Notes from Google Chrome talk

At BayCHI’s monthly talk last night, we heard Glen Murphy, lead (only?) designer for Google’s Chrome web browser explain their process and challenges. Quite a fascinating internal look at this specific team’s design process (Murphy made a point to clarify that each design team at Google functions differently per their dynamics and goals, etc.). Below are my key takeaways.

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  • No design documentation (ie, specs); instead the approach was “mockup as spec”, given the tight loops of trust and feedback among the core team elements: design, engineering, and product management. Engineers used the mockups as the source for prototyping and implementation.
  • Each member of the team had a mix of skills, including coding/designing/business sense, etc. so no one person was focused on just one thing as their speciality. Each was able to contribute to the other’s relevant area/domain.
  • Chrome was created for the purpose of “speed” and “reliability”, which I personally imho found a bit dubious (couldn’t G team have just collaborated with Mozilla to make Firefox faster and more reliable for Google apps?).
  • No wireframes created in their process; went straight to pixel perfect mockups–all mockups were “fully formed” in Murphy’s words.
  • The three major elements in consideration of each design iteration and sketch were: interface, graphics, and platform (meaning the platform guidelines for Windows XP/Vista).
  • Each tab was treated as an isolated instance of Google Chrome, for better stability/performance. Murphy sez, “we were basically creating a tabbed window manager”.
  • The tabs were one of the critical elements from a UI POV as well as branding, became the central identifying element of the interface. Did over 1600 iterations of the tabs in Photoshop, trying finicky levels of radius details, etc.
  • Talking about the Omnibox (combined Search bar and Address bar) as the second critical feature of Chrome, Murphy described various iterations of what should appear when a user typed a word or phrase combination. Tried out lots of options in mockup and implementation. Ultimately used user feedback, but did what engineers “felt right”.
  • What’s coming next for Chrome: extensions (but do it in a graceful, seamless way, aesthetically and functionally) and openness, which Murphy admitted he didn’t have alot of experience in as a designer, dealing with the challenges of design open source software UI, and allowing users the modify, etc.

Overall I was struck by two things:

1) How the reliance and insistence on pixel-perfect mockups from the get go parallels Apple’s UI design approach from what’s been described in the media…no wireframes or paper prototypes, etc.

2) How Murphy kept using the words “feeling” and “felt right” quite often in his talk to describe design decisions and rationale. Really speaks to the fact that alot of interaction really has to be just done and judged by your own phenomenal experience of it. Does it feel right or not? He did mention the obligatory user studies and quantitative evals but seemed to me, imho, that he took that as just data points, not necessarily wedded to all that, instead relying upon his (and the team’s collective) experience/wisdom/judgment to make design decisions.

2009 Design conferences

I’ve compiled this listing of various design-related conferences coming up in 2009, with their dates and fees, as a quick bulletin for folks pondering certain events (or just want to know what’s the buzz in the design industry). Enjoy!

Also be sure to check out Core77’s calendar and the BayCHI calendar too.


IxDA Interaction 09: Vancouver
Feb 5-8
$700
http://interaction09.ixda.org/

AIGA Future History: Chicago
March 7-8
$175 to $225
http://www.futurehistory3.com/index.html

O’Reilly Emerging Technology: San Jose
March 9-12
$1390 to $1690
http://en.oreilly.com/et2009/public/content/home

SXSW Interactive: Austin
March 13-17
various packages
http://sxsw.com/interactive/

MIX 2009: Las Vegas
March 18-20
$1400
http://2009.visitmix.com/

Game Developer’s Conference: San Francisco
March 23-27
$800 to $2200
http://www.gdconf.com/

CHI 2009: Boston
April 4-9
$800 to $1200
http://www.chi2009.org/

AIGA Aspen Design Summit: Aspen
June sometime, TBA
http://aspendesignsummit.org/

How 2009: Austin
June 24-27
$995 to $1075
http://www.howconference.com/

HCI International: San Diego
July 19-24
$600 to 745
http://www.hcii2009.org/index.php

SIGGRAPH: New Orleans
Aug 3-7
various packages
http://www.siggraph.org/s2009/

AIGA National: Memphis
Oct 8 – 11 2009
$500 to $700
http://www.aiga.org/content.cfm/design-conference-2009

Insights from corporate UX

Having worked as a designer at some of the largest and most well-known technology corporations in the valley (Oracle, Adobe, and most recently Cisco) in their respective UX teams, I’ve gained insights into how design functions across diverse contexts (both positively and negatively) and learned vital points about digital product design processes in general.


** Collaboration vs. deliberation: There is a subtle yet critical difference between these concepts.

Collaboration involves active multilateral, multidirectional engagement (verbally and physically co-present) by team members across integral disciplines (engineering, quality, documentation, marketing, etc.) towards a shared purpose–building the best user experience possible, given time/cost constraints. There is give-and-take, back-and-forth, compromise and argument, blow-ups and chillouts, but all of this guided by a common sense of working together in a cumulative, aggregative fashion of building up the best solutions to the identified problems. There is active sharing of knowledge, a high degree of “human touch” interactions (phone/IM/video/f2f), a social sense of teamwork & pride, etc. And there’s a concern when people are not around, or goals are not achieved, with a desire to course-correct to improve things for everyone.

However, too often corporate managers ascribe the label of “collaboration” to what is really just empty, trite, ineffective deliberation: a group of strangers artificially thrown together to debate project issues or status updates with no connective thread or assured sense of solving problems collectively. Often these occur via conference calls with 20-30 people across the globe, multiple functions–but nobody knows each other! Or their role/value! In other words, just lots of sitting around talking but no action…or even worse, no concern that actions are being taken by someone for some goal! No sense of forward progress with some tangible outcomes. No sense of working together to wrestle the points and their merits. This leads to malaise and disaffected team members, lacking the requisite motivation to inspire and generate innovative possibilities.


** Respect vs. contempt: Nothing great can be achieved without a strong degree of mutual, professional respect for each other as teammates striving to do something productive and worthwhile. Anything less leads to a poisonous atmosphere of malice and laziness, in my view.

Respect quite simply is an essential ingredient to effective multi-disciplinary product development, period. This implies acknowledgement of the other’s professional know-how, prior experience, and tactical skills and resulting deliverables as well as their value to the overall project’s success. Respect also implies (imho) a sense of empathy for that person’s contribution–how difficult/challenging it might have been, what hoops that person has to jump through, how to make that person feel like a welcome, valued part of the process, etc.

The opposite, contempt, is the utter lack of appreciation or acknowledgement of that person’s value. Contempt implies arrogance, hubris, pomposity, and a generally subtle attempt at reducing the dignity of the teammate’s humaneness. Contempt is admittedly a very strong word, I realize, but imho it’s an apt description of a sadly common attitude in massive, territorial bureaucratic institutions.


** Engagement vs. detachment: This is a hard lesson to learn but is vital for long-term professional growth, being able to be fully engaged in a project with all your might, yet cooly detached to respond to fluid situations and finicky issues. Passion is necessary to achieve greatness (or at least meet your milestones!), yet also needed is a calm rational detachment to sort out sticky frustrations, scheduling snafus, vendor/contractor misunderstandings, botched file deliveries, etc. It’s a tricky balance, that takes years of practice and experience to hone carefully, like a samurai blade skillfully wielded. I recently read an article about Barack Obama’s demeanor on election day: “peaceful, focused, confident.” That’s where you gotta be as a designer to help make forward progress and get amazing results while being a productive teammate!


** Coordination cost: Related to collaboration as a factor to be managed and balanced well is the number of people involved in a project, and their geographic locations (at least remote/local). The more people to work with (and thus exchange information/deliverables/assets, etc.) then the greater the coordination cost. That cost, in my view, is multiplied when those teammates are based in remote or offshore locations. Why? Time zone differences primarily, causing conference calls to be held at odd times, often affecting social or non-work schedules. Foreign languages can be a barrier to understanding, as well as cultural habits/differences/misunderstandings, which have to be addressed up front. And let’s face it–nothing is better than just being there, face to face, hashing out the problems and brainstorming solutions! Technical difficulties (which inevitably happen) raise the coordination costs: conference call dial-ins fail, video calls stutter and crash, inability to share screens/documents across firewalls, etc. All adds up!


** Dysfunctionality: All corporations to some degree have some form of “dysfunctionality”, kinda like families–all families are dysfunctional! :-) The problems occur when the maladies adversely impact the collective work of achieving a strong solution benefitting the business and the customer. What are the common elements of corporate dysfunctionality? Well, here’s a few I’ve noticed: unstated expectations, contemptuous attitudes towards co-workers, apathetic view of project, unspoken/unclarified assumptions, poor lines of communication, lack of concern for the “coordination cost” of remote teams, lack of understanding new methods/tools, overall broken processes with no feedback loops to fix them, etc.


** Sources of authority: To get positive results as a designer, it’s important to recognize the various “sources of authority” that bolster your attempts to persuade, convince, enable, facilitate, etc. And basically get what you want done, thereby influencing the corporate design situation.

The three main sources of designer’s authority that I have identified:

1. An official, sanctified process: “This design is right” b/c it followed a corporate sanctioned process, involving data points, analysis, reporting, etc. Or if teams don’t follow the process, then they can be corrected accordingly per the statutes of what is allowed and valued.

2. Title, rank, and position: “This design is right” b/c I’m the “senior interaction designer” charged with the responsibility to make the call, leveraging my prior experience and education, etc. So you need to trust my professional judgment as I play that role on the project.

3. The power of personality: “This design is right” b/c my force of personality through charisma, drama, voice, theatrics, etc. will convince you of it, period. (Obviously you’d need to employ this with some degree of caution…and make damn sure you can back yourself up when challenged by a brusque technical architect or equally fierce marketing manager)

So which is the “right” source? It really depends on the culture and temperament of the corporate context you’re operating within. Some companies may not take a strong personality-driven designer very well, while other places may respond very well and in fact demand that kind of approach. Meanwhile other organizations may value a more structured, quantitative, itemized process-driven authority structure for justifying a design. In the end, I think a great designer knows how to smartly blend a combination of approaches accordingly per the context and situation (and the design project in question), as well as the attitudes of the team players involved.

Who’s your DADI?

While reorganizing my design book collection (which is rather all over place, both physically and thematically!), I came across an oldie but a goodie: Clement Mok’s Designing Business, published by Adobe Press way back in 1996…!

I remember purchasing this book (a pricey sixty bucks) in Ann Arbor for my first interface design class ever, taught by Loretta Staples, who in fact had worked for Clement at Studio Archetype previously. Later on in grad school at CMU, I took a brand design course featuring the opportunity to re-design Sapient’s identity system, and Clement Mok was our guest critic! Nice to have your designs ripped up by him :-) But I digress…

DADI is one of the “golden nugget” takeaways from Clement’s book. It refers to a collaborative design-driven process framework for digital projects. The acronym stand for:

  • Definition
  • Architecture
  • Design
  • Implementation

From the text:

Each of these phases involves editing, which is the process of making choices. Editing is selecting the most appropriate way to express a thought or an idea, as measured against defined goals. Design is the enhancement of an entity; it gives an entity form through the processes of addition and subtraction.

Continuing further:

It is by understanding a project’s purpose and following through with it that a business makes a successful product or service…A project needs both an external focus and an internal focus, and the two must not contradict each other…The way focus is articulated in the context of business is called an agenda, and designers must reconcile companies’ agendas with their own.

And finally:

The DADI process creates a framework that defines a project; creates an architecture that explains the process and, if necessary, the technology platform; defines who does what; defines the time frame and budget; and establishes efficient communications among the players. This process keeps any project focused on its purpose by preventing progression from one step to the next if the purpose is not understood.

2008 accomplishments

What a crazy year with the career/job transitions and traveling and consulting gigs. So what did I end up accomplishing actually? Hmm let’s take a look…

  • Spoke at the annual Silicon Valley CodeCamp about UI Design Fundamentals.
  • Taught a semester course at San Jose State University for undergrads and graduate students on UI Design Fundamentals.
  • Published an article in ACM Interactions on the value of aesthetics in user experience
  • Reviewed a couple papers for CHI
  • Traveled to New Zealand for vacation, took amazing photos and had great food & wine!
  • Delivered executive-approved UI specs for Cisco VTG phone products
  • Started and kept up this blog, Ghost in the Pixel :-)

Whew! Quite a bit done this year, but as usual I had sought to do more. So many goals, so little time. Let’s see how it goes in 2009!