Powzot

A blog about anything my little heart desires

  • It's social media day, just like every other day since 2006

    • 30 Jun 2010
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    I was informed this morning that today was "social media day." There were parties and meetups and well excuses to go drink (we need them now that the USA is out of the world cup.) Really, it was a chance for "gurus" to pretend that because Facebook and Twitter are now on the news every night, that they need a special day to prove how guru-tastic they are. In fact, most of the people I know in the social media sphere just made funny remarks about how dumb it was and moved on (I was also in that camp, BUT...I also blogged about it.) The fact is, social media is exactly like the social part of real life. Where you have to be nice to people, not be a dick, be honest and be interesting. Hard stuff, I know.

    So what does this have to do with UX? Well, honestly having special days for social media, to pretend that it's really any different than having a real social experience are making something awesome and empowering into something more complicated than it really is. This is bad for UX for social media, esp for people who aren't on the cutting edge, because making something out to be more complicated than it really is always leads to a less enjoyable experience. But hell, it sells books and speaking engagements, so screw everyone else. 

    For the record, this blog SUPER hard to write. I had to send an email, and we all know how hard that is. Good thing I found a guru at the bar.
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  • The inevitable iPhone 4 post, from a UX perspective

    • 29 Jun 2010
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    Everyone is talking about this, so of course I have to get my two cents in, right? Yes I know I"m late to the party on this one. 

    Actually, the main thing that gets me the most about all this iPhone 4 stuff doesn't have anything to do with the product as much as it has to do with every blogger and PR person's idea of Dieter Rams philosophy on design. So let's just clear that part up first. Rams ten principles of good design are: 
    • Good design is innovative
    • Good design makes a product useful
    • Good design is aesthetic
    • Good design makes a product understandable
    • Good design is unobtrusive
    • Good design is honest
    • Good design is long-lasting
    • Good design is thorough down to the last detail
    • Good design is environmentally friendly
    • Good design is as little design as possible
    Apple (and really Jonathan Ive, since he's the head of design at Apple) hits a lot of these. iPhone 4 is innovative, aesthetic, understandable, unobtrusive, and as little design as possible (which I would call "simple" but I'm trying to make a point here using Rams's words) but it isn't long-lasting or environmentally friendly (hello new model every year, meet Dieter Rams). It isn't thorough down to the last detail, because of the antenna problems (yes, if you aren't having these problems you need to accept there are a lot of people who are) and because of that flaw the product isn't as useful as it could be since it's usefulness is based almost solely on being able to comunicate with a cellular network.  Apple has hit way more of these than they've missed, and while the few they've missed are big ones, I can not deny, as a designer, the iPhone 4 is a beautiful piece of gadget to look at. 

    But ultimately it's a phone, and it needs to work like a phone, not a "beautiful old camera" to totally take a quote out of context. This, however, isn't the biggest user experience problem the iPhone 4 has. Apple's response to any complaint's about the phone's performance is iPhone 4's biggest UX problem. "Don't hold it like that" and "Just buy a case for it" don't make for a good experience, and this is a prime example of something most companies fail to see when they design a product. Customer service is a big part of the user's overall experience with any product. Effectively saying "hold it differently" or "spend more money" isn't a solution, and it's leaving a bad taste in a lot of people's mouths. And that's too bad, because the iPhone as a product line is a fantastic product, it's just got a big UX problem they need to clear up, and that's Apple. 
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  • The "rules" post

    • 29 Jun 2010
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    I have a blog (www.powzot.com)... which I haven't updated in months. Mostly because I haven't had time to write thoughtful, meaningful posts about PowZot's main topic, marketing and advertising. But I still have stuff to say. Stuff that doesn't fit into twitter and it's 140 character limit. Stuff about design, about user experience, about small business, about whatever else it in my head at the time I feel like writing. To that end I'm setting up some rules to keep me writing (something I really feel like I need to do more) and set expectations for you, if you are one of the crazy people who chose to read all this. 

    1. All posts are "rough drafts", they will be written and posted. No posts will linger, waiting to be edited.
    2. Try at least in some way, even if it's lame, to tie it back to UX. Fall back will be "I can't tie this back to UX in anyway."
    3. All other rules are thrown out the window. 
    That's it. On with the show.

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    All thing things I can think of (mostly about design, UX, advertising and technology) unedited (but spellchecked) and ready for internet prime-time.
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