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Why Drupal needs a Design Community Manager

I’ve been working with the Drupal community on design projects for coming up to 12 months now – a splash in the ocean compared to many in the Drupal community but long enough to get a feel for how things work.

The ‘paid’ time I have left on the d7ux project is almost run out and I’m left feeling frustrated – not just by the work that I’d like to be able to continue to do on the Drupal 7 User Experience, but also by the great potential for building a critical mass of great designers and UX people in the Drupal community and the different types of activities that could spur this on, and the impact this could have on Drupal adoption and sustainability as an Open Source software project. So much opportunity, so little resource.

Despite the fact that I think there are probably a contingent within the Drupal community who are hoping that Mark & I are just going to go away once we stop getting paid for d7ux, the fact is that this is unlikely to happen any time soon. For various reasons and in various ways, I think we’re both kind of hooked on Drupal, or at least it’s amazing community.

Having said that, I know for myself it will be difficult to carve out any significant amount of time from the paid project work I’ll move onto and the demands joy of a family with a young child – I have long since given up on a social life!

At best, I hope to commit to spending a hour a day (or 5 hours a week) on Drupal post the official d7ux project. This is *far* less than others commit for ‘free’ each week but much more than many are able to consider committing.

(Having said that, have you seen that Matt Webb video I posted just before this post? What are you doing with your 100hrs?)

Here’s the thing… I really want to make those 5hrs a week count. At the moment, the logical place to spend those hours is bickering in the issue queue. Whilst some time does definitely need to be spent there, I think for the Design & UX community to spend too great a proportion of their time battling out grassfire by grassfire is not productive use of our time… but what can we do with just 5hrs?

I think the answer lies in crowdsourcing our time around big projects. Creating and managing projects that lots and lots of people can contribute an hour here and there to, and yet great and coherent value is created. I have some thoughts what kind of projects these might be:

  • creating/maintaining/applying an design pattern library
  • consulting with developers who are in the early stages of developing a module that has UI elements and providing them with assistance *before* they code a UI
  • concentrated work on known difficult interfaces that should be easier. (edited to delete unnecessary snarky remark at a specific module)
  • more microprojects!but my absolute favourite pet project is:
  • crowdsourced usability testing video library: create a library of video snippets of usability testing conducted by people around the world and tagged so that they can be used as a datasource to support design decision making AND to be pulled out over and over and over again to help maintain awareness of people-who-use-Drupal-who-are-not-us

Each of these projects (and I bet there are dozens more just as good or better!) provide:

  • ways for designers and UX people to contribute in a rewarding way to the Drupal community (contributing to the issue queue is v important yes, but can at times be incredibly frustrating and demoralising)
  • opportunities for new people to contribute to the community from their first interaction (rather than being smacked on the nose, told that everything has already been thought of and given a list of issues to read before proceeding),

Growing a vibrant design & UX community within the Drupal community in the long term and allowing Drupal to benefit from that (beyond finally starting to see some gorgeous looking sites that are Drupal-powered) is going to require some nuturing and creativity.

It needs someone to create and faciliate these ‘crowdsourced’ efforts and to promote them with in the Drupal community and within the broader Design/UX community.

But there is one big problem – in order to provide the framework for hundreds of people to start contributing their 5hrs a week, you need someone setting up and managing said framework. I think that this role is a Design Community Manager, I think it needs to be a paid role, and I think it should probably be about 2 days/wk.

So the three questions are:

  • this is something pretty different for the Drupal community… is this something we’re willing to try?
  • who’s going to sponsor this initiative, as in, put up the cash (and no doubt win the love and respect of both the Drupal and Design communities)
  • who is the guy/gal for the job (but let’s answer the first two before we get into this. Be assured there are some great candidates)

‘But is expanded choice good or bad?’, from The Paradox of Choice by Barry Schwartz

I use this study as an example with *so* many projects these days that I thought it might be useful to share the original source with you here. Schwartz is sharing the findings from a series of studies titled ‘When Choice is Demotivating’…

One study was set in a gourmet food store in an upscale community where, on weekends, the owners commonly set up sample tables of new items. When researchers set up a display featuring a line of exotic, high-quality james, customers who came by could taste samples, and they were given a coupon for a dollar off if they bought a jar.

In one condition of the study, 6 varieties of the jam were available for tasting. In another, 24 varieties were available. In either case, the entire set of 24 varieties was available for purchase.

The large array of jams attracted more people to the table than the small array, thought in both cases people tasted about the same amount of jams on average.

When it came to buying however, a huge difference became evident.

Thirty percent of the people exposed to the small array of jams actually bought a jar; only 3% of those exposed to the large array of jams did so

For the detailed answer(s) to ‘why is it so’ you should buy the book (and I strongly recommend it, as I said, I reference it *all* the time). For the short answer – people don’t do well with a lot of choice. Be a good designer and help them by guiding them towards good decisions, even if not the perfect one. A decision made can be remade and refined, which is much better than not seeing your customers for dust.

Matt Webb on design & scope at Reboot 11

I had the pleasure of speaking at Reboot11 recently and one of the best things about it was seeing this inspiring talk from Matt Webb which you should watch immediately and share with any other designers you know.

Design In the Open Community for Open Source User Experience Design

Just a very quick post to let you that I recently created a Ning community to allow designers and user experience people who are working in (or interested in working in) Open Source and Free Software communities to share their experiences, their projects, their questions and their mental health breakdowns!

If this sounds like something you might be interested in, come join us here: http://www.designintheopen.org/

[Participate in Research] Are you on the market for a new phone, insurance or breakdown cover?

Are you currently looking at purchasing a new mobile phone, switching your insurance provider or getting breakdown cover for your car?

We’re looking for people who are not so technically savvy who might be available to help us with a small research project in London on 6-7 July. We’re after everyone from students to grandparents, so if this is not you, perhaps it would suit someone you know – feel free to pass this onto them!

You’ll get £40 for an hour of your time, we’ll come and meet you at a location that is mutually convenient (in and around Central London), and it is really very easy – we’re interested in your experience and feedback, that’s all! Actually most people find these sessions pretty fun!

UX London – Designing for Content Rich Sites Workshop

Here’s a dump of tweets i sent during Jared’s workshop.

  • sitting up the back of @jmspool’s workshop – Why Good Content Must Suck: Designing For The Scent of Information
  • Jared is talking about the Scent of Information and why it is more effective than designing for navigation
  • humans = informavours
  • Jared says: the best websites have a lot of content
  • conten sucks the user towards it (this is why your content has to suck… like a vaccuum cleaner)
  • every link gives off ’scent’ that users follow. As scent gets stronger, people are more confident they’re headed the right way
  • we can only tell from users behaviour whether the scent is working or not. If you’re not watching users, you won’t know.
  • “trigger words” are the words that cause users to act
  • our eyes go straight to trigger words.
  • @Suw no videos from #uxlondon as far as I know
  • Jared says the 3 click rule is ‘complete bullshit’. Tell your boss.
  • the only time users complain about clicks is when the information scent has gone
  • good design is like air conditioning. You don’t notice it unless there’s something wrong.
  • @Suw I’m in the process of posting dumps of my tweets session by session to my blog right now :) www.disambiguity.com
  • when the user comes to the page they scan for trigger words, if they find one, they click on it. If they don’t, they go to search
  • the search box is users creating their own links by inputting the trigger words they’re looking for
  • most of the time BYOL (bring your own link) via search doesn’t work
  • users don’t like to scroll ‘that’s complete bullshit too’ @jmspool
  • iceberg syndrome: people assume the most important stuff is at the top. If ‘marketing fluff’ is at the top, don’t bother scrolling
  • nobody goes to a website without a purpose. except web designers.
  • information masking:when users look at a page they focus on only the portion of the page that has consistently given them good use
  • navigation panels are often scentless. Scent is specific, navigation is often not.
  • short links don’t emit scent
  • the best links are 7-12 words in length
  • @atownley 12 words is too long :)
  • short pages reduce scent. The best pages are *really* long. ref: CNN, Yahoo, Amazon, NYT
  • things that stop ppl from scrolling 2. Design elements that *look* like the bottom- white space, text that looks like a disclaimer
  • cute/brand/marketing type links don’t work (mystery meat)
  • homepages should look more like sitemaps in @jmspool’s opinion. It’s not clutter. Link rich homepages do better than sparse pages
  • @jmspool on baseball – it’s 15mins of excitement jammed into 2.5hrs
  • the only people who care about what ’section’ of a site something is in is people who manage the site. Users couldn’t care less.
  • graphics for information = v useful. decorative graphics are less easy to correlate to good user outcomes
  • the no.1 thing that users base the quality of their experience on is whether or not they complete their task
  • Navigation Graphics communicate scent. Content Graphics convey information. Ornamental Graphics do something else #uxlondon PRT @Wandster
  • yes, in case you’re wondering, I’m tweeting a @jmspool workshop at
  • designing for scent – make sure every click makes the user more confident
  • what makes users confident – ‘i know where this link is going to take me’
  • on click show desired content OR even stronger scent = happy user
  • if you’re not spending time watching people use your site there is no way you’re designing a good site #uxlondon ( )
  • you need to know – why are users coming to your site? what are their trigger words?
  • users look for blue & underlines. yes, it’s ugly and hard to see but we’ve trained users to look for that.
  • Target Content Page = the page the user is looking for to solve their objective. The most important page on the site for that user
  • you only have to worry about information scent if you have more than one page on your website
  • Gallery Page = a list of links to content pages. Scent comes from the content page thru the links on the gallery page to the user
  • @jmspool does research on ecommerce sites because they’re easy – easy to measure if users have achieved their goal.
  • 3 scent failure predictors: use of the back button, pogo-sticking, use of search
  • wireframing 2.0 #uxlondon goodies http://tr.im/uxlondongoodies (via @solle)
  • the back button is the button of doom (repeat after @jmspool)
  • pogosticking = when the user bounces between levels of the information hierarchy seeking their target content page
  • when people pogo-stick we see a huge reduction in users achieving success on a site
  • the more users pogo-stick the less likely they are to find the target content. When you see it it, tells you there’s a problem.
  • you are *much* more likely to find what you’re looking for if you DON’T use search
  • only if you have Uniquely Identified Content (like Amazon) do you get an exception to the searching = predictor of problems rule
  • people type very generic terms into search – this is the main reason search fails (behaviour not technology)
  • your users are telling you every day what trigger words they’re looking for and on what pages. Look at your search logs.
  • users are telling you every day what is wrong with your site and what you need to do to fix it. Are you paying attention? @jmspool
  • to stop people pogosticking, you need to put as much information on the gallery page as possible
  • “Changes in the web don‚Äôt change the fundamentals of human behaviour” (@jmspool) #uxlondon (via @Paulseys)
  • alphabetical order is the same as random order in 99% of cases @jmspool
  • Department Pages = collections of gallery pages. Separates gallery pages into logical groups.
  • Department pages are for winnowing, gallery pages are for selecting. Users get this.
  • More on “pogosticking” on UIE: http://bit.ly/NuY6W #uxlondon (via @bashford)
  • You can always have that much space for your gallery page because you have an infinite page length @jmspool
  • people do NOT learn the structure of your site by using it. They have no sense of the organisation of your site, nor do they care
  • When users comparison-shopped using pogosticking techniques:purchase = 11% . Compare to 55% when product lists used. #uxlondon PRT @Wandster
  • seducible moments – at the end, once users have *achieved* their goal say ‘by the way, would you like to do this?’
  • Store pages = groups of department pages. Helps users tell the system what they *don’t* want to see (eg. business or sports)
  • people who choose a ‘Store’ page tend to never choose another ‘Store’ page in the same session.
  • Do you need store pages? Look to your competitors. If they have them, you probably do. Use the same terms as they are (generic)
  • Homepage purpose – to get people to other pages, usually to a category page. Divide real estate accordingly
  • anyone who tells you that your homepage is for brand, to learn about your products/your business etc. They’re wrong @jmspool
  • the best way to solve arguments is to have everyone watching users actually using the site @jmspool

UX London – Quick Sketching for Interaction Design Workshop – Mark Baskinger & William Bardel

Here is a dump of my live tweets during this excellent workshop at UX London. If you like it, you should buy their book when it comes out later this year.

  • wondering about the easiest way to export my tweets from yesterday and get them into chronological order
  • sketching workshop kicking off, hooray! ‘and we’re going to get kind of sweaty’
  • ‘how many of you guys are IxDs? And how many are UX Designers?’ Cue chaos
  • showing people your sucky drawings is part of the growing process
  • squeak squeak squeak, explain explain, squeak squeak (how many of you use a whiteboard?)
  • why are we here (in this sketching workshop)? to become better communicators
  • design drawing is useful in the planning process, can help to see the world differently, heightened awareness of how things work
  • drawing can help you tell your story to others, its honesty can be v compelling
  • why draw by hand when we have computers? Mice suck.
  • why draw by hand – direct with the pencil is more direct, more expressive than via mouse
  • thinking is a fast paced activity, the pencil is simple & immediate, a good, fast tool for capturing thought
  • ‘Pencils Before Pixels’ – Mark Baskinger
  • we’re going to start off with really simple things like straight lines …
  • ‘i’d love to sit down and draw cubes with you after the workshop’
  • we’re grabbing pencils and paper…
  • starting with pencil holding technique. @ashdonaldson & @cennydd are getting some remedial tips
  • if you can’t see the tip of your pencil you can’t draw. You need a v loose grip to avoid fatigue
  • your bellybutton is very important for vertical lines. It’s like a visual landmark. Pull the lines toward it #uxlondon (seriously!)
  • (feels like sketch pilates)
  • @keeran of course I’m participating! my vertical lines are much better than my horizontal!
  • correct each others squares. what do you see? either ‘my squares suck’ or ‘the person next to me is blind’
  • you have to warm up before you can sketch properly.
  • techniques for better hand drawn wireframes: use non-repro blue for underlay drawing (it disappears when copied)
  • carry a sketchbook all the time. practice sketching all the time. practice straight lines, squares, using hatching for tone
  • ‘it’s all about pulling some lines’
  • use lines in various intervals, not scribble, for adding tone.
  • being purposefully rough, like overlapping corners, makes sketching look more sketchy
  • sketchiness = this is not a finished idea, I’m still thinking about this. Sketching holds the conversation back to the big picture
  • avoid crosshatching in wireframes, starts to ‘pop’ too much. Use various weight of diagonal or vertical lines instead
  • build your sketches up sequentially, add weight and tone onto the skeleton
  • uh oh. perspective! (moving shapes in space)
  • perspective – make sure your back vertical is a little shorter than your front vertical
  • try to finish your line with the same weight as you start it
  • if you can do curved planes, you can do arrows. (v pretty arrows, that is)
  • @alexjamesmorris you might think all UX people draw, but unfortunately not true, and many of us would love to draw better!
  • move the point of your arrow back just a tiny bit off centre and it will look better
  • i can recommend Trio Scribli pens #uxlondon (via @solle)
  • ‘these are all ‘ungood’ ways of drawing a circle’
  • the only useful thing your pinky does is stablise your hand when you want to ‘drop in’ a pencil
  • the trick to drawing a good circle is to do a few practice circles before you ‘drop in’ your circle (it works!)
  • @freecloud agree that blog posts are like word sketches, but there’s nothing like drawn sketches to communicate some ideas
  • @alexjamesmorris i agree. you can’t copy and paste sketched wireframes. I think that’s incredibly important.
  • I’m realising that my biggest problem with sketching before is not visualising what I am trying to sketch before starting to draw
  • realising sketching is a lot more deliberate than I thought. Resolving to *really* do the sketchbook thing from now on
  • ’sketching becomes a magic trick. I can draw this and you can’t. That’s a powerful thing’
  • @alexjamesmorris absolutely – pencil before pixels as Mark said at the beginning :)
  • ok. drawing people. If I can leave this workshop with people drawing skills I will be stoked.
  • if you have an element in your sketch that is weak or less deliberate, it attracts attention & detracts from your entire sketch.
  • notational sketching = the act of recording things that you see in the world. Mostly for your sketchbook, less so for sharing
  • analysing visual input (what you see) and deciding what to record is a particular kind of drawing skill
  • @leisa sketching is physical thought in my book #uxlondon (via @Snowbadger) > i agree :)
  • notational sketching tips: fast & loose, use icons, images & symbols, portability is important (in context), date your pages
  • more notational sketching tips: respect the borders (esp. the gutter), print neatly (annotations), white space is ok
  • moving onto visualising functional relationships – communicating how things interact together so it makes sense to others
  • Bill: I like using watercolour because it is less controlled, it forces you to work with mistakes
  • if notation is aimed at recording, diagramming is aimed at explaining
  • tips for explanatory mapping & diagramming: balance style and substance, think about how to direct attention where you want it
  • The Don: ‘How do you draw a blur?’ Mark: ‘You lick your page’
  • @jonbho this is an unusual glut of tweets due to #uxlondon. I can assure you I’m usually much quieter! Apologies for the noise.
  • getting to the end of the sketching workshop. My sketching is still rubbish, but I have a v good idea of why and what to do
  • sketching workshop wrapped up with a gentle critiquing session. Great workshop, recommend it.

UX London Tweets – Don Norman

Here is a dump of my live tweets during The Don’s presentation at UX London. I’m writing a more coherent version of this for Johnny Holland – coming soon!

  • Don Norman on the stage. Last speaker of the day at UX London
  • the Don opens with ‘Thank you, it is now time for questions’
  • whenever anyone says they want something, I oppose it. I question it. #uxlondon #TheDon
  • Rules of complexity: Life is complex, The tools we build have to match life, the problem is understanding not simplicity #uxlondon #TheDon
  • Complexity is not bad. Complicated is bad. #uxlondon #TheDon
  • If you want to make something simple you compensate by making other things complex #uxlondon #TheDon
  • When @lukewdesign says ‘no one’ customises Yahoo.com he means ‘only 60million people’ #uxlondon #TheDon
  • Complex can be enjoyable. Some simple things can be horrible. #uxlondon #TheDon
  • Don Normal talking about the doors. What a treat. #uxlondon #TheDon
  • ‘I highly recommend walking around with sticky green dots to remind yourself which way things should turn’ #uxlondon #TheDon
  • As a generalisation, Asian cultures prefer more complex interfaces #uxlondon #TheDon (123india.com vs google.com)
  • he even sounds a bit like a messiah, don’t you think?
    </starstruck>#uxlondon #TheDon
  • Magpies are the only bird that can pass the mirror test, can lie, they’re extremely intelligent #uxlondon #TheDon #WhoKnew
  • reading music is incredibly complex but it produces amazing things, we don’t complain about that complexity. #uxlondon #TheDon
  • People whose offices look messy often know where their stuff is & are better able to find things than ‘neat’ people. #uxlondon #TheDon Amen
  • Too simple is boring. To complex is frustrating. There’s an ideal amount. Experience moves the preferred complexity up. #uxlondon #TheDon
  • Being distracted is sometimes a good thing, it can be how we learn things. #uxlondon #TheDon
  • some ’simple’ tools take time to use well. eg. a silversmith’s hammer #uxlondon #TheDon
  • there’s a sweet spot for complexity & engaging things are found in that sweetspot, but it keeps shifting! #uxlondon #TheDon
  • As I get better at something, I need increased complexity to maintain interest, otherwise I get bored. #uxlondon #TheDon
  • Complexity is good. It’s good to feel the world disappear as you engage in what you’re doing. It’s enjoyable & productive #uxlondon #TheDon
  • I think Don is proving his point re: complexity & understanding (unconvinced by his suggestion to redesign musical scales) #uxlondon #TheDon
  • @fred_beecher yes, he mentioned games re: complexity & shifting sweetspot #uxlondon #TheDon
  • we are sending seriously mixed messages – we say we want simplicity but we buy things because they’ve got more features #uxlondon #TheDon
  • we can’t resist features. Even when incredibly simple mobile phones are produced, we don’t buy them. We want features. #uxlondon #TheDon
  • quoting The Paradox of Choice, Schwartz – we have more choices than ever but less satisfaction. More is Less #uxlondon #TheDon
  • You can contain complexity by putting things in modular clumps so you only see options when you need them #uxlondon #TheDon
  • Google’s advanced search interfaces helps me do something complex in a supported way and starts to teach me Boolean search #uxlondon #TheDon
  • the solution: conceptual model #uxlondon #TheDon
  • eg file system interface is a fake. It doesn’t really exist but it helps me understand where to find things on my computer #uxlondon #TheDon
  • But the Graphical User Interface does not scale. #uxlondon #TheDon
  • Another solution: Systems Thinking #uxlondon #TheDon
  • The reason the ipod is such a success is that it is a complete system. License music iTunes iPod #uxlondon #TheDon
  • Lots of the visiting US speakers are talking up the Kindle. And saying it’s increasing their reading volume. Jealous. #uxlondon #TheDon
  • Complexity can be fun – for example this very complicated coffee maker. I don’t know if it makes good coffee or not #uxlondon #TheDon
  • and that’s the end of Don Norman’s ‘In Favour of Complexity’ – what a treat! #uxlondon #TheDon
  • from the Q&A – if I can’t get my pictures out of my camera, it’s hopeless. The whole system has to work #uxlondon #TheDon
  • in the old days we suffered through technology, but now we are selling to everyday people. Things have to work. It really matters.

UX London Tweets – Jeff Veen

Here is a dump of my live tweets during Jeff’s presentation at UX London. I’m writing a more coherent version of this for Johnny Holland – coming soon!

  • @veen talking about designing our way through data
  • @veen things that happened in 1974 (meta = hippy goes mainstream). A v important year for the internet #uxlondon (also the year i was born)
  • a tiny little 6yr old epiphany for @veen in 1974 when he first saw Pong – ooh, I can control what’s on the screen!
  • tools for participation lots of capacity to store data = some pretty cool effects
  • there are 24hrs of video uploaded every 8 seconds on YouTube.
  • as a designer I can look into the data and see if there is something in there I can use to inform the design (eg. the colour)
  • I’ve taken the story out of the data and shown it by applying design elements
  • ‘decorating’ data rather than using design to provide better access is dangerous. @veen
  • Google Analytics interface inspired by Indiana Jones @veen
  • use visualisation to change behaviour (statistics can be anesthetizing, hard to make meaning)
  • find the story in the data, assign different visual queues to each dimension, remove everything that isn’t telling the story
  • mini theme from #uxlondon – don’t be a control freak
  • think more about giving yr audience tools so they can find their own patterns & stories, rather than controlling their experience
  • shout out to Dopplr at
  • provide filters to enable clarity (helping people make sense of data) @veen
  • Storytelling using data visualisation is incredibly compelling Now we need to give people tools so they can find their own stories
  • @veen tshirt: ‘Math is Easy, Design is Hard’. Not a popular tshirt at Google.
  • research is great but it’s just data that you use to inform your design. Data doesn’t tell you how to design. shoutout to @stop
  • @veen quotes @zeldman: ’start with the user, but know yourself’. Thinks this should be inverted
  • ‘The purpose of computing is insight, not numbers.’ Richard Hamming, 1962 #uxlondon (via @ritchielee)

UX London Tweets – Jared Spool

Here is a dump of my live tweets during Jared’s presentation at UX London. I’m writing a more coherent version of this for Johnny Holland – coming soon!

  • warming up my twitter fingers in a vain attempt to keep up with @jmspool, who is up next at
  • ‘ …and they thought that was just a senseless waste of asterisks’ @jmspool is on form
  • designs can’t intuit anything, people intuit things, calling design ‘intuitive’ is a shortcut.
  • people become frustrated because they are no longer focussing on what they are doing, they are focussing on the design itself
  • novelty isn’t always responsible for unintuitive design, sometimes it is simplicity
  • intuitive design is a personal thing – it is based on what you currently know (your previous experiences)
  • intuitive design is evolutionary – as the technology matures, our expectation for intuitive design increases.
  • Current Knowledge (what the user brings with them to the design) & Target Knowledge (what they need to have to complete their task)
  • In between ‘Current’ and ‘Target’ knowledge = ‘The Gap’. Design happens in The Gap.
  • is anyone at #uxlondon heading over to tonight’s UX London bookclub? (via @Wandster) > I am! :)
  • Lots of excellent (but not so tweetable) comparisons of IM setup pages and their relative ‘intuitiveness’
  • wizards reduce Target Knowledge, which is great… as long as they work. If they don’t work, the user is screwed.
  • a design is intuitive if target and current knowledge are the same, or the knowledge gap imperceptibly small.
  • ethnography/field research: users in the mist @jmspool
  • Techniques for creating intuitive designs: Field Studies (Current Knowledge), Usability Studies (Target Knowledge)
  • use robust personas to store and communicate what you learn from your user studies
  • can’t believe @jmspool hasn’t cracked a ‘mind the gap’ joke yet