities between iPhone and iPad may be justifiable. But my immediate impression of the first app I loaded – even from the “desktop” itself – made me wonder why, in such a vast viewing field, I was being presented with what felt like the same tiny button interfaces. I understand it technically and practically – even in terms of usability (they work on the phone, after all, which proves they’re plenty big enough). Yet I could help but notice their relative tininess on an otherwise open court of potential interaction.

Simply accessing the device Settings page illustrates this most directly and completely; the larger screen space is used to display more simultaneous content, but has not been explored to present a newer, device enhanced experience.  Obviously the device Settings screen is the most forgivable (and rational) implementation of this – I cite it as the easiest stereotype of what I’m trying to describe, seen in bits and pieces, across several other apps.

Second along this line of observation is wanting these “large iPhone apps” to embrace the iPad’s impressive multi-touch technology. While agreeing this aspect of the iPad experience isn’t always necessary or even appropriate, seeing it utilized in examples like Pocket Pond and Tesla Toy emphasizes the potential scope of this feature and makes me a little sad when its under-utilized. (Note that multi-finger touch also works on the iPhone, though the ability is less engaging since you can barely fit more than two or three fingers on the screen.)

VERY SMALL WEBSITES

Except for how mobile Safari technically allows the display of websites on the iPhone, few designers actually present this experience as a base standard when composing their applications. Rather, app designers are aware of the physical constraints and (ideally) and build experiences appropriate for the device display and functionality – whether they’re building native or web based interfaces. However, the introduction of the larger, almost notebook sized iPad reintroduces the temptation of recycling Internet metaphors.

I don’t have a solid array of examples to cite (did I mention this was anecdotal?), but let’s pick on Life. The aesthetics of the experience are understandable but largely disinteresting – except for the difference in touch you could have an almost identical experience between Life’s iPad app and their website. There’s nothing wrong with this; it’s just disappointing.

DESIGNED FOR EXPLORATION

I wish I had a better term for iPad design “right-ness” – I’m open to suggestions. But the climax of my point here is that the most engaging, rewarding, “I’m glad I’ve got an iPad” apps I found were the ones that did something new, interesting, or appropriate with the specific technology. This included the aforementioned ”five-finger touch” games, and also covers more mundanely enjoyable examples like Angry Birds. Though this game affords nothing explicitly unique between its iPhone and iPad experiences, it was completely enjoyable as an HD design. Button size and placement created a natural and fluid experience (which I enjoyed over and over, having reloaded many times in an attempt to unseat my co-workers’ high scores).

Games seem to use the iPad hardware, physicality, and interaction potential the best. (I’ll call out Labyrinth 2 as an exception – the interface is appropriate and fluid, but the game depends on a mid-air balance mechanic that seems to overlook the iPad’s incredible heaviness.) The PBS app felt fairly clean, demonstrating an entertainment rich implementation of context appropriate content. Overall, the best apps were those that understood the iPad’s place in an owner’s library of hardware supported experiences. Speaking for myself, each piece of electronic equipment in my care fits a particular niche in my life, and the software I collect for these devices are reflections for those expectations. In fact, this recognition has lead me to another set of thoughts about how good (entertainment oriented) designs need to align themselves with appropriate hardware, physical space, and user expectations.

But I’ve decided to save that for later, since I’ve rambled more than enough for tonight – I’ve still got 60 angry stars to earn before I have to surrender my toy.

Storytime

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My recent migration to Nerdery Interactive Labs has afforded me the chance (and challenge) to put my head back into the design space full time, all the time. Of course, after only two days (since January 31st, 2011), I’m still in a ramp-up period. At the Nerdery, that means a lot of style reviews, internal meetings for HR and other new hire details, and quite a few rewarding peer-to-peer conversations. It’s a very welcoming and educational environment, which is exactly what I was hoping for.

Incidentally, should you happen across this post in the next…year or more? The Nerdery is still recruiting.  A lot.

Now that my head is in the cloud again, I get to ponder both the rugged practicality of design practitioning and the more abstract and entertaining elements of design as a philosophy – all within a context that actually makes sense and applies to what I’m meant to be doing on a day-to-day basis. In other words, I actually have more to say now…though ironically I may have less time to say it. (Did I mention we’re hiring?)

As I (and probably, many others more brilliant than I) see it, most engagement with the world can be viewed as a narrative of purpose. Our interactions have a goal, tell a story, and eventually build to a conclusion. Though I’m not prepared to defend the metaphor in every context, I do strongly believe this idea holds true for many of the user-centered experiences people in my field are designing. Specific or implied, every user approaches an online, offline, or mobile experience with an expressible goal. The pursuit of this goal tells a story, which ultimately resolves itself in a conclusion that may be favorable or unfavorable, depending on how well the interactive setting has been designed.

Put another way, UX professionals are the authors of potential experiences – but not, necessarily, storytellers. This may seem contradictory… or at least counter-intuitive (I’m having a time just parsing it).  Maybe it would be more accurate to extend the metaphor into theater, and say that UX and IA designers are the directors and crew laying the stage for a story to be told – a largely unscripted story. We cannot dictate how our characters (the users) act in the scenes we compose, but we can ensure that the story is worth telling. By composing the best, most appropriate setting forth the user’s interaction, UX ensures that the connection between the goal and the outcome is coherent, engaging, and complete.

With some exceptions, no good director sets out to present an unsatisfying story. Tastes and technology change, and so stories may be written and re-written over time. In each moment, the author director strives to provide the best setting possible. Now that I’ve moved from what amounted to community theater into something akin to a nerd’s Broadway, I’m looking forward to taking the general notion that interactions are stories waiting to be told and actively applying it in a productive context.  Maybe I’ll learn I’m wrong, and that interactions are more like games waiting to be played.  Or cakes waiting to be eaten.

Whatever does happen, I’m sure I’ll learn.

Unloaded, alive, and warm…

I can officially say I’ve arrived in Minnesota. A month ago it was just a pending plan, then it grew to a building certainty, and now it’s a cold (yet not harsh) reality. As of Monday, the 31st, I will be joining the UX/IA ranks of Nerdery Interactive Labs.

It’s an exciting transition for me. Though I’ve been working with concepts and challenges connected to the Information Architecture space for about six years now, my previous work environment applied this among a variety of other, sometimes strongly unrelated tasks, resulting in a generally diluted mix of really awesome opportunities and … other things less … awe inspiring.

I’d be dishonest to say I’m not a tiny bit nervous. The Nerdery team is well staffed with amazing, energetic, and highly skillful people. I’m looking forward to the collaboration, camaraderie, and focus that moving to a firm of design solution practitioners will afford me.

The relocation itself was moderately eventful. I’ve never moved myself such a distance before – four states and 900 miles, more or less. All in a 17 foot U-Haul truck, towing my 30 foot (?) Buick Century.

Ironically, the hardest part about that was when I tried to return the equipment and turned into an apparently long closed and unfortunately unplowed gas station lot. I have become better at loading and unloading cars from an autotransport (+1).

Weather (and mishaps) aside, the whole affair was favorable. Loading and unloading went quickly, there were no serious scares on the road, and the only casualties were some plants that were left in the car when we stopped to rest in Wisconsin.

Now I’m resting, unpacking, and fighting what I hope is a very minor head cold. Today is Friday, and work starts on Monday. I’m very excited, and a little bit terrified. I’ve been saying fir years how good I could be at this “design thingy” if I could just find a place that would let me actually do it, full time, as my job.

Money? Meet mouth. Enjoy!

I love podcasts.  In fact…

* I’ve been sitting on this post for a while because of the effort needed to actually list and link all the podcasts I love…not even counting the ones I’ve collected but can’t catch up with because I’m too busy loving the ones I have so far.  Anyway, I’m going to multi-part the post in an attempt to do something.

I’m a late comer to the richness of information and entertainment podcasts offer, having only seriously followed a number of them within the last few years.  They’re also a bit of a bane on my sense of accomplishment, given that there are so many interesting people saying so many interesting things…and even if I set aside everything but sleep I could spend days and days catching up with any particular series.

Nevertheless, I love podcasts.  As a means of gathering information, they’re slower than books but much more timely.  They also afford you more insight into the dynamic creativity and character of the participants than you’ll find in many blogs.  Whether the topics are fun or serious, I just can’t get enough of them.  Whenever I have a segment of time where I don’t need to hear the outside world (or pay specific attention to my surroundings), you’ll find me tethered to my audio device, soaking in ideas.

I’m sure there are hundreds (probably thousands) podcasts, even limiting the list to those offered through the iTunes portal.  But I wanted to note a few of my favorites here, and why.

BOXES AND ARROWS [link]

This semi-regular broadcast covers a variety of issues relevant to design professionals across many different disciplines.  Topics range from UX best practices to interviews with thought leaders across multiple industries.  The presentations typical parallel articles and discussions you’ll find on the Boxes and Arrows site itself.  While this podcast isn’t updated with regularity, the archives stretch back to mid-2007.  You could spend weeks just catching up, and be a ready-made designer at the end of it!

IDLE THUMBS [link]

This is one of the best game related podcasts I’ve ever heard…an opinion biased by it being one of the first I followed with any intensity, and my personal love of mixing deep philosophy of game design with totally wacky meaningless crap.  The bad news is they don’t release episodes anymore – two of the key casters, Chris Remo and Nick Brecken, both got jobs on the other side of the country.  You can still hear them in other casts, though I’m sure it’s not quite the same given that they’re both corporate shills now! (ha ha).  Despite the increasingly dated value of the specific games this cast discusses, you can still count on it for some very insightful perspectives – just often enough to matter!

THE NERDIST [link]

Comedian and nerd-buzz expert Chris Hardwick presents…a bunch of interviews!  But don’t let that description discourage – through his podcast, Chris provides some very fun and candid perspectives on the lives and fields of the celebrities he cons convinces to participate.  Also check out The Node (not a cast – just a site), which is probably cool and I’ve probably been booted out of because it was supposed to be “just a few cool people” and I didn’t participate as much as I’d planned.  Or maybe that was all just bait.  Hardwick!!

NPR’s PLANET MONEY [link]

Presented through a collaboration between various NPR assets, this program manages to make the financial world understandable and fun.  The pod is cast fairly often, so keeping up with today’s news is quite easy … and potentially overwhelming.  Much like many of the podcasts I enjoy, I am well behind on this one.

RADIO JOHNNY [link]

This podcast is another of the “professional, growth inducing variety”.  While not as prolific as Boxes and Arrows, the interviews and topics presented through this audio are exceptionally collected and topical.  I had the good fortune to meet one of the thought leaders responsible for this and other things, Jeff Parks, as well as one of the interviewers attached to Idea2010, Clifton B.  If you think you belong in the IA/UX space, go check it out (and then report back to me because I just…can’t…catch…up!!!).

STUFF YOU SHOULD KNOW [link]

Josh Clark and Charles W. Bryant present a wealth of information, neatly cut into 20 – 40 minute chunks.  This podcast is one of many put out by HowStuffWorks.com, but I’m fondest of the “SYSK” crew.  In addition to being witty, informative, relaxed – and yet still professional – Josh and Chuck are very socially conscious and good hearted individuals.  If I ever find out they feel the same way about each other as I’ve heard Adam and Jamie really relate, I’ll be highly sad.

This is going to have to do for now…  There’s plenty more, even if you don’t count the ones I haven’t technically listened to yet (like Giant Fire Breathing Robot).  More to come!

One of my favorite shows of all time is “The Day the Universe Changed“.  Written and presented by James Burke, this was one of two excellent series covering the literal and philosophical connectivity between history, innovation, insight, and invention.  (The other one was called, aptly, “Connections“.)

The Day the Universe Changed starts with Mr. Burke telling the story of a 1965 blackout in the north-eastern United States.  The story itself is very interesting, but more profound were the general lessons Burke used as his starting point:

  1. Modern society is completely dependent on technology for survival.
  2. Modern people put more trust than understanding into this technology.
  3. If you suddenly had to start from scratch, you have to go back pretty far.

These concepts were deftly illustrated by taking the blackout scenario further than what actually happened.  If you imagine the power never coming back, what do you do?  If you were cavalier enough to step into an elevator first, you probably die.  But otherwise, you join the mass exodus of people fleeing large cities which, in the absence of an external support network, are incapable of surviving on their own.

To really understand the problem, you have to think of society as a series of layers that build upon each other, one after the next – like the build-trees of a real-time strategy game.  Each thing you develop opens new possibilities of things that are highly dependent (though ironically removed) from the things that proceeded them.  This allows for a vast social structure that is only possible for as long as the network of connections remains undisrupted.  If something critical collapses (like the power grid feeding all your modern technology), everything falls apart … rapidly.

In Burke’s presentation, the first layer starts with the plough.  Before this invention, societies could never grow larger than their ability to hunt, gather, and inefficiently farm.  After this point, humans could reliably plant enough food for a surplus – which leads to the need to store the food, catalog it, trade it with others, and so on.

You should keep this historical fact in mind if you manage to claw your way out of the power-deprived city (or escape the zombie hoard).  If you want to survive long term, and build a new culture, learn how to furrow the earth.

This bit of musing has been brought to you by the accidental circuit breaker short in my office complex, which left us with sporadic power for about an hour.  Not quite the apocalypse, but I can dream…right?

I don’t have enough time in my day.

Google informs me that this rather flat observation has been expressed “about 410,000 times” in assorted contexts.  In other words, it’s nothing insightful or imaginative.  That doesn’t make it any less true, for me.  What I mean by this statement is that the world has become so vast and packed with interesting pieces of information and experiences that I am literally overwhelmed.  Even if I stopped working and devoted all but a few necessary hours (sleeping), there would still be more…

BooksMoviesPodcastsVideo GamesWikisetc.

…in the world than I could physically find time to review and enjoy.  On my drive back from lunch today I found myself wishing someone would invent a device that could “suspend” time in pockets, allowing you to spend few weeks here and a few months there alone with whatever particular thing of interest you desired.  Then you could resume the normal timeline and not find yourself fired or divorced.  I’d even be willing to let this device shave the time off the end of my life in the interest of obeying the laws of conservation.  I don’t want to wait until I retire to dive into this pool of media – it’ll be bigger by then.

Another way I could get closer to improved experience saturation might be through Augmented Reality.  I’ve been fascinated by the tech and potential behind this term since I first learned about it, years ago.  It wasn’t until my recent upgrade to an iFour that I’ve been able to experience even a tiny, tentative piece of this world-on-world action.  Apps like Layar, Yelp, and Wikitude explore the space of reality + information mashups with varying degrees of success.  It’s all very new and exciting.

Actually, that’s not quite true – it isn’t new.  Science Fiction and Interactive Media have been promoting “Everyware” for decades.  Take System Shock 2 and Deus Ex as two classic examples – in both cases, a key element of game play is the ability to look at just about every object and see an additional layer of informative detail.  Dead Space, a more recent example, also springs to mind – and is an excellent illustration of this detail seamlessly integrated into an everyday experience.  The layered visuals strike us as novel only because, as observers in our “current reality”, we lack the fictional world’s history of comfort with the technology integrated into their society.  The Interactive Media future-space takes providing complex object details for granted the same way we dismiss always knowing what time it is.

Earlier this year, Jeff Parks interviewed Joe Lamantia for Radio Johnny, specifically about this article but also on the AR (Augmented Reality) topic as a whole.  Mr. Lamantia is highly encouraged by the growing experimentation in the AR space.  He’s written a number of articles covering both the tech and philosophy of the subject, and points out that one of the most important things needed to push this concept forward is content generation.

The saturation of inexpensive technology, plus the connectivity afforded by the growing global network, allows the growth of many ideas to move away from design specialists – into the hands of motivated users, who can begin to innovate on their own.  The success (or failure) of this process will define the timeline of development for AR.  Not to say it will sink or swim because of this – I think AR is a given certainty limited only by the timeline it will take to promote and expand.  If we want this technology faster, the best strategy we can embrace in the short term is to help invent the tools that make content generation easy – and enjoyable – for hobbyist innovators.

People are motivated to generate content.  Or, more precisely, there are so many people online these days that even if the motivated ones are a minor percentage, this still amounts to a very big number.  Consider Little Big Planet as a tangible example within Interactive Media.  This game world is thick with user generated content – the game developers provided a solid, intuitive interface for content development … and people of all ages went insane with it.  There’s also Second Life … as an example of people going insane in a more literal sense.

So what’s my point today?  Am I ranting about Augmented Reality, or am I ranting about content generation?  I’m going to vote for both.  Better writers than myself (see above links) have more concisely summarized the details on this topic.  To this choir of experts, I’ll add my own slightly discordant cry: Hurry up, AR Innovators.  I’m running out of room in my life for single-layer experiences.  I need information on top of my information, or I’ll never get it all into my brain.

And while you’re at it, be sure to make your tools easy to use, so I can play too.

I am a self-made design professional. I don’t say that as a boast or to be impressive; it’s just literally true.

<sagevoice>When I was in school, they didn’t teach this … inter-active de-sign.</sagevoice>

Even if the courses existed, my “inner Architect” hadn’t really come forward – I studied psychology, philosophy, and spent quite a bit of time with my computer as an obsessive personal hobby.

Years later, I entered the job market with an abstract education vaguely summarized as a humanities bachelor’s degree.  This qualified me for abstract labor vaguely built upon my skill with machines and my ability to communicate.

<sagevoice>Yessir…I started in the mail-room.  Now look at me…</sagevoice>

To condense the last twelve years of my career, I’ve gone:

  1. Mail room (survey prep for scanning)
  2. Processing (printing and data manipulation)
  3. Technical support (which is where I’d originally interviewed)
  4. Data analysis (including the creation of tools for such)
  5. Report design (a consequence of #4)
  6. Interface design (a natural side effect of #5)
  7. Experience design (basically what I’d already been doing with #4 – #6)
  8. Account management (actually running in conjunction with #5 – #7 in a 50/50 capacity)

Lucky for me, in terms of interacting with other designers as peers, a lot of people had similar experiences (some started with “artistic” rather than “humanities” roots, which works well for team balancing because if I were good at drawing things I’d probably be a web comic).  It wasn’t until I was able to start attending user experience conferences that I was able to learn this – and quite a lot of other things, too.  Like the fact those stick-figure sketches I was using to flesh out ideas actually had a name.  And that taking the views of the consumer into consideration wasn’t a pointless exorcise.

There’s still many, many things to learn.  And one lesson I’m finding useful recently is the value of creating artifacts of your efforts as touchstones for the process.  Where I’ve worked, bolstering a large design and development team could not be fairly described as a top staffing priority.  I compensate by being … aggressively … dedicated to devoting the time and effort needed to remain productive under limited resource constraints (to put it abstractly).  When I attended gatherings of “my kind”, I’m exposed to a variety of exciting stories about team building activities, sketch-board and post-it sessions, agile iterative processes loops, and client-consultant Gamestorming sessions.  The activities aren’t unfamiliar to me, but I have to admit that as a UX Team of One, much of this effort occurs inside my head.

As a result, I’m challenged to gather a cluster of materials to show and  share as mentoring reference (or illustrations of my experience).  For example, under the pressure to generate a complex interactive model of a product delivery Portal (using Axure), a considerable amount of detail was created in my head rather than on paper.  The usability concerns and client expectations had been spelled out with concise precision; mostly I just had to build it.  As a consequence, much of the iterative stages either existed as mental activities or rapidly evolved within the same working document.  This is neither good nor bad, in context.  But I do look back and wish I had those things to show for it now, instead of just having the finished detail.

So my advice for the week is, like they used to say back in trigonometry, “Show your work.”  It doesn’t matter if you’re involved in a project where the recipients are invested in seeing the recorded evolution of an idea.  Creating and retaining those artifacts has more value than you might expect.  For one thing, you’re creating a warehouse of modified, reshaped, and even partially discarded ideas.  Things you might find worth sharing or revisiting in other situations where they might prove more appropriate.  For another, if you find you’re painted into a virtual corner, versioning helps you back-track to where the trap formed – before it started to close.

Most importantly, the record of ideation you’re producing serves as a road-map of your thought process.  This is critical when trying to sell your vision (or yourself) to others.  Some people want to know what you can produce… But just as many – if not more – want to know how you can produce it.  My saying that a designer needs a good, presentable portfolio is hardly noteworthy.  But this collection of materials will always be incomplete if it only shows the end result of your efforts without in some way illustrating your capacity to take an idea through an entire life cycle.

That’s not to say you should fill your portfolio with exhaustive examples of the process – it’s not a scrapbook.  But a few samples – a few formulas sketched in the margins, so to speak – are more than just valuable.  I’d suggest they’re critical…even if you never share it with anyone but yourself.

If corporations wish to be treated with a legal status equivalent to person-hood, we may be compelled to also assign other attributes normally reserved for true individuals. For example, corporations presenting an apparent lack of empathy, engaging in privately amoral activities, whilst outwardly appearing to be functionally normal participants in the business community would – by the definitions of person-hood – qualify as psychopathic.

Over the past several years, I’ve come to feel that there are two ways to quantify your workforce. One way is to classify your workers as valued assets functioning with assigned roles as resources specializing in appropriate tasks.

The other way is to treat them like people.

This is an important – and I would hope obvious and natural – distinction.  In the first perspective, you are viewing human beings in the same manner you would view an instrument in your toolbox.  As a responsible professional, you may keep them clean and organized, but you are inherently detached from any consideration that might not normally apply to inanimate objects.  If you need a hammer, and you have a wrench, you might pound the nail anyway.  Or you might go find a hammer because that’s the better choice.

In either case, the carpenter isn’t investing much thought into how the hammers or wrenches feel about those choices.  My concern about our modern corporate society is that we have a tendency to begin applying this sense of detachment to people.  I don’t necessarily think it starts out malicious or intentional, and I believe it occurs with such subtly that we probably don’t even feel it happening.

Why do companies exist?  Unless an organization sprang spontaneously from nothing (or was fractured from a larger organization), most companies start small and (hopefully) grow.  At first, they might be described as a cooperative gathering of compatibly skilled individuals pursuing a common goal – some or all of which includes the need to be employed.  After all, we live in a society that functions on the exchange of intangibles, and having a cause is good but not useful if you starve in the process.

And so the “small business” occurs, and everybody works hard, and everybody knows each other and (theoretically) gets along.  The division of responsibility is so blurred that even organizational hierarchy is informal.  Everyone is invested in the fate of their fellows because that fate is tied to the health of the company as a whole.

With time and success, the company grows.  Somewhere in the resulting transition, interpersonal cohesiveness can begin to dissolve.  Not always, I’m sure – I’ve never worked at Netflix, but their mission overview claims a focus on avoiding this problem.  I would suspect, however, that it happens a lot.  The shear size of some companies would make personalized interconnectivity almost impossible.

Something else can happen, too:  The nature and goal of the company can shift.  Although superficially the organization remains apparently committed to a social agenda, and issues like workplace satisfaction and retention continue to receive attention, the company no longer emphasizes the value of the staff over the importance of the company as an “entity”.

I’m not trying to sound naive here – I understand that companies that do not grow and remain profitable cannot survive, which certainly destroys the job security of its employees.  What I’m trying to describe is the notion that a small company exists so that employees can earn money and consumers can receive a product.  In contrast, many large companies appear to exists so that a select number of individuals (at the top) can earn money by any means.

If that transition occurs, people stop being people and become “assets”.  The size and prestige of the organization ensures its ability to survive independent of its individual parts.  What starts as healthy redundancy turns into streamlining and competition for efficiency.  The perspective of the common worker loses value – who cares what one hammer thinks, when they’re so easy to pick up from the store?

I don’t know that this effect is universal.  I can’t claim to have enough corporate experience to say beyond personal observation that the trend is even common.  I’m sure when it does happen, there are increasingly obvious signs.  I would expect these start as elements of structure, some of which are adopted by necessity and some of which are embraced as conventions.  ”This is what the big boys do,” as it were.  I’m sure it’s a mixed emotion moment.  On the one hand, you may be watching the soul of your small company die.  On the other, you’re might be witness to a rebirth – an eruption from the ashes of insignificance into something with greater strength and survivability.

I suspect this depends a bit on whether you’re riding the head of the phoenix, or standing in the pile below.

I also can’t suggest a solution; I can imagine a philosophy to avoid it (like the Netflix culture), but I can’t say for certain whether this is effective or portable.  I would speculate key elements of a successful plan would include promoting continued communication among your employees (i.e. don’t let the ever increasing staff size turn everybody into strangers) and reasoned consideration during the adoption of “large corporate policy”.  There are changes that help the bottom line, and then there are changes that don’t hurt the bottom line but do affect morale, and perhaps those are better avoided or discussed as a group.

So my advice to employees? Don’t be tools.  And to employers, I’d say don’t be carpenters.

I recently completed work on materials for an RFP response.  It was one of those short-cycle projects where you learn about it on Monday and you have to be done by Friday (and the future of the company is at stake!!).  I was jarred to discover how much “out of my loop” work and consideration had already been applied.  I’ve been lax about my commitment to an Internet presence, so I wanted to share a few of my thoughts around this.  Posting at least once a week is just a goal for myself, and there’s no accountability.  But I’ve no excuse to be lazy, so here goes:

I currently work in a somewhat unstructured environment.  To call it “Agile” would be to describe it kindly; the small business atmosphere and product cycle urgencies have traditionally demanded fast thinking and intuition over planned response.  The results haven’t always been the best they could be, but until recently the situation was manageable.  The company is growing, and “reaction” is never as good as “action”, so things are changing.

One change relevant to this RFP issue was the creation of a Software Requirements Summary.  This goal was championed by the head of IT, who comes from a very strong organizational background (and is a bit brilliant, in an IT kind of way).  Using the RPF details and a review of a related product, he and his team was able to compose a technical summary of what the system might need to do at a very granular level.

I was not involved in those discussions or planning sessions.

To take a side path, for a moment, one should always remain conscious of how your personal emotional perspectives influence your professional interactions.  Corporations are complex entities – even small business environments have a rich variety of communication lines, initiatives, and political and administrative nuances.  If, like me, you are part of a department that is limited in size or isolated from the main process flows, it’s easy to feel constantly curious and maybe a bit … paranoid? … when you catch wind of things that seem related to your skill sets but were operating outside of your awareness.  I can’t say I’ve identified the best way to manage those emotions (there are probably some helpful team building activities) … but I can say, at the least, there’s value in regulating them.

Returning to my story, when I discovered the level of structure being explored without apparent initial consideration of Design or Information Architecture, I was intrigued.  Follow up conversations revealed that these presentation layer elements weren’t being overlooked - those elements “will be addressed down the road”.  The initial focus, it seemed, was to be centered on structure and function.

I don’t have enough cross-business experience to know if this is the norm (I’m sure huge organizations do it very differently).  Philosophically, I find I disagree with the “Function First” point of view.  I certainly know the risks related to an opposing approach – when Form is the first and only element considered, Function becomes random and subject to excessive revision.  Form is all about ideas and visuals, and without constraints things can get crazy.  Despite my Form-centric bias, I would even go so far as to say Form cannot develop independent of Function.

That statement isn’t as “/duh” as it sounds.  I’ve worked on projects where the definition of “Function” was so abstract that practically speaking you could argue it didn’t really exist.  Function is more involved than saying, “It has to do a thing, in a place.”  Under such vague goals, the resulting designs define the Function much more than they adhere to it.  So that is one ineffective side of the spectrum.  The question is, does the opposite hold true?  Can you create and describe Function, without also considering Form?

The conversations I’ve had with Developers suggest that group would say, “Yes.  Absolutely – the function of an application can be cleanly and specifically described.  The form of the output isn’t relevant providing the software requirements are defined and met.”  I can see where the perspective comes from, but I’m not in agreement.  In all the workshops and conferences I’ve attended, the recurring themes have persistently promoted the value of ideation and iterative development.  It could be that these events have an unspoken presumption that software specifications and structure have already been defined…but I don’t think so.  Rather, it seems that the creative process starts around the kernel of an idea – an essence of the Function – and then iterates under the influences of imagination, attention to user needs and behavior, and – yes – the Functional attributes of the environment surrounding the product.

In other words, Function is there – most definitely.  Function provides the road map of  both useful direction and necessary constraints.  Form envelops those ideas and helps to provide the look, feel, and details of the function.  Form supplies the shell for presenting the Function to the world, and it also asks the “What if?” – a question that can be very frustrating to structural thinkers eager to lock the product down.  (Just like hearing “The technology won’t support that” is very frustrating – but sometimes very necessary – when you have a keen idea.)

If I have a bottom line here, it’s to say when you’re forming a product development team, make sure the group is a mix of Form and Functional thinkers.  Put a Developer in the room during your Post-It / sketch-board stages.  Make sure there’s a Designer sitting in on your IT planning sessions.  People specialize in the areas that best speak to their skills and interest.  They form teams around those specializations.  But if we don’t mix the voices in those teams, the result will always be biased and inferior.

(/duh)