ux.artu.tv

31 Weeks of Windows Phone Metro Design | #4 Hub & Spoke Navigation Model

January 22nd, 2012

31 Weeks of Windows Phone Design Index

Twitter

Introduction

Today we begin our preparation to get ourselves ready to define the Information Architecture (IA) for our app. We will discuss Information Architecture more in depth in a future (not too far away post) but first I want to touch on a couple concepts that I think are critical for us to be able to visualize in our mind how a Windows Phone app is structured. With this knowledge in mind plus the IA for your app we should be in a good place to move forward in the design process. The first concept I want to talk about is Hub & Spoke Navigation Model and the second one is Choosing Between Pivots, Panoramas and Pages. This week we will cover Hub & Spoke and next week we’ll go into the choosing the right screen patterns for your apps.

The Hub & Spoke navigation model or “distribution paradigm” is not exclusive to Windows Phone. It is a widely known model used on website navigation and structure as well as in other digital interaction mediums. The Hub & Spoke model is particularly popular outside the digital realm and widely used in transportation, telecommunications and urban design. One of the best examples are airline route maps.

Airline Routes

Wikipedia defines the Hub & Spoke Distribution Paradigm as “a system of connections arranged like a chariot wheel, in which all traffic moves along spokes connected to the hub at the center.”

Hub & Spokes

While working on this post I came across Paul Laberge’s Going with the Flow… Using Metro to Control the Experience article and I must say he covers almost everything I wanted to cover here :) . Paul does a great job of highlighting the top concepts related to Hub & Spoke navigation in Windows Phone. To avoid duplication I will refer you to his article and instead will spend some more time here covering examples and other in depth guidance on Hub & Spoke. Make sure you read Paul’s article.

The reason Hub & Spoke is important in Windows Phone is because it helps you define the flow of the application, or the flow of the experience as Paul describes. When working on a Windows Phone app the flow is the first thing to nail down - not the visual design.

Windows Phone Hub & Spoke

The Hub & Spoke navigation model is ideal for small digital devices, like phones, where screen resolution is limited and small but where content is still a lot to deal with. Here is a typical side to side scenario between Windows Phone Hub & Spoke and iPhone/Android non-hub and spoke models.

Windows Phone compared to Android

The Backstack

A fundamental concept in the Hub & Spoke model in Windows Phone is the “Backstack”. The best way to describe it is with breadcrumbs. As in Hansel & Gretel breadcrumbs J Once upon a time Hansel & Gretel where navigating happily through a dark dark Windows phone app (with black background). Every time they went to a new screen they’d drop a breadcrumb there so they knew the list of screens they’ve been to. They went on and on until they found a little house where an old lady invited them in offering ice cream sandwiches and apples. Luckily in this version of the story Hansel & Gretel were smarter and they decided to go back home. The list of breadcrumbs they dropped helped them return back where they came from.

In a nutshell, in Windows Phone the user taps objects, buttons, list items, icon buttons in the app bar or other user interface controls to move forward in the app structure. Basically, the user moves forward by making decisions.

The user moves backward in the app structure by using the back button… the user moves backwards by instinct and memory. The back button is used “blindly” by the user and the user learns to trust the back button. From this point of view the breadcrumbs analogy actually works only for the developer of the app. The user doesn’t have a visual map that tells her where she is going to - she just knows she is going back where she came from.

This is the reason why handling the Backstack correctly is so important, because the user will use the back button with only her memory as a guide. It is also the reason why starting to define the right app structure early in the design process is fundamental for the long term success of the project.

Hub & Spoke Sample

Removing Steps in the Backstack

Sacrilege!? No, not really… in fact, you as the developer or designer are responsible for removing steps from the backstack if needed and whenever it makes sense. I was first introduced to this concept by Corrina during the Windows Phone Design Day tour last Fall. In her REFINE session she provides some really good example of when it makes to remove steps in the backstack.  At first I would have though the backstack is untouchable since we want to respect a user’s path but there are different scenarios when it is convenient to remove items from it. In this example Corrina explains that it obviously doesn’t make sense to have users return to the credit and billing screens once the purchase transaction has been completed. Instead when pressing the back button on the last screen the app would take the users back to the wish list.

Billing and Credit

In this other example we can see an opposite scenario where removing search and results from the backstack could cause confusion for the user. The user is in a wish list, searches for products, finds some products and adds one to the wishlist. From this last screen it makes sense to send the user to the search results screen (the previous one) since she might be interested in adding more items from the same results instead of going all the way back to the wishlist and having to perform perhaps the same search again. So you can see how in different scenarios, it makes sense or not to remove screens from the backstack.

Search Results in Backstack

Here are some additional tips that Corrina shared with us during the tour:

“Remember, back means back; not forward, not sideways, but back.”

“Ensure application state is persisted appropriately.” 

“Ensure transient interface elements do not appear in the back stack.”

Transient UIs

Diagraming the Hub & Spoke Navigation Model for your App

Here are a couple methods to diagram the flow of your app and how the Hub & Spoke model will get to manifest in it. Please note these are techniques for illustrating diagrams and not methods for defining your app flow. Your application flow can only be defined later in the design process when you start exploring and maturing the Information Architecture.

Abbreviated Nomenclature

This method is quick. It’s great when quickly wanting to convey an idea of flow to your peers - other designers or engineers. You can use this by sketching it with pen or pencil or using some of the visual assets in this Expression Design file or Adobe Illustrator file. It consists of drawing circles with abbreviations as follow:

Start - Windows Phone Start Screen

Pv - Pivot

Pa - Panorama

Pg - Page

Abbreviated Nomenclature

Visual Nomenclature

This is a more detailed nomenclature that allows you to convey visually the key elements or screens in your application flow. I’ve created some Expression Design and Illustrator templates for this nomenclature if you want to use it with your favorite visual design tool. You can also sketch this out. Here is a way I do it that uses just a few strokes making it as easy and quick as possible.

Visual Nomenclature

Visual Nomenclature with Backstack

Learn More about Hub & Spoke Navigation Model in User Interfaces

This is Paul Laberge’s article on Hub & Spoke model in Windows Phone. Also, here is the Navigation section in the Windows Phone UX Guidelines which describe Hub & Spoke in more detail as well as explains some other concepts like Tombstoning.

A good way to understand Hub & Spoke is to explore alternative navigation and information architecture models. Also, Tombstoning is an important component of the Hub & Spoke navigation model as it allows application to persist their state even when users have moved beyond our outside of it. Escaping Navigation Hell by Like W is a great article that describes specific techniques to craft experiences where content is a lot and complex - while this usually drives for an also complex navigation mechanism, Luke provides shares some tips to tackle down navigation (or not to at all! J).

Finally if here is the obvious Wikipedia page for Hub & Spoke as well as the Infragistics Quice Design Pattern page for Hub & Spoke (worth studying for other common navigation design patterns).

Next Post | #5 Choosing Between Panoramas, Pivots or Pages

In our next post we will review the criteria to decide when to use Panoramas, or Pivots or Pages. We’ll demystify the use of some of these screen patterns.

31 Weeks of Windows Phone Metro Design | #3 Ideation and Concept

January 15th, 2012

31 Weeks of Windows Phone Design Index

Twitter

In the previous post, The Design Process of a Windows Phone App, we discussed the importance of defining a theme for your Windows Phone application. The ideation stage helps you refine your theme and generate ideas to help enhance the user experience around that theme. We talked about the value of selecting a user experience as a theme, like dining, running or sailing instead of thinking of apps in terms of APIs or RSS Feeds available out there.

The Ideation and Concept stage is quite fun and it is best played with other people! - There are 3 key stages in the Ideation & Concept phase: 1) Brainstorming 2) Exploration and 3) Consolidation. In a nutshell during the Brainstorming stage you generate tons of ideas, during the Exploration stage you dissect and study many of those ideas (but not all) and in the Consolidation stage you decide which ideas will move forward to become part of your Windows Phone app. Only a few of them make it through alive.

Ideation and Concept Stage - Windows Phone Design Process

Brainstorming

Brainstorming is usually the first stage when designing a Windows Phone App (or designing anything for that matter). This stage is all about freedom of thought. It’s about coming up with tons of ideas, even if some are crazier than others. It’s about thinking outside of the box to come up with innovative solutions.

The best tools for Brainstorming are storytelling and tons of multicolor sticky notes although sketching and moodboards help too. To begin with, this article has 10 really good tips for effective brainstorming.

In general you would use brainstorming to define two things: 1) the general idea for your app and then later 2) the features for your app.

Brainstorming can help you come up with cool ideas for Windows Phone apps that provide unique value to the user and that differentiate from other apps in the Marketplace. Once you have defined the general goal of your app, then Brainstorming can help you generate and explore specific ideas (features) for your app.

First, you will need a theme or general (broad) user scenario(s) to address. One of the typical things we see here is the almost instinctive approach of “creating an app just because there’s an API or web service available out there”. So we end up with dozens of Yelp!, Twitter or Foursquare clients. While there’s nothing wrong attempting to create the best client for any of these services, the real opportunity to innovate is found by thinking in terms of user experiences and not APIs or Web Services. So, instead of saying “I will create an app based on the Yelp! API“, say: “I will create an app to aid the user in the dining experience“. Decide what user experience you want your app to be a part of, based on your business area, your personal preference, your hobby, or something you hear people really want. You will find that most successful Twitter (Seesmic) or Foursquare (4th and Mayor) clients are the ones that think beyond the API.

Another common approach we see at this stage is some people condition themselves from the very beginning. For example they begin the Ideation stage knowing for sure they will create an app “to check the price of stocks“. So we end up with yet another stock trading app, or another RSS Feed reading app. The key to come up with good and original ideas for apps is to think of a user experiences. So instead of thinking “I will create a stock portfolio app” think “I will explore how to help the user in the experience of stock trading” - ah! Much broader, gives you more room to come up with ways to contribute to the experience.

A great brainstorming technique to accomplish this type of approach to generating ideas for Windows Phone apps is Subjects + Objects + Verbs. I remember we put this one together back in Architecture school and it was fun! Last year we started using it for UX design as well.

Subject + Objects + Verbs

We hosted this group brainstorming technique during the Windows Phone Design Day tour. It consists of having a group of people write a bunch of Subjects, Verbs and Objects related to a user experience and then choose some of those words to put together a new scenario. This exercise ignites creativity because it forces you to come up with solutions for scenarios based on words you didn’t write yourself - scenarios you would have never come up with yourself if it had not been for the collective consciousness of the group.

  • Get some multicolored sticky notes and markers. Preferably all the markers have the same tip width and the same color (black). Sharpies work great.
  • Get 3 different colored sticky notes and write the word Subjects in the first one, Objects on the second one and Verbs on the third one.
  • Paste these 3 sticky notes on a big wall.
  • By now you should have defined a theme for your Windows Phone app - remember to think of user experiences like dining, sailing or working out (no specific solution at this time). We’ll be using dining (eating at a restaurant) in this example.
  • Ask participants to write one Object, one Verb and one Subject related to the activity or experience of “dining”. One word for each, on separate sticky notes and to paste them below the header sticky notes you initially created.
  • This will fill up the wall with a bunch of Subjects, Verbs and Objects related to the experience of dining (or any other theme you and your team chose like running, sailing…)
Subjects, Objects and Verbs
  • Next step is to divide the group into smaller teams of 2 or 3 people (or 1 if few team members) and ask them to select 3 words they like as a team: One subject, one verb and one object. Encourage them to select words that trigger ideas or imagination for user scenarios. Some teams struggle with agreeing in which words to pick. A tip here is for each team member to select one word so they end up with one subject, one verb and one object. In reality you could assign random words to each team - this will force them to think outside the box and come up with unique app user scenarios to solve.
  • Once teams have selected their 3 words, they are ready to start generating ideas about how to solve or address the scenario that magically appears by selecting a random subject, verb an object. For example:
    • Vegetarian Girlfriend + Yell + Double Cheese hamburger
    • Children + Play + Food
    • Chef + Cook + Tomatoes
    • Grandparent + Propose + Check
    • Lady Gaga + Meet + Dishes
  • Participants then have to come up with scenarios that are inspired in those 3 words, for example, Gaga + Meet + Dishes… we know we won’t design a Windows Phone app specifically for Lady Gaga right? J and unless we are huge fans we won’t create an app focused on Lady Gaga alone but what if we translate Gaga to a broader concept like “Famous Personality”. So, Famous Personality Meets Dishes. What if we created an app to track personalities who attend different places for lunch or dinner? There could be maps and personalities and when users spot someone famous, they tag that person. I’m not talking about a paparazzi app J but just an app that would give users an idea of how possible it might be for they run into their favorite actress or hip hop rapper if they go to X or Y place for dinner or lunch. Hook that up to Foursquare and Yelp and you have some good APIs to support your user experience. Just an idea. It is important to encourage participants to feel free not to take the words literally but to extrapolate to whatever makes sense like in the case of Gaga which we elevated to Famous Personality or the verb “Yell” which could be broadened to “being upset in general” or “having a problem”. This idea of spotting personalities in restaurants is something I would have never come up with myself if it had not been for those words some other people in my group wrote down on those sticky notes.

Here’s another example with three words that really called my attention: Kids + Play + Food. I would have never come up with that scenario myself - I don’t have kids but thanks to 3 different people who wrote those words I now I have a scenario to work on. Kids playing with food in a restaurant can be a real problem. How could we help solve this scenario?

This is where some techniques described in Gamestorming can be helpful. Here is one example with the Impossible Scenario Brainstorming technique. Remember these are games so if you take it too seriously you won’t get far J no need to start thinking of how you will build the app or what backend server architecture you’ll need. Just have fun. In future stages you’ll have enough time to prioritize, explore technical feasibility and be picky with ideas. Right now just play this game with your team.

Impossible Scenario for Kids + Play + Food

A mother and father might have 2 or 3 kids that play with food and that’s a problem but an impossible scenario would be the same couple having 100 children! Impossible right? (I guess…) what would you do as a parent of one hundred children that play with food when taking them to a restaurant? Sounds like a nightmare - you’d have to know all their names, their preferences, who they hang out with, are some of the vegetarian, their age groups? Who are the most well behaved and the worst? Etc. As a caring parent of a 100 kids you’d know these things J that’s the impossible scenario. Now bring it back to reality: while it’s not really possible for a parent to take her/his 100 kids to a restaurant, it is indeed possible to have a 100 children (from different parents J) in a single restaurant or other public facilities like a museum - ask McDonalds or Chucky Cheese! Now translate all your “learning experiences” as a parent of one hundred kids and leverage those as the restaurant manager or the restaurant itself. How would a restaurant help these one hundred kids (or their parents) not play with food and make a mess out of the place? What if the app sponsors social activities while at restaurants, a sort of mini social media for parents to meet and get children to play activities together or simply for children to learn about other children’s cultures based on the other children who have checked in?

100 Children

Another technique to test your Object + Verb + Subject is Alternate World, where you’d say something like, what if the restaurant was on the moon? What would happen to a meat ball being thrown by a kid? I can see the meatball floating across the restaurant hitting a grumpy old man on the other side! This gave me an idea… What if your app becomes an actual game where children can make all the mess they want? With actual food from that particular restaurant? J Like throwing little Big Macs or McNuggets. If we have Fruit Ninja why not Messy Food. It kinda makes me thing of Angry Birds meets Fruit Ninja meets Cooking Mama.

One more technique is In Other’s Shoes. Here you have to pretend you are someone or something in the dining experience. Sure, you can act as the waiter and discover the dining experience from his/her point of view. This will help you open your mind to scenarios you would have otherwise not thought of. Allowing you and your team to think from a completely different point of view. Now, instead of being a person, think you are… I don’t know, the spaghetti plate J think of how you got to the restaurant, the ingredients that made you who you are, how you were cooked, served, eaten. This will also expose you to the dining experience from a point of view that you would have otherwise not thought of before. Does this mean we will create an app for spaghetti plates? Not necessarily… but having explored the lifecycle of spaghetti will have taught you more about what happens behind the counter, back in the kitchen, with inventories or storage in the restaurant and I’m sure that’d open new ideas for apps.

Spaghetti Plate

Very different approach from thinking first of the availability of an API out there right? :) APIs, Web Services, and all those goodies should just be tools to help your app contribute to making a user experience better.

There are some great brainstorming books out there like Gamestorming and Thinkertoys. These tend to be more focused on brainstorming techniques for marketing/business groups (in my opinion) but you can adapt some of those techniques for design groups too.

Play these activities (that’s the word - play) with your teammates or with friends and family if you are an independent developer. These are games to come up with ideas. You can’t be too serious at this stage. Things will get serious on the next few stages.

Pecha Kucha

At the end you can present your ideas to your team (or some friends) using the Pecha Kucha (Chit Chat in Japanese) presentation model where you have 20 slides and 20 seconds per slide to present a summary of your ideas. This model is great as it will force you to remove garbage and noise and leave the best ideas. It will also force you to “start” bringing those crazy ideas down to earth.

Pecha Kucha

 

Exploration

In this stage you and your team Explore the feasibility (Business), desirability (Experience) and viability (Technology) of the ideas you came up with during the Brainstorming stage. I will focus on Experience in this post as I’m sure if you are a developer or a product/marketing manager reading this post you will know much more than I do on how to explore the technical viability of ideas.

When it comes to Experience, the goal is to take some of the ideas generated during Brainstorming and dissect, stretch and test them. You can do this with some of the following tools:

Sketching

Storyboarding

Paper Prototyping

Storytelling

As mentioned previously, design is not a one shot activity - not a “one try” type of activity. Design is a process where we take shapeless blobs of concepts and ideas and we start working them out, exploring them and treating them as clay. Little by little we get to know these ideas better to the point where it all starts taking shape. Sketching, Storyboarding, Prototyping (focusing on Paper Prototyping in this Ideation stage) and Storytelling are any creative person’s tools that allow for idea exploration.

“Every block of stone has a statue inside it and it is the task of the sculptor to discover it.” - Michaelangelo

 Sculpting Process

Sketching & Storyboarding

The boxing glove technique illustrates precisely what sketching is all about, particularly during this exploration stage.  You do not need to become an artist to convey ideas with sketches. In fact during early sketching phases it works even better to be more abstract and generic with your strokes. That’s what a boxing glove (or better yet, a thick pencil or marker) will help you accomplish. Try the following exercise: get a black marker (like a Sharpie) and a sticky note (one of the little ones) and try to sketch a full Windows Phone panorama in there. The paper size and stroke thickness will immediately restrict you from adding detail and that’s what sketches should be, general non-detailed manifestations of your ideas.

Sketching

Sketching: the Visual Thinking Power Tool by Mike Rohde is a terrific post about sketching with many great links and resources. The Messy Art Of UX Sketching by Peiter Buick is a must-read UI sketching post with lots of practical techniques.

This is a great series on sketching tips by Anders Toxboe

User interface sketching tip 1: Drawing rectangles and corners

User interface sketching tip 2: Drop shadow

User interface sketching tip 3: Use a thick pen

User interface sketching tip 4: Get your arm off the paper

User interface sketching tip 5: Constrain yourself

Finally, these are 50 sketching resources for user experience designers - There are some nice articles, videos and presentations there for those of you who want to go deeper into sketching.

Paper Prototyping

Paper Prototyping means literally using paper to build an “interactive” (or more like a guided I’d say) interactive experience. You can produce a paper prototype by sketching on paper. For Windows Phone apps you could sketch it all in rectangular shaped paper. I personally enjoyed sketching Panoramas, Pivots and Pages using 3″x 5″ sticky notes. They are cool because you can stick some next to each other and layout Panoramas with 4 to 6 panels, or Pivots with 3 to 6 items. If you are doing user testing with your prototypes then you might want to formalize the presentation a bit more and sketch in letter size page. How do you make objects interactive? Well, you literally sketch-out the different screens or UI modules that would be displayed or change when the user “interacts” with them. In this guided prototype you would aid the user by pasting, removing, changing parts of the paper prototype depending on what the user wants to do. This is a great way to start testing concepts early enough and it’s cheap not because it’s paper but because in one 15-60 minutes you can put together a good paper prototype vs investing hours, days or weeks building something interactive. Remember at this point we are still in Ideation technique and we are still giving shape to the “shapeless blob of ideas”.

Another way to do paper prototyping is something I learned from Jared Potter, a Sr. Design Integrator in the Studio. He sketches Panoramas, Pivots, Pages and then takes a picture of them with his phone. He then emails those photos to himself and imports them all into Expression Blend (you could also use Powerpoint…). In Expression Blend he then creates buttons on top of his sketches, over areas where he drew interactive elements like Push Buttons, App Bar buttons, List items. He then uses Behaviors to enable the buttons to take him to other screens (other sketches). In 15 minutes he has a full paper prototype (interactive) working in Blend and he is ready to start testing some of his ideas. This is a sort of hybrid paper-digital prototyping technique but is just as cheap (considering you have Blend, Powerpoint or similar J).

Paper Prototyping by Shawn Medero is a great read with theory and practical tips. Paper Wireframing is also another good read. Notice in this case, the author explain a technique that uses pre-created wireframe-like UI elements. They print these out and then they compose UIs. It is still paper prototyping although they do not sketch things out with pen/pencil - instead they use these pre-created UI controls and patterns. Should I create some of these UI control stencils for Windows Phone? J Ok, will do.

These are 3 great articles about paper prototyping theory - not many practical tips but good reads to understand the value of doing low fidelity prototyping.

Paper Prototypes: Still Our Favorite

Looking Back on 16 Years of Paper Prototyping

Using Paper Prototypes to Manage Risk

Storytelling

Some people (including myself) would argue this is the most important of the tools for ideation. Storytelling is indeed fundamental for the whole UX design process. Storytelling allows you to convey scenarios and describe users, problems and solutions in a way that makes sense, that engages people and helps them immerse into a future world where you app exists. Not only it helps you and your teammates and clients understand your vision for an app but it helps in digging deeper into the app and making it more interesting. Good storytelling is also what makes your app sell… selling it investors, to teammates, clients and users. Flat story telling will yield flat apps. Structured and engaging storytelling usually renders in apps that are unique.

A good way to explain the value of storytelling in user experience design is with words:

“Storytelling traditionally begins with a “Once upon a time…” opening, and then a storyteller’s silent pause to gather his thoughts. The traditional openings, of which there are many (often with responses from the audience), were “rituals” that served as a signal that the teller was suspending “time and space” as we know it and transporting the audience to a world of imagination and play.” - Barry McWilliams

“As experiences now span multiple media, channels & formats, we need to look to narrative, interaction, emotional elements to sustain transitions across channels and formats” - Joe Lamantia, Beyond Findability Workshop at IA Summit 09

“To create a truly memorable and satisfying experience, a UX designer needs to understand how to create a logical and viable structure for the experiences and needs to understand the elements that are important to creating an emotional connection with the product users.” - Cindy Chastain

“If emotion and meaning can emerge from the harmonizing of elements that make up a story, then to design for optimal experiences we need a story by which to harmonize the elements of a product, service or system. - Cindy Chastain

Storytelling is the foundation for every other way of communicating User Experience and User Interface ideas. Stories can be told with your voice, sketches, storyboards, moodboards and/or videos.

Telling User Experience stories is not too different from writing movie scripts or novels. Similar elements of storytelling exist for developers and designers to craft engaging and revealing details about user experiences. Common elements of storytelling are: Theme, World , Character(s) , Props (Objects),  Story(ies)(Plot).

Theme is the one sentence that describes everything. Your foundation. Your mantra. The phrase you and your team will live by. Every scenario, feature, decision, you take about your app needs to pass the Theme filter - the Theme validation. World is the setting, the landscape, the room, the street or in the case of digital experiences it’s also screens (of different sizes), or platforms like phones, tablets or even Facebook, where these digital experiences occur. Characters are the Subjects or (personas) or other beings that participate in the experience.

Props (Objects) are physical or digital assets that complement the user(s) in their experience. Stories define Actions are the relations between Subjects and Objects.

In addition to the elements of a story, the structure is also important. You will find different story formats have somewhat different structures. A basic story structure consists of: Setup, Confrontation and Resolution. So, when defining and telling a user experience story, begin by laying out the users and their context. You can then establish their problem or goal and finally explain how this scenario is solved with the use of your app. The biggest risk of stories is for them to be flat - instead, tell stories that have spikes of revelations and aha moments, perhaps everything seems lost and then your feature solves it all.

Do not write flat stories

You can express user experience stories by writing them down and by using some sort of visual media like sketches in storyboards and/or moodboards. Also note that storytelling in User Experience design is multidimensional meaning there are different levels of the experience for which you can write a story. First you might want to write the top level app end-to-end story. Then you might want to write a story to describe the top feature buckets. Finally you could write stories for specific features.

A really valuable technique I learned while doing marketing is to write mini-stories called elevator pitches which is basically being able to convey a story in 30 seconds or less. If you cannot describe your app, your core feature area or a specific feature in less than 30 seconds then chances are you have not yet got a hold of the scenario or feature and you need more time to explore it.

“If you can’t tell your app or specific feature story in 140 characters, chances are you need to do more exploration before continuing with the process.”

An even more effective technique I’ve been using lately is to describe your app, your core feature area or specific feature in today’s world elevator pitch standards: Facebook status and Tweet. So try writing a mini story (really nano-story J) for the 420 character limit for Facebook status and then a 140 character mini story for Twitter. If you cannot express your app or feature with these limited set of characters then just as previously mentioned, chances are you might not have yet nailed down the user experience thus more exploration is required. When teams have a conflict agreeing on a Tweet long story that describes their app or features of their app then it’s good to go back and talk more about the app or feature looking for the key elements it is contributing to the user experience.

Here are some good descriptions I’ve found in the Windows Phone Marketplace:

CocktailFlow

Tweet Browse, find and discover cocktails with a continuously growing collection of drinks.

Facebook Browse, find and discover cocktails with a continuously growing collection of drinks. The application features beautifully presented recipes and identifies cocktails that can be made from ingredients in your bar. It also gives suggestions on what ingredients to buy next to make additional delicious cocktails.

Seesmic

Tweet Seesmic lets you update and view multiple social networks in an efficient and powerful application.

Facebook Seesmic lets you update and view multiple social networks in an efficient and powerful application. Manage multiple Twitter accounts, your Facebook account, your Salesforce Chatter account and organize all your accounts, searches, trending topics and lists in your customizable “spaces” dashboard.

Experience Themes: An Element of Story Applied to Design was a terrific session presented by Cyndi Chastain at the IA Summit 2009 in Memphis. She talks about storytelling for user experience designers and developers. Better Writing Through Design by Brownwyn Jones is a good post that provide practical tips to better write user experience stories. Using Stories for a Better User Experience by Whitney Quesenbery explains the use of personas for writing stories as well as ideas to capture stories directly from users during testing sessions. Here is the Whitney’s presentation with notes and slides. Not directly related to user experience design but I thought this article on Conflict and Character within Story Structure was very helpful for me to understand the basic structure of stories - structure which can easily be translated to user experience storytelling.

A Note of Caution with… Babies

During the Exploration stage you will unavoidably face conflicts of interest and people will fall in love with ideas. Ideas are like babies, and babies can be so cute that you don’t want to let them go even when they turn out to be evil. So learn how to cut the cord and let ideas go if they prove (and that’s a key word here… prove) that they are not worth pursuing. At the same time, embracing some ideas and defending them whatever it takes is just as important. Without a strong sponsor in the team, a great idea might fall off the tracks and get lost forever. What we want to find throughout our Exploration is “evidence that proves” that this idea is worth pursuing or that it is not. In the process, the idea will mature and by the end you will have learned a lot about it. Notice it’s not the time to make this idea mature 100% but to get a feel for how feasible it is. I just read a tweet from a quote from Ed Catmull, President of Pixar: “The culture of Pixar is to protect an unformed idea“.

 

Consolidation

Where Brainstorming is all about freedom, Consolidation is all about taking decisions, about getting clarity and about reaching consensus between different points of view in the team. At this point the team will have explored and learned a bunch of ideas in detail. It will be easier for the team to take decisions on which of the ideas to further develop and take into the next stages. A good technique at this point is to use red and green dots or any other forced ranking technique. What we want to achieve here is remove ambiguity and have a clearly prioritized list of scenarios so that we can cut out the ideas that just don’t have technical, business and experience potential.

A forced ranking technique would be to give people $100 (fictitious J) and ask them to put as many dollars as they want next to the idea/scenario they believe should be brought forward and developed as part of the Windows Phone app. This will give people a budget and by doing so will make people think well where to invest their “money”. Some people might choose to split their voting investment in 5 parts - $20 each. Others will feel really strong about a particular idea and will put $45 on it and the rest split on other ideas. Some might split their investment in a 100 parts! But of course their “decision and influence power” will be greatly diminished.

At the end, depending on the results, define a benchmark and cut out all ideas below that benchmark. All the others become a prioritized list of scenarios for your app which will be further explored to turn them into features. Done! :)

 

Forced Ranking

Next Post #4 Hub & Spoke Navigation Model

In the next post we will explore the hub and spoke navigation model which is the basis for structuring Windows Phone Apps.

31 Weeks of Windows Phone Metro Design | #2 The Design Process of a Windows Phone App

January 9th, 2012

31 Weeks of Windows Phone Design Index

Twitter 

Here is a proposed design process for Windows Phone apps that I’ve been using. While many of these are conventional design process stages, I’m trying to explain them from a Windows Phone app point of view specifically. Drop me a tweet if you have any comments or questions or leave a comment in the blog :)

This post is about the end-to-end process so I will keep it high level and in upcoming posts we’ll start exploring each of these steps in detail. Next week for example we’ll begin with Ideation & Concept - all about storytelling, sketching, storyboarding and low fidelity (paper) prototyping. This process basically becomes the axis for the rests of the posts. I have no doubt that based on feedback we might refine some of the stages and will be adding more examples as we create them.

Chart is read from bottom to top..Smile

Windows Phone Design Process

The Windows Phone design process is no different from other design methods for authoring websites, mobile apps or designing anything for that matter. Designers around the world value the design process, make it their own, tweak it, perfect it and change it for every project. No project is the same so it is important to understand the design process more as a set of guidelines than a set of rules. Keep it flexible. The thing to understand about ‘design’ is that it is not a “one-shot” type of activity - you have many shots. You do not have to nail down the design in a single try but instead it’s an iterative process much like what sculptors deal with when producing a piece of art. When they have a piece of marble, they just don’t start working out the details from the beginning, like eye brows, or finger nails or hair. Instead they give the block of marble a first pass and start giving it a general sense of form, the main volumes and core masses. Then a second pass and they start defining more specific masses for arms, thorax, head and legs. Then a third pass, a fourth and a fifth one. It takes them many passes for them to reach the point of being able to work out the little details. User experience design is the same. You can’t start working out the details at the beginning and if you try to, the beast (aka your app) will get back to you and eat you :0. For example, Application Flow has to be defined before you get to Visual Design. I’ve seen this happen many times, we try to skip some steps to stay ahead of the curve, and the lack of design exploration comes back to us with fury later in the project. Bryan Agnetta explains this well @25:49 in his BUILD session titled Journeys.

App Theme

We begin our process with an application theme. Wait! This is the first point where things can fall apart! - But we are just getting started Arturo! J I know, I know but the app theme is so important to enable you be successful on the next few stages. The thing I’ve noticed time after time is that when we start our app design process we either 1) already have a super clear idea of what we want or 2) we have based our goal in an existing API or Web Service available out there. Both approaches in my opinion are wrong. If you have a super clear idea of what you want then you are conditioning yourself and your team to a solution we haven’t even allowed ourselves to explore yet. If you decide to create an app based on an existing API or Web Service you will end up with yet another Twitter, Yelp! or Foursquare client or another stock app that gets data from Yahoo! Finance or another RSS aggregator that gets news from CNN… Search for CNN in the Marketplace and you’ll see what I’m talking about. While those apps might be a good learning experience, believe me, they won’t breakthrough or contribute a lot to users. Do not think of APIs or RSS Feeds at this point. Think of user experiences. So instead of thinking: “the CNN RSS Feed is available w00t!” - think: “How can I contribute to the experience of getting the latest and most relevant news for users?”. As soon as you think of it that way you immediately open a huge world of exploration for you and your team. It’s no longer an RSS aggregator, now you have a higher goal, a heroic task to help users get access to the most relevant news for them. Because the objective is broader, the solutions are less concrete and that’s what you want at this point. You want to keep it open so you can explore and come up with innovative ideas. Instead of thinking in terms of APIs, think in terms of experiences, like the running experience, the dining experience, the sailing experience and then ask yourself and your team how can you contribute to enhance that experience for your users. Note it doesn’t necessarily mean solving the entire experience… it could mean solving just X or Y portion of the experience where users tend to find difficulty or where you see an opportunity for helping users reach their full potential. Later on in the development process you will decide if you use an API or RSS Feed from whatever source but your starting point should not be the technical solution. The most popular Twitter (Seesmic) or Foursquare (4th and Mayor) clients are successful precisely because they thought of the experience first - not the API behind it.

Now, if you are authoring an app for a client who has a specific product or service or you are porting and app from iPhone or Android into Windows Phone then certainly the theme (and more than that) will already be defined. In most of those cases, depending on budget and client needs you might have to go directly to the Information Architecture stage. Let’s be honest, I’d love to tell you that you can still do Ideation and Concept but the real world as well all know is that if you have a client that hires you to port an iPhone/Android app to Windows Phone, chances are the theme, concept and even information architecture will already be defined. This is not bad news J In fact, once you get to the Information Architecture and Interaction Design stages, the best of the Metro Design Language comes out: Pivots, Panoramas, App Bar, List Views, Typography, Layout and Motion. When porting apps from other platforms, your job becomes an exercise of 1) understanding the current IA in those platforms and then translating it to the right screens, content views and navigation metaphors in Metro. The fundamental thing to understand when migrating from iPhone and Android is that you are not migrating the UI. You are migrating the Information Architecture. By thinking and acting this way, you will prevent wrong conversion processes… like when some folks try to migrate the back button from iPhone (usually an on-screen button on top left) to a button in Windows Phone… guess what?… you don’t need an on-screen back button in Windows Phone because we have a hardware Back button. So, it’s better to think in terms of “migrating IA” than “migrating UI”.

Ideation and Concept

Now that you have a theme or mission it is time to start generating ideas for it. The Ideation and Concept stage is fun! - it’s almost like playing games. Games of brainstorming, games of sketching and of telling stories. There are 3 key stages in the Ideation & Concept phase: 1) Brainstorming 2) Exploration and 3) Consolidation. In a nutshell during the Brainstorming stage you generate tons of ideas, during the Exploration stage you dissect and study many of those ideas (but not all) and in the Consolidation stage you decide which ideas will move forward to become part of your app. Only few of them make it alive.

Ideation and Concept Stage - Windows Phone Design Process

Brainstorming Full Freedom

This is a stage where the goal is to generate tons of ideas that relate to your mission, like “Contributing to the hotel booking experience”. Imagination, delusion and craziness are good skills to possess at this point. Be playful and think outside of the box. There are concrete brainstorming exercises like Subjects + Verbs + Objects and ways to stretch your mind like Alternate Worlds, Impossible Scenarios and In Other’s Shoes. We’ll discuss all these techniques in the next post. These games can be played with you and your team or even friends if you are independent developer. The goal during this stage is not to constrain yourself wondering “how will you get to build or program this or that”. It’s not even about how thing look. It’s about generating ideas and the crazier, the better. In the next few stages, those ideas will be brought down to earth and executed. After all, as we all know, there’s a million great ideas out there but only the one or two that get properly executed, succeed.

Exploration Dissect/Inspect/Test Ideas

In the Exploration stage you will take some (not all) of the ideas that came out of Brainstorming and get to learn more about those ideas. You learn more about your ideas by dissecting, inspecting and testing those ideas. Ideas at this point were just born, they are babies and they have not fully developed or matured. This is where some of those, perhaps crazy ideas that were generated during Brainstorming fall apart - but many of them will make it through. You will undeniably notice you or others in your team will embrace, adopt and fall in love with some ideas - their babies. I’m tempted to say that’s not good but at the same time, you have to love certain ideas so you can really push them forward. Sometimes ideas need development for them to fully manifest. If you give up on an idea too quickly you might have missed a good opportunity. Luckily at this stage we have 4 very useful tools that allow us to explore our ideas and find some good ones: Sketching, Storyboarding, Prototyping (Paper) and Storytelling. These tools help developers and designer to put ideas to the test.

Despite initial expectation, Sketching can be learned and in fact having less sketching ability might even help you remain more abstract at this point. Storyboarding will help you tell stories in a similar fashion to Pixar or Dreamworks animators. You use drawings and boards with scenes of user experiences showing ideas to help and contribute to those experiences via apps. It’s a visual mechanism. Prototyping is a whole world to explore but at this stage we’ll focus on Paper Prototyping. There are a couple ways to do this: one is to literally build an analog prototype made out of paper, sticky notes, cardboard and tape. You can then test scenarios by manually pasting screens on top of others to convey interaction. This type of paper prototype requires a guide and a user tester. I know it sounds like a completely dorky activity! J but it seriously is not… it is a very serious thing. It is amazing how much feedback you can capture by investing $0 and only 15 to 60 minutes in putting together a paper prototype. I won’t be telling you to do paper prototypes in more advanced stages of the design process but at this point it’s your best shot. Another way of doing paper prototyping is with Expression Blend (or Powerpoint or any other “interactive tool”). This really is a hybrid analog/digital technique first shown to me by Jared Potter, a Sr. Design Integrator in the Design Studio. In a nutshell, you sketch screens on paper, take photos, insert those photos in Expression Blend, add transparent buttons on top of “clickable” areas and hook up navigation. Done! He calls it the 15 Minute Paper Prototyping technique and we’ll talk more about it in the next post.

Paper Prototyping

Consolidation Make Decisions

You begun the process with tons of ideas during Brainstorming. You allowed yourself and your team to Explore many of those ideas… but here in Consolidation, only few ideas, the very best will come out alive. This is the stage where you make decisions on what makes it into the app and what doesn’t. There are different exercises to help your team narrow down the list and obtain a prioritized list of ideas. The goal here is to remove ambiguity as much as possible. By now, ideas will have evolved to more than just concepts and will in most cases become user scenarios (or information scenarios). A list of prioritized scenarios is what you need to move on the next stage.

Information Architecture

The goal of the Information Architecture (IA) stage is to define information, tasks and the relations between these. That’s what the user has for herself in a digital experience: information and the potential of doing something with this information - whether it’s consuming information to help take decisions or gain knowledge about something or also for generating information.

Information Architecture is a whole discipline on its own (there’s even an Information Architecture Institute). The goal of Information Architecture is to bring information to order.

During the Ideation & Concept stage you generated some great ideas. These user scenarios involve shapeless blobs of information like names, dates, prices, images, temperature ranges - in the Information Architecture stage you take that shapeless blob and deliver structured information. Doing it in single try is impossible. It needs many passes.

We have two very useful tools that help us define our IA: Application Flow chart(s) and Low Fidelity Prototyping.

Information Architecture

So you take a first stab at you IA and then you test it by creating Application Flow charts. These have different levels of maturity, mainly from task flows to detailed screen + content view + navigation charts. Remember the good old flow charts for software engineering (or any other process)? That’s what app flow charts are, it’s just that the visual nomenclature we use is focused on user flow, experience and interaction design. Once you get an app flow chart, you can try telling the story of that user scenario, you will get feedback and ideas for refining the IA so you go back to the AI document and polish it. Then you go back and test by creating a higher fidelity app flow chart and so on and on. Little by little app flow charts become more detailed going from simple task flows to screens that show an idea of content views and even navigation. I wouldn’t call high end app flow charts wireframes but many people would. Low fidelity wireframes certainly.

The other tool we have are low fidelity prototypes. At this point paper prototyping can continue to be helpful due to its low cost ($ and time-wise) however, the app flow charts will be getting higher fidelity pass by pass and you can start using these charts to build your prototype. You could print out the app flow chart and put together an analog prototype (no longer with made out of sketches but printed materials) or use Jared’s prototyping technique in Expression Blend just that instead of taking photos of sketches, you take your app flow screens.

At the end you will have a solid IA document with structured information, a solid set of app flow chart(s) and even some low fidelity prototypes based on this app flow.

One thing I noticed after creating the Windows Phone Design Process chart is that IA represents almost 35% of the total of the height, almost the same as Interaction Design (the next stage). While the chart doesn’t necessarily represent the scale of a project, I must say it’s pretty accurate to think that IA deserves all that time. If you nail down the IA then the rest becomes so much easier.

We’ll have a specific post on Information Architecture for Windows Phone apps in a few weeks.

Interaction Design 

We have defined the structure of the information as well as the tasks users can perform with this information. Now we have to start crafting the user interface for all these things to live in.

That’s what interaction design is: creating a set of user interface and user experience elements that allow for our well-structured information to manifest and for our users to successfully accomplish their tasks related to this information. What we want to achieve at this stage is to deliver the maximum potential for information and tasks to occur. While our IA might be just perfect, if the interaction design is not fully executed then what happens is our information won’t be fully realized in our application and/or users are not able to accomplish the tasks they want.

In my opinion, by default, interaction design is a filter to information and tasks. It is a filter because by definition it is not the information nor the tasks but a means. Interaction design (or user interfaces) are the intermediary between the user and the information. In other words, user interface (what results of interaction design) should be guilty until proven innocent :) I think this concept relates a lot to what Metro Principles establish: Information is the star of the show, not the user interface. The UI is there only to accommodate information and enable tasks. It will be a matter of good (or bad) design execution to define whether this user interface layer is a thin, almost invisible veil or a thick and heavy membrane. I’m not even talking about visual design here but interaction design: how the user interacts with information and the tasks that occur around this relation.

If we didn’t have a Windows Phone Metro Design language available then we’d have to figure out interaction metaphors from scratch. In a future post we will talk more about how to push Metro forward and give you some ideas for how you can innovate on top of it but in this post I will focus on defining interaction design with the out-of-box Windows Phone Metro Design Language as our ally.

Design Patterns are our friends here. Having a solid IA helps translate information structure to Metro controls. Information Structure and Tasks will give birth to Pivots, Pages or Panoramas. Information Hierarchies and Structure will give birth to Content Views. Relations between Information and Information, Tasks and Tasks and Information and Tasks will give birth to Navigation (think App Bar). Everything in our IA document will translate into specific Windows Phone controls. There’s no ambiguity here and when there is then we have a couple things we can do: we can customize design patterns or create our own.

Tasks into Pivots, Pages and Panoramas

Let’s review this again, first, based on your IA document, select some of the out-of-box Design Patterns in Windows Phone, for example search, or maps in local scout, or email, playlists, or contact cards in the people hub. Then, if you do not find a design pattern that fully or at all satisfies your IA needs then you can customize a close enough design pattern or even create your own. When it comes to customizing or creating your own design pattern, you have 3 good tools you can leverage: 1) the Windows Phone Design Grid 2) different weights and sized Typography to convey structured information and 3) using out-of-the-box UI Metro controls. While these 3 are certainly not all the weapons you have at your disposal, they are the most essential ones. Certainly the Windows Phone UX Guidelines will cover all there is at your disposal.

Am I proposing a Design Pattern approach to design Windows Phone apps? Yes! :) It is not the only way to design Windows Phone Metro apps! As we’ve mentioned before, we’ll talk more about how to push Metro beyond the baseline design patterns in future posts but in this post and the next few ones I want to focus on mastering the Windows Phone Metro Design Language. If we nail this down, in my opinion, we’ll be ready to start creating our own design patterns that might look nothing like what the out-of-the-box control library and metaphors look like (but still based on the Metro Design Principles).

You can find some List view design patterns in Photoshop format (ListView_PSD.psd), panorama panels (Panorama_PSD.psd) as well as other controls here. We’ll be rolling out tons more of these.

Panorama Patterns

List View Patterns

After you’ve selected design patterns, customized some and created a few, you will basically have your app designed. Sounds too easy! - it is… not :) The reality is that selecting the right design patterns and then customizing them is the bulk of the work. One thing I’ve discovered is that the Windows Phone Design Studio has invested 2+ years crafting and evolving the Windows Phone experience and UI. The design patterns found in the phone are SO flexible and comprehensive. After reviewing almost 200 apps during the Windows Phone Design Day Tour last Fall I realized 90% of them could have been solved using existing design patterns OR with customized design patterns. When I first started my job in the Design Studio I wasn’t familiar with Metro and my impression was that it was beautiful but that every app looked the same. Now I’m here writing to you about re-using existing design patterns to design your entire app :) Has something changed? Yes! - My impression 6 months ago was that everything in Windows Phone was Pivot or Panorama period. But what I’ve found after these months is that Windows Phone apps are way richer than just using one Pivot or one Panorama. Windows Phone apps are made out of Pivot(s), Page(s) and Panorama(s). Many of them. All interconnected. In turn these 3 types of screens host an infinite number of layout possibilities for apps. This is where differentiation comes from between apps (a common question from developers). The possibilities of customization of Panorama panels, and Pivot pages is infinite. Windows Phone apps using the Metro Design Language can be very rich and unique. Myths like “if the background is not black then it’s not Metro” have been around for some time but this couldn’t be further from the truth. Check out this article by Mike K or the winners of the Core77 Windows Phone Design Contest.

One of the big rocks in our list is to produce tons more design patterns for you in different formats: Photoshop, Illustrator, Expression Design and XAML. Right now, there’s not a lot of design patterns out there and the ones I’m recommending you use are inside of the phone so we have some work to do there here on our side to expose these in a ready-to-use format for you. Sign me up! :)

Back to the process, your design pattern selection, customization and creation stage will render in wireframes. Wireframes will be grayscale. No colors! No branding (yet)… No panorama backgrounds! These wireframes would ideally be created in Expression Design, Visio, Photoshop or Illustrator (makes me think we should also provide design patterns in Visio format… hmm).

Wireframes

We are ready to move to the next couple stages of the Interaction Design phase: we want to define Motion Styles and UI Control Specs. In reality most of these concepts will already come along with the design patterns we previously selected. After all, design patterns in this context are interaction design patterns and not just visual design patterns.

Motion Styles will help us specify on top of the wireframes, the motion we’ll have when transitioning from A to B screen (like a Turnstyle) or when displaying details of a list item (perhaps using Continuum). Motion is an important part of a Windows Phone app so it’s critical that our design establishes specifically what motion styles to use. At the same time UI Control Specs are also needed on top of the wireframes so that when building the app, the developer knows for example, the type of keyboard we need based on the user experience we are putting together. Or when it comes to Notifications, we would also show the specs for the content of A, B or C Notification and where these notifications take you to inside the app. Same thing with Loaders… do we want a % loader or a wait cursor?.

At the end of this stage you will have a solid set of wireframes for your entire app made out of out-of-box, customized and self-created design patterns. These wireframes will include motion styles and UI controls specifications. Ready to the next phase: Visual Design!

Visual Design

By now many of you (and probably even me) would go like: what, no visual design until almost the end!? - Kind of. Like I mentioned before, the design process (of anything) is not linear. If you are like me I would have opened Expression Design (well, you’ll probably be using Photoshop or Illustrator) and would have started working out some comps right away :) I just love that - just going to my favorite tool and start nailing the app down. No sketching, no wireframing, just nice and pure visual awesomeness! - most visual designers think that way (like when developers jump directly to Visual Studio to code!).

I must admit I’m more of a visual designer than an interaction designer. I definitely guide myself more by how it looks so I gravitate towards visual design at the very beginning of the project but I have to control myself and remember there is a design process and if I skip steps, my design might end up being beautiful but will not faithfully represent the Information Architecture and Interaction Design required for the app to work. That said, we know looks sell and we have all been asked by clients to send them a comp of their app early enough in the process. Doing so has nothing to do with nailing down the visual design from the beginning (though some clients love to think that’s the case) but more with being able to “sell design”.

As much as we might love Information Architecture and Interaction Design, to clients, business decision makers or marketing managers, an image is worth a 1000 pages of IA. A beautiful comp of a Windows Phone app will help the people funding the app to get more funding, to give progress reports to their teams and to look good with their bosses :). That’s just the way it is. So this is where visual design oriented people like me have our do early enough in the process when the IA is not fully nailed down or the Interaction Design defined but we do our best to envision something that will eventually realize. Many times people think this vision is THE final product but no, it’s just an attempt at showing where we are going to. The problem is when the team or the client embraces this early visual design attempt as THE direction. Expectations should be set so there are no disappointments later in the project because it is only after IA and Interaction Design that you can fully realize Visual Design.

So, now that we have our IA and Interaction Design nailed down it is time to take care of some fun Visual Design activities like defining our color palette, designing custom icons, backgrounds, incorporating branding to our experience and designing live tiles.

CityEscape Branding

You know how there’s always the typical conversation about whether developers should be doing design or not? Well, all the way to this point I’d say a Developer with no formal training on design could have arrived here with success. Information Architecture is a very systematic and structured, logic driven discipline. I personally think Developers have the right mindset to nail down IA. Interaction Design requires more experience and this is where interaction design experts can excel in the process but if a developer follows the Design Patterns approach, I think he/she could definitely get it right. The challenge at this stage is the current lack of design patterns and the right tools to accomplish this method, challenges that increase the level of difficulty for people with no formal design training. Finally, this Visual Design stage is where I do think you’ll be better off hiring someone trained as graphic/visual designer or illustrator. While there’s a number of ways to learn design or even license icons, photos and other elements from places like istockphoto.com - it will never be the same as hiring a trained designer. That said, I’m hoping we can provide some practical tips for developers to better craft some visual design elements based on stock material in a future post.

Redlines and Greenlines

What are Redlines? And What are Greenlines!? Simple answer. They are the blueprints of an interaction experience. Just like in architecture there are blueprints where you can see floor plans, side views, facades of houses our buildings, with dimensions, how big is this door, this window, how thick is this wall, where are the water pipes running through, the electrical outlets positions, how high from the floor, what materials are you using in the floors, paint color etc etc… well, in interaction design we also have our blueprints called redlines. I’m not sure why they are red and not… magenta… but I think it’s because red is usually a color that really stands out so it’s easier to read UI dimensions and other specs this way. Redlines are screens that show the different screens of an app with a bunch of measurements laid on top. These numbers define margins, padding, dimensions of elements and transient elements like the status bar on top of the screen in Windows Phone. Why do we need redlines? I thought Expression Blend was the solution to our problems! :) So far in the design process we have not used Expression Blend at all. I know this could trigger a long discussion so I will leave the details for the Tools for Designing Windows Phone Apps post in this series. I will say however, that redlines represent the best mechanism for designers to hand of UIs to - “whoever” gets to put together the UI in XAML. This person might be the so called Integrator (real heroes in this world), another designer with XAML and Blend knowledge or even a Developer. Whatever the case might be this other person will not be the same person who designed the app. That’s just how teams work. So this other person needs a way to produce the UI in XAML and redlines help accomplish that. With redlines there is no ambiguity (there are always questions though) but if this button is 30 x 150 pixels, located 24 pixels to the left of the screen and 427 pixels from the top, then that those are the dimensions and that is the position. Period. No discussion. In the past, without redlines, designers would design web sites and hand off JPG comps (never use JPG for comps, always PNGs! - no compression) to someone else to generate the HTML and CSS. This process would always break the design and the results would be different than the original vision. Redlines represent a “contract”, a written document that both parties can agree to literally! We’ll talk more about redlines and how to create them in a future post as well.

What are greenlines? The Windows Phone Design Studio learned that defining touch areas is fundamental. Some buttons will have say, 10 pixels in diameter, but their touch area will be 20 pixels (to make it easier for users to tap them). Greenlines specify these touch areas, whether these match the size of objects or like in many cases, represent extended dimensions to the objects they would trigger. Greenlines are delivered separately from Redlines.

Redlines Example

Greenline Example

The End

At the end you deliver Redlines, Greenlines, full quality polished visual design comps and the IA document. When the app has been designed, it goes to the Integration team which will build the UI in the platform of choice. In the case of Windows Phone it will be XAML. In the case of Windows 8 it could also be HTML/CSS. But independently of the platform you are building, your design now is so solid, your screens so clear, your panoramas and pivots so well laid out that it is ready to be transformed to code. In the real world, the development team won’t wait for the design team to be done before they start working… development and design teams work in parallel. In some cases where the project schedule is long or relaxed enough this might be the case but in general you will always have design and development going parallel. Designer/Developer collaboration is a whole topic of discussion on its own. I believe I don’t currently have a topic on this but I should probably add it.

Well, this is it. Long read again. This was a high level overview of the process but beginning next week we’ll breakdown the process in detail.

Next Post | #3 Ideation & Concept

In our next post we’ll discuss the Ideation and Concept stage in detail and talk more about brainstorming techniques as well as sketching, paper prototyping and storytelling.

Quick Update re: 31 “Weeks” of Windows Phone Metro Design Series

January 7th, 2012

Hello! - Thank you so much EVERYONE for the amazing response to this series! - it just shows how much more design guidance is needed out there and we in the Design Studio will continue to put together articles and design resources for you. Thanks for all the articles, retweets and referrals to this series and for all your feedback!

I’m working on this week’s post #2 Windows Phone Design Process. I hope you enjoy it. I should be able to post it tomorrow Sunday PM.

As I mentioned in the first post, I’ll do my best to finish the series before 31 weeks :) I know the 31 number in “weeks” is now arbitrary - the goal of the 31 Day format as I learned this week is to post everyday for a month (duh!). I thought whether I should scale down my posts and make them more like little design tips so I could post daily vs longer deep articles and I’m opting for the longer/deeper articles that just take more time to craft but that at this point I think will be much more helpful for everyone - I think deeper design guidance is needed vs just little tips. At the end we’ll end with a super solid end-to-end series on Windows Phone design.

Also, after 31 weeks I might just even pack all posts together and publish a free e-book for all of you to download :) How’s that?!

31 Weeks of Windows Phone Metro Design | #1 Metro Design Principles and Metro Design Language

December 31st, 2011

31 Weeks of Windows Phone Design Index

Twitter

Metro Design Principles

We usually refer to “Metro” as the UI design style Microsoft is using in their platform and the one Microsoft is exposing for developers and designers to create apps for Windows Phone (I’m focusing on Windows Phone in this series). But let’s delve a bit deeper into the term “Metro” and explore what it really means. To begin with, Metro is defined by two things: Metro Design Principles and Metro Design Language.

The Metro Design Principles are the pillars (usually abstract concepts) that guide the creation of experiences for Windows Phone.

The Metro Design Language is a set of concrete user interaction, visual design, motion and application flow elements and rules.

An analogy of the relation between Principles and Language could be an abstract concept like “Love” (… a Principle) which could be expressed by a concrete symbol like ♥  or the combination of four characters “l-o-v-e” which give birth to the written form of the abstract concept “love”. I’m sure you could come up with an infinite number of other concrete ways to express the concept “love” including the sound of the word itself, photos or other metaphors.

The tangible manifestation of a concept is called language.

If we had a Principle like Glass and I need to manifest it with three icons: a pencil (Edit), a star (Favorite) and a cross (Close) and a control like a button these could manifest in a visual language like this. If I give you these, I’m certain you could derive other icons or even controls.

Glass Icons

The same icons and button with Metro using a Principle like Fierce Reduction (Light, Clean) would look like this:

Metro Icons

So different Principles give birth to different expressions or Languages.

I found this video sometime ago and I think it explains well what Design Principles are (Architecture). In our case Architecture refers to Design Principles and the different cups in the video represent the Design Language.

In the examples above and after watching the video you will realize that you could also define or create different Languages from the same Principles. For example, if I had just given you the Glass Principle, I’m sure everyone would have expressed the icons and button in different ways - all matching the Glass Principle but still different. That is because there’s no single way of manifesting a Principle - their abstract nature means they will be represented or interpreted in different ways by different people (more about this below under Metro Design Language). It will be a matter of design execution to achieve a more (or less) successful interpretation of the Principles.

The Windows Phone Design Principles are:

Light, Clean, Open, Fast (Fierce Reduction)
Content, not Chrome
Typography
Motion
Authentically Digital

 
Jeff Fong is a Principal UX Lead in the Studio and one of the three designers (along with Jae Park and Bill Flora) in Microsoft that started exploring Metro before it was known as Metro in products like Media Center, Zune and others. If you want an in depth review of all the principles please watch this fantastic session from Jeff. He covers all the Principles in detail.Also, here are some ideas and observations of my own about our different Design Principles - hoping I can share these in a practical way for you guys to use on your daily practice.

Fierce Reduction

We usually think this applies only to visuals and to making things look minimalistic but that’s not all of it - in fact, first, when designing an app, apply this Principle to the application flow - then, after that apply it to visuals. We usually work hard on making our UIs nice and clean but we don’t clean up the flow or the process the user has to follow to accomplish tasks in our app. It’s not enough to have a very nice Metro looking UI while at the same time asking users to navigate to screens they shouldn’t need to go to or have them get lost in the app because the application flow is not straightforward.

“Fierce Reduction starts with the application/experience flow - only after that it goes to user interface design.”

Fierce Reduction starts with the Application Flow

Content, not Chrome

This inherits from Fierce Reduction but it is more focused on the user interface and the visual design - the way things look. The key here is to acknowledge that the star of the show is information (aka content) - both from a consumption and production points of view. We usually showcase Metro in content consumption scenarios but Content, Not Chrome applies also to content generation. People use some apps mainly to consume content, and use other apps mainly to generate content. Content, Not Chrome reminds us that no button, slider, background or layout is more important than the information we are presenting to the user. The content *is* the UI. You will find other design styles where sometimes it would seem the designer wants to be the star of the show, the borders or drop shadows, the adorners, the complex backgrounds - in Metro we believe content (consumption and generation) is king.

” The star of the show is information/content, not UI controls or interface.”

Content, Not Chrome.

Typography

Typography, typography, typography… when it comes to Metro everything seems to be about typography. Metro is not all about Typography. Typography is no more important than photos or images or icons or motion or sound. Remember the first two principles: Information is the star of the show. If it makes sense to express information with typography do it - otherwise don’t force it.

Typography can be beautiful when incorporated with design skills. For example, in Metro, we use typography in different sizes and different weights to convey structured information (beautiful example below). And this is exactly the thing that makes typography stand out from other media - it’s not typography for the sake of typography but typography as a particularly efficient and flexible tool to convey structured information. It beats icons, photos or other media on this particular area: structured information - structured information is information that has hierarchies, that shows an order, and that helps the user prioritize consumption of information. This is the reason we don’t use “bullet points” in Metro - they are not needed if you give the right size/weight treatment to text.

“Metro is not 100% about Typography. Typography in Metro is just another way to convey information. Typography however, offers unique visual design possibilities to convey *structured information* to the user.”

Typography for Structured Information

Beautiful use of typography to convey structured information.

Motion

We’ve talked before how Metro was inspired in printed media design styles. How Print Design is the Future of Interaction is a terrific post from Mike Kruzeniski, Principal UX Lead in the Studio about this topic. When the world moved from printed information to digital information a lot of things changed. Our medium is not static paper anymore. It is screens made out of dynamic pixels that allow us to convey motion. So the question is how to have Motion contribute to make information the star of the show? First is to acknowledge like in other cases, that Motion is there to serve - to make information stand out. Gratuitous motion effects would represent noise and would distract the user from consuming information. In Windows Phone we use Motion to emphasize application flow and to provide depth to the experience. For example, if we take a use from one app to another we use a Turnstile motion which is a more aggressive effect that helps convey the idea that we are taking the user “to another place”. When we want to simply display new information within the same context we could use something like a Continuum motion. It’s a more gentle, less aggressive/dramatic motion that sells the idea to the user that they will be presented with new information while staying in context.

Watch this session by Jeff Arnold, our Sr. Motion Design Lead in the Studio. He describes Metro motion in depth.

“Motion is there to serve and contribute to making Information the star of the show. Use motion to emphasize (or de-emphasize) your application flow.”

Authentically Digital

Jeff Fong describes this principle the best way: “It’s about being honest with the fact that we are designing for a screen, made out of RGBA pixels, and for a screen with a specific dimensions”. For example, imagine we were creating an application to sell books (oh oh here I go :)) so we have to expose the cover of the books to users in a menu. A particular design style like iPhone’s would recreate a metaphor from the physical world (like a bookshelf) to solve this scenario. The bookshelf is gorgeous, well aligned, book covers fit nicely and it even uses wooden texture to make it feel more “real”. This design style Iconographic. It uses metaphors from the physical world in a digital world. In Metro we are Infographic. The Authentically Digital Principle would question the need of a “wooden bookshelf” to hold “images of book covers”. After all, wood is not wood in the digital world - it’s pattern made out of pixels - it’s “fake”. If you take out the “bookshelf” the “books” will not fall down because there’s not force of gravity. So no need for a wooden bookshelf. Instead remove the chrome, the unnecessary, respecting the fact we are talking about pixels.

Let me be clear with something: I’m not saying one style is better or worse. I’m just drawing the difference. It’s simply a different Design Style based on different Design Principles. Nothing wrong with that. I can understand how translating metaphors from the physical world to a digital media has been a hot trend in the last decade - after all, when masses of users went digital in the 2000-2010 and migrated quickly into PCs (Windows and Macs!), tablets, smartphones - the feeling of preserving your “wooden bookshelf” was comforting and familiar. I can totally understand that (and relate in many cases). If you look at Windows XP or even 7 or the good ol’ Windows Mobile 5 or 6.5 - well, Microsoft was also using this Iconographic style - recreating metaphors from the physical world.

In Metro however we believe users care more about being able to consume information than having “representations of physical world objects” inside their phones.

“Design for screens that are made out of pixels, pixels that in turn convey information. Law of gravity doesn’t exist. Sorry Newton… :).”

Authentically Digital

Examples of iconographic style user interfaces. Recreating objects from the physical world in a digital screen.

 

Windows Phone Metro Design Language

To empower developers to create Windows Phone apps, Microsoft could have just announced/talked about the Metro Design Principles but of course this would have meant developers had to create their own Design Language and spend hours and hours doing so. Creating a Design Language for a modern device like a phone is a big deal and requires of many hours of design, iteration, reviews and user testing. The Windows Phone Design Studio crafted a very solid Language that everyone can use.

Based on the Metro Design Principles, Microsoft provides the Windows Phone Metro Design Language. Using it will set you up for success to craft beautiful, compelling and consistent experiences for Windows Phone. The Windows Phone Design Language is determined by these categories:

Navigation. Layout.Composition Typography
Motion
Iconography
Images & Photos
Themes & Personalization
Touch Gestures & Targets
UI controls
Hardware
Services
Marketplace and Branding

 
Compared to the Principles that are abstract, the Language is concrete. So there is a concrete navigation system in Metro called Hub & Spoke (more here). There’s a concrete set of gestures like tap, double tap, tap & hold, flick, pan. There’s a concrete typographic style using Segoe in different weights and sizes to convey structured information. There’s a concrete set of UI controls like buttons, radio buttons and checkboxes, sliders and others UI metaphors. There’s concrete application interaction metaphors like Pivot, Panoramas and Pages.

All these set of concrete elements is what makes up the Windows Phone Metro Design Language. It’s a comprehensive, end-to-end, flexible and extensible design language.

Metro Design Language

But, is this out-of-the-box Design Language the only way to manifest the Metro Design Principles? No.

For example, could I use Helvetica or Swiss fonts in my Windows Phone app and still be Metro? Of course! As sans-serif fonts these and other fonts could be used instead of Segoe.

We will talk more about how to take Metro beyond what comes out-of-the-box in a future post but check out this article on Lessons from Swiss Style Graphic Design to  explore some print design examples that follow the same Design Principles as Metro (other than Motion and Authentically Digital). They look pretty different from the out-of-the-box Windows Phone Metro Design Language (to be clear those are print examples…) but they are based on the same Principles. This could give you an idea of how the same Principles could be expressed in different ways beyond what we provide out-of-the-box.

 

The 3 Sources

The Metro Design Language for Windows Phone is defined via three different sources:

1. The Windows Phone UX Guidelines

2. The Windows Phone SDK Control Library (and the Silverlight Toolkit for Windows Phone)

3. The out-of-box apps and services in Windows Phone (email, text messages, people hub, music/video hub, phone app)

These three sources should in theory communicate the same. We are aware of some  differences between them and we are working on them.

The Windows Phone UX Guidelines are the “Bible” of Windows Phone design. It is reference material and we continue to work on them to keep them updated and to maintain the spirit of them being used as a solid reference source.

The Windows Phone SDK contributes to the definition of the Metro Design Language by exposing a number of UI controls for developers and designers to use in Visual Studio and Expression Blend.

Now, here is one thing I think you will find really valuable. The third way we express the Metro Design Language for Windows Phone is in Windows Phone itself! - the out-of-box apps and services we all use like email, text messages, people hub and local scout. We call these Design Patterns. This is something I don’t think a lot of developers and designers are aware of: you can learn from and use these Design Patterns to craft your own applications. Ideally these patterns should be documented in the Windows Phone UX guidelines (we have this in our to do list :)). I’ve done this myself many times, launch the Phone, go to People hub or email app and see how they are solving search or list sorting or other patterns - then I go to my design (Expression Design, Expression Blend, Photoshop, Illustrator) and reuse those design patterns.

 

Next Post | #2 The Design Process of a Windows Phone App.

There’s many ways of approaching the creation of a Windows Phone app - I’ll share with you the one I’ve used and hope it helps you craft good experiences and good design from the very beginning of the process.

Why do we have circles around icons in the Windows Phone app bar?

December 13th, 2011

In one of the Q&A sessions during the Windows Phone Design Day in Stockholm, Petter Silfver (definitely a follow in Twitter), interaction designer based in Stockholm asked me a question about the “icons in the Windows Phone app bar” wondering why these “icons” have a circle around them. At that point I promised I’d follow up on his question and Petter was kind enough with us and the community to share his point of view in his blog. He raises valid points around design.

We see those as buttons, not icons - although I understand the question is independent of semantics :). These are buttons with a little icon inside of them. The Metro design language that Microsoft provides out-of-the-box has a consistent approach to “button-like” controls. Whether it’s a Push Button, Toggle Button, Command Button, Media Player Buttons or Icon Button - buttons in the Metro language for Windows Phone have a border that defines its boundaries. So the icon buttons in the app bar simply follow the same language as their brothers/sisters buttons :) - I understand there could be some confusion because I noticed everytime we (Microsoft) talk about icons, we usually present them within the circle and call them “icons”. When we talk about icons we should present them like icons (without the circle - granted, 99% of their use is as icon buttons…)

Windows Phone Buttons

Click for larger view

While yes, the concept of saliency (thanks for the link Petter) is completely true - this would have meant doing an exception in our button design language for Metro. We went for consistency. It might seem like just semantics on my side - calling these “buttons” or “icons” but it really is a big difference. We use buttons for enabling interactivity and icons for communicating a message one-way. For example, the out-of-the-box phone app uses buttons with a phone icon next to the calls in the call history list - these are buttons, not icons.

Buttons in phone call list in Windows Phone

Another example of the use of icon buttons, in the text messages app - when you want to add a new person to send a text message you get a little button with a plus sign icon but again, this is a button - not just an icon. You will find we do not use icons as buttons. While it would have been tempting to use just a plus sign icon - I know I would have proposed that initially :) - the right approach per Metro out-of-the-box for Windows Phone is using a icon button.

Button to add a new recipient in text app in Windows Phone

Now let’s take a look at how we use icons. For example in the status bar these are truly notification icons and they do not use a circle (they are not buttons).

Status bar icons in Windows Phone

We use icons as graphics that provide information to the user one-way (they are not interactive, thus not buttons). For example in the email app we use little icons (not buttons) to communicate to the user that there’s an attachment in an email or that there’s a high priority email (flag).

Icons in email app in Windows Phone

All this said, I want to highlight what we talked about during the Windows Phone Design Day tour - Metro is made out of two things: Metro Design Principles and Metro Design Language. Metro Principles are the design pillars that we (inside and outside of Microsoft) embrace when targeting Windows Phone . The Metro Design Language sits on top of the Principles and is a way to manifest these Principles in tangible UI elements, motion, typography, composition and other interaction aspects.

Metro Principles and Metro Design Language

This out-of-the-box Metro Design Language is defined by three things: the Windows Phone native apps (email app, text messages app, people hub, local scout etc etc), second, by the Windows Phone UX Guidelines and third, by the control library and other resources available in the Windows Phone SDK and the Silverlight Toolkit (all these 3 should in theory be consistent between each other - I know there are slight differences, we are working on it :)). Developers and Designers can use this out-of-the-box Metro Design Language. It will set you up for success to craft beautiful, compelling and consistent experiences for Windows Phone.

That said, the Metro Principles are first, and they override any language, so designers are free to explore the Principles and come up with alternative ways in which you think these could manifest. Not only you are free to do this - we would LOVE to see this happen. The Metro Principles allow for infinite exploration and evolution. Let me give you an idea… check out this article on Lessons from the Swiss Design Style. It’s a great article that describes some of the concepts behind Swiss design (Metro has its roots in this style, also called International Typographic Style) - look at some of the posters and printed media designs in that article. All those follow the same principles Metro does! Isn’t that amazing? Other than Authentically Digital and Motion since all these are printed media examples. However, many of those posters and designs don’t look anything like the out-of-the-box Metro Design Language in Windows Phone but that doesn’t mean you as a designer can’t explore other ways to express the Principles.

  

There’s unlimited design possibilities in the Principles. We’d love to see the community push Metro, perhaps explore and dissect some of these Swiss style designs and see how some of those compositions or ideas could translate well to digital media interactions for a small screen like the one in Windows Phone devices.

And please, do continue starting conversations about Metro and about design with us - we love it! Kudos to Petter for bringing this up! - If you have any other questions, comments, ideas or wanna share with us some of the cool design work you are doing please drop me a tweet @arturo.

The Ultimate Windows Phone Design and UX Resource List

November 29th, 2011

I’ve compiled what I think is the ultimate list of design and UX resources for Windows Phone. Leave me a comment or drop me a tweet if you think I’m missing anything or if you discover something new… anything.

Windows Phone Design Day Tour Slide Decks & Resources

November 27th, 2011

Download the November 2011 version of the PDF and other resource files from the Windows Phone Design Day.

We will continue to update this content so stay tunned. We will also formalize this content as an end-to-end course in the next few months - we are considering doing a high quality production in partnership with Channel 9 for example…

What a ride! After almost 2 months of visiting 10 cities in Western Europe (and our friends in South Africa) and delivering the Windows Phone Design Day, we are finally here in Amsterdam to catch our flight tomorrow Monday back to Seattle. I will be back in a week though - attending the Windows Phone Dev Camp in Copenhagen http://wpdevcamp.eventbrite.com/ at the Nokia offices. If you are in the area be sure to join us :)

In this blog post I want to share with you the link to the PDF files with slides that Corrina and I presented during the Windows Phone Design Day. We are also including Corrina’s Build session source files of her amazing Weather Watch app (I love it - celebrating typography ;) - as well as her walkthrough the creation of the end-to-end prototype in Expression Blend.

We will have links to the recorded sessions in different countries soon - we have the Windows Phone Design Day @ Barcelona event ready to go here (although my sessions are in spanish :) but Corrina’s sessions are in English).

Ping me if you have any questions or ideas :) I’m always available at @arturot and @corrinab is too.

Weather Watch

The Windows Phone design Grid - Love it!

October 25th, 2011

We’ve been having a blast during the early stages of the Windows Phone Design Day tour. We visited the beautiful and magical South Africa, Joburg and Durban. Yesterday we delivered the workshop at Lisboa in Portugal and today as I type, Corrina is delivering one of her sessions here in Barcelona. It’s been amazing to meet so many of you, developers and designers and talk about Metro.

One of the best, if not the best resource Corrina and I have found when designing Windows Phone apps: The Grid. We discovered we have barely (Microsoft) talked about this in the last couple years, yet The Grid is where Windows Phone app design starts. Period. So we will be sharing some Grid love from now on and will start sharing some resources with you.

Windows Phone Grid for Expression Design.

Windows Phone Grid Plain in PNG (Transparency - great for Expression Blend) - Thanks Michael for recommending this…

Windows Phone Grid Basic Cells in PNG (Transparency - great for Expression Blend)

Photoshop and Illustrator format Grids (thank you Jaycob!)

GIMP .xcf Windows Phone Grid (thank you  Robert!)

gridsmall.png

Windows Phone Design Day - Europe Tour Fall 2011

October 7th, 2011

We have exciting news for our friends in Europe and South Africa. Corrina Black and I will be visiting you in your country so we can spend a day together talking about Windows Phone design. Microsoft has hosted multiple events focused on development (engineering) of Windows Phone apps since and before we first released Windows Phone. These events will continue and are in fact going on as we speak. If you are interested in learning more about Windows Phone development visit AppHub to learn more about opportunities in your city.

Now, if what you want is to learn more about Design and UX then join us at one of the Windows Phone Design Days.

Durban (10.17-19), Lisboa (10.24), Barcelona (10.25), Antwerp (Brussels) (11.3), Paris (11.8), Dublin (11.9), Helsinki (11.15), Stockholm (11.18), Germany (11.22 - Cologne)

If you have any questions just ping me in my Twitter account. Also, follow the Windows Phone Design team for tour updates as well as team updates, news, inspiration. Finally, here is a Twitter list of everyone you should follow when it comes to Windows Phone design/UX - most of these folks are designers or PMs in the Windows Phone design studio.

This event is for both developers and designers because both profiles participate in creating Windows Phone apps. Many developers have published their own app(s) on the Marketplace already (way to go!) - but now it’s time to learn some practical ways to enhance the design and UX of your app. This will make your apps more popular in the marketplace and help you generate a more loyal crowd that loves your app. This one day design event will give developers and designers practical tips and tricks, methods and techniques to boost the quality of your Windows Phone apps. We will talk about how to leverage the best of Windows Phone and the Mango release.

For a bit more than a year, Microsoft has talked about Metro many times - mainly in the context of Windows Phone and lately expanded this conversation to the next release of Windows, Windows 8. Most of the conversation we’ve had with you about Metro for Windows Phone has been mostly about the “Why” - We just released the Mango updated for Windows Phone, we have 30,000+ apps (and growing) and with more momentum than ever, it is time to switch gears and start talking about the “How”. How do we use a grid to compose our UI the same way senior/pro designers do here in Studio H in Redmond? - how to design icons for your app that look Metro and that communicate your features correctly? - how to properly incorporate your branding into your application and differentiate yourself from others?

The Metro design style in Windows Phone has a set of principles. If you learn these principles you can produce great experiences using out-of-the-box and Silverlight toolkit controls and other UI mechanisms. But, if you learn these principles you can take things further. We will also show you how to do this. For example, a lot of people think Metro apps need to have black background - wrong! (although most samples we’ve shown you indeed use black background) - Metro apps can totally take in your brand and differentiate it from other competing apps. Metro apps in Windows can go beyond pivot and panorama and we’ll show you ways to get there.

We begin with a METRO session that is tailored at developers - practical and concise. We’ll learn the Metro principles and how these come from universal principles from the International Typographic Design Style (or Swiss Style) - a design style that has no expiration date - it is timeless. We will then jump into a session called THINK. Before jumping straight to code - let’s think about opportunities and scenarios to help our users. Don’t just choose to create an app because ‘there’s a web service or RSS feed available’ - instead, think of the app from the user’s perspective. It is a process called Ideation. It involves brainstorming techniques, exploration techniques and consolidation techniques. We will show you all these, from hand sketching (yes! bring your sketchbook) to wireframing, storyboarding and paper prototyping!. After we have defined what we want - then we DESIGN it. In this session we will design end-to-end a Windows Phone app using out-of-the-box Metro controls and navigation metaphors. We’ll learn more about grids, alignment, typography, how to choose colors and create panorama and pivot backgrounds. When custom interaction is needed in your app and no out-of-the-box Metro components can directly solve this need, we’ll show you techniques to push Metro forward and design your own UI controls. After DESIGN comes REFINE. In this session we will give a large number of valuable and practical ways to ensure quality in your app - best practices, performance improvements and more ways to take your app to the next level. Corrina will share some of her own experience in producing Windows Phone apps that can be more successful once published to the Marketplace. In the BUILD session we will take all we’ve learned and build a prototype of our app in Expression Blend. We will learn more about importing assets into Blend, adding animation, using controlsm databinding, behaviors and other advanced tricks that only Corrina could teach us :) - Using a Metro app for Windows Phone Corrina will also how us how we can innovate on top of what Metro offers out-of-the-box.

There is basically no coding in the Windows Phone Design Day - but bring your PC and follow along - bring your sketchbook (or notepad) and sketch along!

Here is the agenda for the day (although note that each event might vary a bit depending on allocated sessions and in some cases we are joining an existing event).

Sign up today! :) invite your friends - developers, designers.

Durban (10.17-19), Lisboa (10.24), Barcelona (10.25), Antwerp (Brussels) (11.3), Paris (11.8), Dublin (11.9), Helsinki (11.15), Stockholm (11.18), Germany (11.22 - Cologne)

Become a Design All-Star - Check out the new .toolbox design program for Silverlight!

March 24th, 2010

toolbox

What a ride this has been! This is what I and other more than 30 people from different companies have been working on together for the last 6 months: .toolbox.

A bit more than a week away from when we went live we already have around 2,500 students from 80+ countries around the world!

Follow us on Twitter, Facebook ad YouTube.

.toolbox is an online design training program where you will find two study tracks: Design Principles and Design Scenarios.  You can take the training, present evaluations, collect badges and share your status via Twitter and Facebook. Do you have what it takes to get the ultimate Design All-Star badge?!

Design Principles is all about learning how to do better UX and design in general. We have received HUGE number of requests for this type of content. You will find 12 modules on this track, each about an hour long so 12 good hours of UX lectures :)

Design Scenarios is all about learning how to use Expression Blend and the design aspects of Silverlight. We have 12 modules, each about an hour long. The evaluations will only cover what is on the video but in addition we’ve included assets and a guide where you can follow a hands on lab. Some of the mini apps we have in the school are: SketchFlow Prototyping, Music Mixer, Canvas, Games, Business, Avatar Creator, Weather and more…

Classroom

Since we first released Expression Studio 1 and Silverlight 1 the need train developers and designers in the use of this new platform has been huge. Everyone knows how to use Flash or Photoshop but no one knew how to use Expression Blend. All this time Microsoft has been growing investment on Silverlight resources and building better websites with learning materials. These days passionate community members also drive amazing blogs where they share tips and tricks to use Expression Blend.

For a couple years I drove a program called Artist in Residence which invited designers to Microsoft to work with developers to learn Silverlight and Blend. I also did the internal Artist in Residence where dozens of Microsoft teams, from XBOX to Office, to Bing to MSN got trained in the use of Silverlight and Blend.

After all these interactions I realized we were reaching maturity level in the business where we needed to go broader and reach many more people. Even though having designers visiting us in the campus was unbelievably fun and one of the most memorable experience of working for Microsoft, you can only reach so many people that way. An online design training program was a better solution moving forward and so we came up with the idea of creating the .toolbox.

The .toolbox is a website that trains developers and designers, evaluates knowledge, awards badges for achievements and that then shares your status via Twitter or Facebook. We hired multiple companies to help us build this site: Avlade produced all the Design Scenarios modules. Archetype many of the mini apps you will build in the school. Fuel Industries created the whole website and also a couple of the mini apps. Template Monster provided 3 beautiful sample templates from their library. Internal Microsoft UX designers contributed to the creation of the Design Principles modules.

If you have any questions/comments about .toolbox drop me a comment here and if you run into issues while taking the training please post directly to the Expression Blend forum. Remember to label your questions with TOOLBOX and then you question.

A Vision of the Future for Home and Work Experiences by Microsoft Surface

March 9th, 2010

The concept of creating vision videos to sell an idea has been around since there has been cameras and specially TVs. Just like today Microsoft publishes a Health future vision video, 50 years ago people were also pitching the “Hospital of the Future” or movies and documentaries were displaying how life would be like with future technology.

Portraying the future has always been a passion for humans. The “What comes next?” question drives many people of many backgrounds, from painters, designers, developers, engineers, politicians, stock brokers and of course gamblers. Video as a medium to communicate messages is very effective because it is so rich. Video offers moving images and sound that communicate ideas in a more tangible, digestible manner to people. Video does a better job in tricking people to think that what they are watching is “real” - “If I see it, hear it and makes sense then it should be real”… and if not real at least it is more “credible”.

  
One of the most exciting things about going to the movies is we let ourselves immerse for 90 minutes in a surreal world but a world credible enough that we can actually identify ourselves with characters and story. The result is we enjoy the movie. Everytime I see a User Interface in a movie I go like wow, cool, it is inspiring. Sure, HD holograms that I can touch and manipulate in the air exist yet but I don’t care - My premise as a designer is there are no limits and not borders. That’s the only way you can think outside the box. It is not that you should be naive or even stupid - I won’t propose my client a 3D Hologram touch UI tomorrow March 9th 2010 but removing limitations during early stages of the design process frees you up to come up with creative solutions.  That’s why I love movies, because they are crazy, and unbelievable and they go beyond what I see everyday. Movies are paid vision videos of 90 minutes… and some of these like Iron Man or Avatar have made billions of dollars.
  

  
Throughout history Microsoft has also created many future vision videos. Before I worked for Microsoft I remember watching late 90’s .NET future videos . I loved those. I tried to find those in YouTube but couldn’t. I have them in DVD at home. I’ll probably upload for you to watch. Most of the things I’ve seen there have now become real (10 years later). In this same spirit, the Surface team in Redmond has produced a couple videos to share their vision for the future. The videos were actually made public some 10 months ago but they are fun to watch.
  
To understand the two following videos, you might want to watch August de los Reyes Natural User Interface session. The idea for these vision videos is to express some of the concepts behind the research and thinking of how natural user interfaces will change our lifes in the near future. These couple videos look simply unbelievable (almost not credible) but if you watch August’s session you will understand where the Surface team was coming from when the envisioned Home and Work in the future and why these videos might actually be more realistic (in future terms) than we might think today.
  
Natural User Interface (NUI) is here. New systems of interaction require new approaches to design. Microsoft Surface stands at the forefront of this product space. This presentation looks at one of the richest sources for inventing the future: the past. By analyzing preceding inflection points in user interface, we can derive some patterns that point to the brave NUI world.
  

An abstract of life in the workplace of tomorrow with suppressed visibility of technology and devices; directed by Microsoft’s Dane Storrusten, created and by INVIVIA
  

An abstract of life in the home of tomorrow with suppressed visibility of technology and devices; directed by Microsoft’s August de los Reyes, created and by INVIVIA 

So the question is why would only big corporations produce vision videos? The answer is NO!, everyone, all of us who are part of the IT industry, the Web… the UX and Design world… we should all see ourselves at the beginning of a new project for a client as a James Cameron or a George Lucas. Vision videos are for everyone. Vision videos do not have to be always thinking 50 years ahead… make vision videos 1 year head… 6 months ahead… 6 weeks ahead. Help your client visualize the future. There is  “magic” when someone (like you) are able to show your client where they will be in 6 months (after they hire YOU to design and develop their new website, business application, or mobile experience)… and yes, here comes the marketing pitch! Use SketchFlow! whoa! - did I just trick you into reading this whole blog post to finish with getting SketchFlow? if you are reading this, chances are I succeeded :) but no, seriously, there are many tools designers use to visualize the future… Adobe After Effects is a great tool to produce videos with effects and a lot of agencies use it. It is not a prototyping tool per se but people use it for visualization. I call it “the Photoshop of video”. Mastering AfterEffects is not easy though. Also lot of people use Powerpoint! yes, slides with animations to communicate how the final application or website will look like - the vision of the future… well, I think you will also find that Expression Blend and SketchFlow can help you create these future visions.  You can create animation easily and integrate images or graphics from Photoshop or Illustrator. You can integrate video and even simulate how your client’s experience will behave “in the future” by making this Silverlight-based vision interactive. Prototyping is about helping you visualize where you are going to and discover issues and opportunities before hand. The same principle of the power of video applies: the richer the medium is to communicate your message - like a future vision interactive prototype - the more engaging and charismatic your ideas will be for your client.

  • Future vision videos and prototypes get people excited!
  • You determine the timespan of your “vision” (e.g 50 years, 10 years, 1 year, 6 months or 6 weeks)
  • Use different media to share your vision to your client. They will love it.

For example, check out this terrific vision of the future video that with INCREDIBLE detail described how life would be in the year 2000.

Follow me @arturot and if you are going to MIX10 drop me a tweet to chat.

Hot Expression Blend and Silverlight Topics Survey Results. Interesting Trends.

March 5th, 2010

Thanks to everyone who filled out our Design Tools and Techniques Workshop for MIX10. Here are the results. I wanted to share with you as they show interesting trends on what people are interested in learning more related to Silverlight and Blend. The survey focused on the design/UX aspects of Silverlight. Note these numbers do not represent “coolness” levels per topic :) rather, they simply show what people are more interested in learning about. Here is an image of the full survey with the topics…

I hope this list helps book publishers, Silverlight community rockstars, training companies and us here in Microsoft to produce more content on the top rated topics. What do you think about this? Any other topics we could have included in the survey?

Rating   Points  Topic
11  28  Expression Blend Best Practices
10 27  Creating, Reusing, Extending Behaviors 
26  Contemporary UI Patterns
24  Concept Development
25  Styling Tough Controls
25  Creating Custom Controls
22  Prototyping
22  Creative Effects
22  Physics Based Behaviors
22  Screen Transitions
21  Layout Panels Best Practices
21  Cool Animation Tricks
21  Client Briefing 
20  Extending Out-of-the-Box Controls
19  Custom Layout Panels
16  The Pitch
17  Visual Design
17  Bitmap API
-1  15  VSTS
-2  14  Custom Pixel Shaders

The Rating number shows the sum of points per topic. People rated topics with 1, 0, -1 (Like +, Like, Not Like). The Points number shows the positive sum of votes per topics 2, 1, 0 (Like +, Like, Not Like). Basically the first number, Rating dramatizes the different between love and hate per topic. 

In this small survey you will find the different topics that Archetype, Adam Kinney and I will be covering during the workshop. We have 3 areas we want to cover: 1) Design Concept 2) Interactive Design 3) UI Development.

Design Concept are activities you perform while capturing the needs of your customers and putting together that early concept that you can then sell to your client, get their approval and get started. This early concept needs to look great and communicate the UX vision you have for the client.

Interactive Design is about creating compelling, rich and engaging UIs. Learning more about Animation, Effects, Transitions and Controls in Expression Blend.

UI Development is about learning coding techniques to bring up your UIs to the next level in terms of interactivity and richness. From creating your own Behaviors, Controls, Layout panels to Pixels Shaders and exposing all these in a Expression Blend friendly manner for designers.

SURVEY | MIX10 Design Tools and Techniques Workshop

March 4th, 2010

In this small survey you will find the different topics that Archetype, Adam Kinney and I will be covering during the workshop. We have 3 areas we want to cover at the MIX10 Design Tools and Techniques Workshop: 1) Design Concept 2) Interactive Design 3) UI Development.

Design Concept are activities you perform while capturing the needs of your customers and putting together that early concept that you can then sell to your client, get their approval and get started. This early concept needs to look great and communicate the UX vision you have for the client.

Interactive Design is about creating compelling, rich and engaging UIs. Learning more about Animation, Effects, Transitions and Controls in Expression Blend.

UI Development is about learning coding techniques to bring up your UIs to the next level in terms of interactivity and richness. From creating your own Behaviors, Controls, Layout panels to Pixels Shaders and exposing all these in a Expression Blend friendly manner for designers

Fill the survey… 

Leave me a comment if you are have more comments or ideas. Archetype is a tremendous agency who have done amazing work with Silverlight and Flash. They will be sharing with us real world tips and tricks on stage. The format of the workshop is not exactly a lab but we’ll assets you can use to follow along.

25 Inspiring Silverlight Websites, Videos and Customer Stories

March 2nd, 2010

As part of the CRE8 Conference last week in Miami, August de los Reyes and I presented a collection of the cool videos, websites and customer stories. Here is a great list for you with the best of best in Silverlight and UX.

Should I add any other cool website, video or customer story about Silverlight and Microsoft UX? Leave me a comment and I’ll be happy to add to the list.

August de los Reyes, Director of UX for Surface and I just came back from cold Miami… yes cold! I had to use a sweater all the time :) - It was sunny though and beautiful. My first time in Miami. I can’t believe the color of the ocean there - it’s all emerald. I’m looking forward to going back sometime in the future, in summer with more time to go to the beach.

One thing that wasn’t cold at all was the warm reception we got from our partners at AGI Training and GOA. We had a great time with everyone during the event. Thank you to all attendees who where there during the event.

Continue reading the full article with 25 Inspiring Silverlight Websites, Videos and Customer Stories here…

August and I had the opportunity to participate in the CRE8 Conference and deliver the keynote. I belive the keynote was recorded but I wanted to share with you all the links of demos we showed during the keynote. I think you will find this list handy as a guide of what is possible with Silverlight. Most of these real websites are built with Silverlight 3 and Expression Blend 3. Now that Silverlight 4 and Expression Studio 4 are getting closer the kinds of things you will be able to create are even cooler - remember that with Silverlight we now get Microphone and Webcam support, better and easier business application features among many other features. For Expression Blend 4 we are still not sharing some of the good and upcoming news but it will definitely be the most exciting release ever.

We’ll talk more about this at MIX in Las Vegas.

Partner Case Study - D’Strict UX Studio in Korea

Continue reading the full article with 25 Inspiring Silverlight Websites, Videos and Customer Stories here…

Help me pick the mini-apps that we’ll design together at MIX10

February 16th, 2010

On March 14th, in the afternoon I will be hosting a pre-session called Design Tools and Techniques. We will design some mini-apps from scratch, all the way from sketching them, wireframing, prototyping and doing the final UI in Blend. I’ll provide more info on what we’ll be targeting but in the mean time check out these mini apps. These apps were created by Archetype, a terrific hybrid studio that gets design and development based in the San Francisco Bay area.

Which of these would you like us to design from scratch? Leave me your feedback. More info on this session coming soon.

http://archetype-inc.com/slminiapps/final/mixer/default.html

http://archetype-inc.com/slminiapps/final/canvas/default.html

http://archetype-inc.com/slminiapps/Final/recruit/TestPage.html

http://archetype-inc.com/slminiapps/rc/movies/TestPage.html

Last day for the Elves-only 30% OFF on Expression Studio!

December 27th, 2009

I received this message from Elwe the Lizzard Elf - I thought you would find it useful (it’s about a big discount on Expression Studio 3!!!) Ay caramba!

elf.bmp 

“If you are an elf like me who enjoys holidays because of the amazing, sometimes crazy discounts you find everywhere these days, from shiny new green hats, red shorts, elf curly shoes and those always nice stripe socks then the following deal is for you: Get a 30% OFF on Expression Studio. Offer ends this Monday, December 28th!

This offer is only for elves living in the US - Get it now and get those Silverlight and Blend projects rollin’! - make Santa proud! “

expressyourselfforless.jpg

What does a Design Studio have in common with Keanu Reeves and Patrick Swayze?

November 12th, 2009

A few weeks ago I had the opportunity to visit Europe as part of the Microsoft REMIX Tour 2009. REMIX is basically the little brother (or sister) event of the Microsoft MIX event – …

On the last stop of the tour – Lisbon – I met a very interesting group of folks who call themselves Mix and Blend (check out their cool Silverlight site and their portfolio). Mix and Blend is the name of their design shop and they help software development companies with the creation of the user interface and user experience of software applications and websites using Expression Blend. “We do the Blend work for development companies who do not have designers in their teams,” said Sérgio Ferreira, CTO.

Talking to Mix and Blend put me in a Beach Boys mood. All the guys in this team were wearing a cool black t-shirt that said We Blend for You.

continue reading the full post here…

Top 20 Resources to Get Started with Silverlight and Blend

November 4th, 2009

I know I know - I deserve a tomato (or two) in my face for not posting since Kawasaki’s talk in SxSW early this year. Man, blame Twitter! that little thing got me to feel I didn’t need to blog anymore as kind of satisfied my need to reach out to you guys and to be in connection but not anymore, no longer will Twitter be my darling - I’ll go back to blogging. Anyway, just so that you forgive me here are 20 top resources I send out to Microsofties and customers whenever they ask me: How do I get started with Blend? - In Microsoft I focus on the Design audience (Design audience meaning Developers, Designers, UX architects etc) who care about the design capabilities of Silverlight.

Here are what I consider the top 20 resources for you. Ping me if you notice I’ve missed something REALLY important but keep in mind this list is for the “Design” side of Silverlight only… which in my mind is basically Expression Blend.

To Get Started: 

1.       Go through the Starter Kits

2.       Go through the Full Course

3.       User Online Resources to get additional info and more tutorials

ONLINE RESOURCES

Download the Expression Blend Trial

http://www.microsoft.com/expression/products/Blend_Overview.aspx

Get the Expression Blend for Free via the WebsiteSpark program!

http://www.microsoft.com/web/websitespark

Project Rosetta

http://visitmix.com/labs/rosetta

Silverlight Switch

http://www.silverlightswitch.com/

Nibbles Tutorials

http://www.nibblestutorials.net

Kirupa.com

http://www.kirupa.com/blend_silverlight

Expression Blend Team Blog

http://blogs.msdn.com/expression

Download Additional Behaviors – Community Gallery

http://is.gd/4NlY5

Dynamic Prototyping with SketchFlow in Expression Blend

http://www.dynamic-prototyping.com/sketchflow

Expression Community

http://expression.microsoft.com

Silverlight Community

http://www.silverlight.net

SilverZine

http://silverzine.com

Andy Beaulieu

http://www.andybeaulieu.com

Victor Gaudioso

http://victorgaudioso.wordpress.com/category/silverlight-video-tutorials

FULL COURSE

In this course you will learn all the basics to create Silverlight and Expression experiences. It is an end to end get started. It includes an almost 200 page mini book with exercises, reference material and explanations by American Graphics Institute instructors. It also includes a collection of assets that you will be using throughout the course. For more specialized training check out the Starter Kits below.

File 1 : Get Started with Silverlight - Full course > (100-200 level content)

http://download.microsoft.com/download/4/E/D/4ED9A068-7431-435A-8FD3-D7F6746998CF/Create_Silverlight_with_Expression_Blend_3_Course.zip

File 2: Service Pack 1 for the Get Started with Silverlight course – (you need this file in addition to the Full Course file)

http://download.microsoft.com/download/4/E/D/4ED9A068-7431-435A-8FD3-D7F6746998CF/Service_Pack01_Create_Silverlight_with_Expression_Blend_3_Course.zip

STARTER KITS

Silverlight

Introduction to Prototyping with Sketchflow in Expression Blend 3: Assets, Guide and Video Package

Discover Sketchflow, a new feature set in Expression Blend 3 that helps you define the concept for user experiences in early stages of the design process. From sketches to wireframes to protoypes of simple or high definition, Sketchflow provides you the right tools to communicate your ideas and gather feedback from others.

http://download.microsoft.com/download/A/4/9/A49AB02F-F035-402C-9B26-84860EEAF7DC/Prototyping_with_Sketchflow_StarterKit.zip

Creating a ColorSwatch Control in Expression Blend 3: Assets, Guide and Video Package

Victor Gaudioso and AGI Training take us on a tour to learn how to use a custom layout control like the Circular Panel to create fun and creative arrangements of objects in a List Box control. No longer Lists need to be linear and boring. You will learn how to customize this circular panel enabled Listbox to look like a Color Swatch control. This will help you reuse this control in your own projects easily.

http://download.microsoft.com/download/F/F/8/FF8B289E-7DC4-4FC5-BAB6-9464240923FA/Creating_a_ColorSwatch_with_ExpressionBlend3_StarterKit.zip

Venture into Gaming with Behaviors in Expression Blend 3: Assets, Guide and Video Package

Learn more about how to build a traditional “bricks” game using Expression Blend 3 Behaviors. Simply drag and drop Behaviors over objects in your artboard to easily add powerful and sophisticated functions like animation, physics, interactivity, data connection, effects and more. All without coding. The ever growing Behaviors Gallery at expression.microsoft.com is always avaialable for you to download new behaviors.

http://download.microsoft.com/download/1/1/C/11C8F2E2-711B-4581-A688-6B66DA4D1124/VentureIntoGaming_ExpressionBlend3_StarterKit.zip

Support for Silverlight in Expression Web 3: Assets, Guide, Video Package

Learn how to leverage the new and easy to use Silverlight support features in Expression Web 3. Using a template kindly provided by TemplateMonster.com, AGI Training will help you learn how to take your websites and publish them to an FTP location without having to leave Expression Web.

http://download.microsoft.com/download/B/9/8/B9874A4F-58F8-4D01-8E2F-E1DAC62ED4A3/SilverlightSupport_Web3_StarterKit.zip

For Integrators or UI Developers: Building a Product Website with Expression Blend 3: Assets and Guide

Christoph Schittko, Architect Evangelist for Microsoft has produced this amazing lab that will take you by the hand (metaphorically speaking J) and help you put together a Product website that leverages the new Perspective Transformation in Silverlight 3 to create a 3D based rotating Zune that you can customize choosing colours or tattoos.

http://download.microsoft.com/download/4/A/4/4A45D010-6152-4557-BAD9-62CC2040108F/BuildingZuneWebsite_ExpressionBlend3_StarterKit.zip

Expression Web

Discovering SuperPreview in Expression Web 3: Assets, Guide and Video Package

Learn more about SuperPreview, a new visual diagnostics tool in Expression Web 3. In this Starter Kit using a template kindly provided by TemplateMonster.com, you will be provided with detailed guidance on how to leverage SuperPreview to diagnose issues across multiple browser, all with full rendering fidelity and detailed control.

http://download.microsoft.com/download/F/3/4/F343C86B-FEE4-4448-8715-CA768BB305FE/ExpressionWeb3_SuperPreview_StarterKit.zip

Creating Standards Based Websites with Expression Web 3: Assets, Guide and Video Package

Learn how to produce beautiful and fully standards compliant websites with Expression Web 3 with this Starter Kit. Based on a template kindly provided by TemplateMonster.com, AGI Training gives us a tour on how to follow better practices to achieve W3C compliant HTML code.

http://download.microsoft.com/download/5/4/B/54B5B8F5-9B00-4D86-A185-7E315ED26A93/Standards_Based_Websites_with_Expression_Web3_StarterKit.zip

Guy Kawasaki interviews Chris Anderson from Wired SxSW

March 17th, 2009

Here is a summary of this keynote session at SxSW. SxSW is over and it was an amazing event. Really outstanding results from the PhizzPop design challenge yesterday night. Will blog more about this soon but now let’s switch gears to MIX09… the clock is ticking… what is going to be announced? Follow this blog and me via twitter to get updates and get more info about all the new and amazing features that are about to be announced for our platform and tools at MIX09. You can’t miss it!

#sxswi end of keynote. Amazing session, fun… And “almost free”…

#sxswi Guy Kawasaki now charging for questions here at the keynote! Hilarious. Monetizing the “free”.

#sxswi question “why does YouTube doesn’t charge for premium contetnt? I’d be willing to pay”.CA “u get premium content at hulu.com and free

#sxswi CA re: economical crisis “how does crisis change free?” people are not as “dis-empowered” this time…

#sxswi GK “people fear losing something they have or fear of not getting something they want?” CA “FREE doesn’t frustrate,no fear,no scary”

#sxswi GK “free is free. One penny is not free”… How come “1 penny” cost be perceived so different from totally free, 0 pennies.

#sxswi this business models apply to “online” digital services… How would this work with analogous business? Like Starbucks?”

#sxswi Kawasaki “why not give your book for free to ur Tweeter followers?”… Good idea to provide value to ur “fans”

#sxswi CA”writers/publish companies might have a similar relation and future to what is happening on the music industryrecord label/artist”

#sxswi CA re: what is harder, to achieve popularity or to monetize popularity “harder to monetize, tweeter facebook…help becoming popular”

#sxswi CA re: future for Wired “paper magazine still with long life. Online mag is instantaneous info. Both formats good”

#sxswi Chris Anderson (Wired) re: how can Tweeter make money? “free to consumers but charge companies who are making money out of Tweeter”

#sxswi is definitely not a “design” event but a ’start ups’ event. Lots of inspiring ideas to help u think out of the box