Category Archive: 'Information Design' Category

Welcome Amy Lanigan – Director of Client Strategy

by Andy Lloyd
Thursday, September 3rd, 2009

We are pleased to announce an exciting addition to the Fluid team. Amy Lanigan has recently joined Fluid as Director of Client Strategy after previously serving as Assistant Director of Strategy at AKQA. While at AKQA Amy worked with high profile clients such as Target, Gap and Charles Schwab.

We’ve brought Amy on because gone are the days where retailers can rigidly control virtually every aspect of their online presence and shopping experience. Blogs and customer reviews mean consumers have a voice in the conversation. Content is increasingly portable and flexible. Conversion funnels begin before consumers get to your site and social networks allow consumers unprecedented influence over what friends and strangers are buying online and in stores. This complex landscape requires shopping and brand experiences that are thoughtful, flexible and strategic.

It is Amy’s job to help our clients plot a path through this evolving landscape, particularly in social media, and to make sure everything Fluid deploys is on target from both a quantitative business and brand perspective.

Welcome, Amy.

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Parametric Navigation, or How I Learned to Stop Worrying and Love Lotsa Options

by Laine Fast
Wednesday, May 27th, 2009

Parametric Navigation…it’s really just a fancy industry phrase for a filtered search, or parameters you can select to filter down results sets. So if I go to widgets.com and search for a widget, the site would present me with options to narrow my widget selection by price or rating or size or color, etc. The overall idea is that I can pick the individual attributes that appeal to me, and come up with a customized list of widgets that meet my specific needs. It’s my preferred search method, so I figured I’d tell you what I think works, and what falls flat.

I started with the list of Internet Retailers 2009 Hot 100 Retail Web Sites. I don’t quite understand how they came up with this list, given that some of these sites look like they haven’t been redesigned since the ’90s, but it seemed like a good baseline to use for my research.

(more…)

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Miadidas.com Site Review

by Sam Sales
Friday, May 15th, 2009

My initial goal was to research and write a blog on sneakers, the sneaker culture, and what drives a ‘sneakerhead’ to seek the most limited/hard to get/wait-in-line-for-2 days type sneakers. But as I set out on my task to contribute to the Fluid blog, I stumbled onto the site miadidas.com. I say ‘stumbled’ because I have not heard or seen much about this site. I knew about NikeID, YourReebok(formerly known as RBKCustom), and the newly updated Vans Custom site among others, but was surprised and somewhat disappointed about just discovering the custom site for Adidas shoes. I’ve seen the in-store experience at the Adidas store in San Francisco, but was not aware it was migrated to the web – or at least a version of it.

With that said, I decided to focus my attention to the site and give my personal review. (more…)

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Rapid interactive prototyping with HTML, CSS, and JavaScript using Fireworks and Dreamweaver CS4

by Mariano Ferrario
Tuesday, April 7th, 2009

A key aspect of Fluid’s user-centric design approach is to engage in usability research early on in the design process. One key element of our approach is to administer usability tests using interactive low-fidelity prototypes. Throughout the years, Fluid has developed a unique technique of developing richly interactive prototypes by adding HTML, CSS and JavaScript within Adobe Fireworks to create click through prototypes that are easy to use, manage and update.

Recently, Adobe asked Fluid to share our approach of rapid prototyping with the Adobe Fireworks and Adobe Dreamweaver developer’s community and we were both honored and excited to do so.

Our in depth article, “Rapid interactive prototyping with HTML, CSS, and JavaScript using Fireworks and Dreamweaver CS4″, can be found on Adobe’s website here:

http://www.adobe.com/devnet/fireworks/articles/rapid_interactive_prototyping.html

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Things I Learned From a Box: Packaging Design Principles for Interactive Design (Part 2)

by Andrea Nelson
Wednesday, March 18th, 2009

Yesterday, we discussed the key elements of packaging design, including messaging, presentation, structure, and brand artifacts. Using our “Oil of Olay” package as a case study, we highlighted the consequences of the “barrier to entry” that is created when packaging fails. Today, we’ll discuss how the design guidelines for packaging design apply to the practice of interaction design using another case study.

First and foremost, think about your web site as your “packaging,” and design accordingly—do not create a barrier to entry that separates customers from their end goal and hinders conversion.

When we reconsider the previously discussed factors of packaging design in this context, they align nicely with some familiar elements and ideas of good usability. We’ll review our packaging design principles in a new context below. As a case study, we’ll use the Rich and Skinny brand jeans site (http://www.richandskinnyjeans.com/RichAndSkinny/).
randskinny (more…)

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Things I Learned From a Box: Packaging Design Principles for Interactive Design (Part 1)

by Andrea Nelson
Tuesday, March 17th, 2009

The other day, my mom sent me to the store to purchase a new skincare product made by Oil of Olay. I set out on my errand and procured a small tube of mysterious serum, sleekly packaged in distinctive, sculptural, plastic packaging. When I returned home with the goods, however, we made an amusing and shocking discovery:

We couldn’t get the package open.

Mom tried. I tried. No dice. Pliers were used. Even larger pliers were used. Finally, with a mighty tug, I yanked off the package’s lid—and in the process firmly socked myself in the eye.

(more…)

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Social Search

by Mariano Ferrario
Friday, February 27th, 2009

Last month, a friend asked if I could recommend any companies that specialize in 3D Computer Graphics. Unfortunately, I didn’t have an answer, but on a whim I updated my Facebook status message with the following:

“Mariano is looking for companies that specialize in 3D Computer Graphics.”

Literally, within a few seconds, I received many great suggestions for companies to explore via wall and email messages.  Not too surprisingly, Facebook was a great proxy to crowdsource and gather information. The recommendations felt more credible because they were from my friends and at the same time, using Facebook illustrated the power of accessing an extended network when looking for advice or new information.

(more…)

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Findability vs. Discoverability

by Mariano Ferrario
Friday, February 20th, 2009

Every week the IxD (Interaction and User experience design) team at Fluid gets together and discusses new ideas, current trends in our field, best practices, design patterns and anything that we may have on our mind that relates to design.

This week Dave, Director of Information Design and Usability,  challenged us to think about the following:

“I’ve been thinking about findability and discoverability (especially since I started thinking about interactive merchandising as casual gaming), and I am increasingly convinced that findability and discoverability are distinct attributes of web content, though I am not entirely clear yet (conceptually) where they are similar and where they overlap.  Initially, it seems like this:

Discoverability – more about fun, content is “hidden” and meant to be found, the content is non-essential to the experience, finding the content may be surprising or unexpected, finding the content is often pleasing, tends to be more of an exploratory and individual/independent experience

Findability – more about usability, content is more likely to be important or essential to the experience, users may seek or need the content, content may not be immediately visible but is not hidden, easy to find, users probably guided to the content with labels and directions, tends to be more of guided or directive experience with help from the UI

I’d like your thoughts and ideas on this: “

The team’s response to Dave’s questions are listed below:

 

Andrea’s Response:

My knee-jerk reaction is that discoverability, while more pre-disposed to being fun, is inherently about learning and intuition. Findability need not be anti-fun, but it is inherently about efficiency and being clunk-you-over-the-head obvious.

Discoverability, at its core, should play off of previously learned behaviors and patterns of interaction. when I go to a new bar, I’m pretty sure the loo will be in the back, because that’s where it was in the last 100 bars I went to. Discoverability recognizes the frequency and need in which we rely off of our intuition. In doing so, we may learn a new task more easily if we are able to relate it to a previously learned task. When we recognize similarities, we feel at ease. We anticipate what comes next and finally we begin to recognize differences between the old and the new, again increasing our learning.

Findability, one might argue, exists–in the most extreme sense–in lieu of intuition. I’m not saying discoverability and findability are absolutely orthogonal, but there’s certainly an inclination. If one assumes that there are no similar, previously learned patterns, or one is lacking intuition, findability ensures that one can still complete the desired task. If I am a teetotaler and I’ve never been to a bar before, I might have no idea that the loo is usually in the back, but if I wander around and see the restroom signs that are clearly marked; I know I have found the loo. Findability is the “clunkingly obvious” factor.

In my examples above, I don’t mean to suggest that findability is boring, or can lack delight, fun, or, more importantly, persuasion. From a content perspective, the authoritative tone of brand and persuasion should probably be the most findable parts of a web site. I think persuasion might be more essential in findable content, whereas it is more easily a “nice by-product” of discoverable content.

What’s interesting in the storytelling article is that the author gives us a bunch of examples of storytelling, but I think she could have gone a bit further and gotten more granular.

For example, when I am designing a web page/site/interface, I think of the features on the page as characters in a story. Kind of like playing with Barbies, you grab a bunch of features, put ‘em together, throw ‘em around, and see how they interact with each other…then you place ‘em where they make the most sense in the arc of the story you’re trying to tell. Some features are main characters, some are supporting, and you’ve got to work with that. of course, the user is a character as well; i’m just sayin’, the user is not the *only* character.

The best example of this is Jones’ example about the benefit of unread content and the mini cooper web site. Jones mentions that mini creates credibility through the presence of its company history. let’s say that “features and specs” about the mini are a character and “company history” is a character…for the purposes of this story, “features and specs” are the main character, but “company history” is a supporting character, and “he” is still pretty important to have around. we might not pay a lot of attention to him, but his presence (here, findability) on the page lends credibility to the brand. Craft your story (and your interaction design) from there.

Paul’s Response:

Since the subject has a lot to do with storytelling, I wrote this like I was telling a story.

“Choose Your Own Adventure: Findability vs. Discoverability”

It’s no longer enough for users to be able to find your site, and then find what they’re looking for once they’re there. Now, they have to enjoy the experience — and, if possible, participate in it.

It’s helpful to think of this in terms of two different types of users: the Finder and the Discoverer. The Finders know what they want and where they’re going. They may have already formed a mental map of how to get there, and a web site’s success may depend on its navigation and search matching the user’s expectations. Discoverers are less linear. They want to explore, and be entertained and surprised along the way. They may not know exactly what they’re looking for, but they feel it. For discoverers, it’s as much about the journey as the destination.

One way to think about how to engage both types of users is through use of the Story. At Fluid, we always try to use a narrative structure to explain our work and vision to the client. In essence, we try to keep the customer’s story as the guiding theme across all our deliverables and presentations. So, what kind of story are we going to tell the Finder versus the Discoverer?

Think of the Finder in terms of the shopping funnel. It’s a short story or a haiku. The Finder wants to get to the end as quickly and easily as possible. They want to get from point A on the home page to point D in the shopping cart, with brief stops at a category, index and detail page along the way. It’s hard to avoid the spatial metaphors, but it’s not just three-dimensional. Time is also a factor. The finder already knows what they want and doesn’t want waste a lot of time getting there.

In contrast, the Discoverer doesn’t want a short story, they want an open-ended Choose Your Own Adventure book, or maybe movies on demand. Instead of trying to speed them along a linear path, our goal is to keep them interested, and moving, as long as possible – until they realize they’ve come to the right place. The Discoverer is sticky and needs a sticky site. The Discoverer can be either passive, wanting to be entertained, or active, wanting to have more control over how they move through the site, and even interact with it. The Discoverer needs more lateral and contextual relations between content, and not just the basic linear site navigation.

While we’re on the subject of stories, user-generated content is a way for users to make themselves part of brand’s story. For example, user reviews are a way for customers to share their opinion of a site or a product. It’s a way for Discoverers to leave a sign that they were there.

One area where the Finder and Discoverer types may overlap is in social shopping. Just as many malls and stores aspire to be social spaces and not just a shopping destination, the Finder can become a Discoverer by bringing in a friend who may encourage them to look outside their original goal and try something new.

We need to design web sites that engage both types of users, and take into account that most users are a combination of the two. It’s not so much that these are different types of users, so much as they are different types of search strategies or behaviors. We need to give the right level and amount of content in the right time and place, with clear paths to more: more depth, more range, or more similar (moving up and down in granularity, or horizontally through relationships). The key seems to be choice: giving the user the ability to choose how they move through the site rather than forcing them into one path, but not so many choices that the user becomes paralyzed or lost.

The choice on which approach to emphasize will vary by client. I think findability is more important for large-scale retail sites, whereas discoverability is more important for brand sites.

My Response:

First, a user’s browsing/searching behavior is never linear in nature. I don’t feel that the typical use case is that a user will come to a site looking for a specific very granular piece of information. Rather, I am more inclined to think of a user’s browsing behavior in regards to what some researchers are calling berrypicking”.

The “berrypicking” model has two main points. First, as a user searches for information they are constantly learning from their search/browse interaction and thus the nature of their search is constantly changing and adapting directly from the information they are discovering. Thus, through the process of browsing their search goals may be constantly changing from their initial intent. Originally a user may have been interested in findability and then upon reading something new, their goals may have changed to discoverability. (and vice versa.)

The second point is that a user’s informational needs are not satisfied solely through the finding of a set of documents or results. Rather, the main value of search exists in the accumulation of bits and pieces of information along the way. (i.e. Life is a Journey, not a destination) . This second point made me think about the design principle of providing alternative interfaces for both novice and expert users. It seems to me that a well designed interface should be able to support the needs of both findability and discoverability. Thus, as the users informational needs change a well designed interface will provide opportunities to dive deeper into a subject matter or discover a related item. I think a good example of providing an interface that is useful for both for novice and expert users is the TED home page. www.ted.com A user interested in finding a specific talk can reorganize the page using the list format or access the search box, while a user more interested in discoverability can browse the content by interacting with the images or browsing filters on the page.

In addition, I was thinking that the granularity of the information being presented is directly correlated to findability and discoverability. I don’t necessarily think of discoverability as content that is “hidden” and meant to be found, but rather it is content that is more abstract in its presentation and subsistence. (i.e. A related item link, Or a short blur about sustainability with a link to learn more.) In addition, when I think of findability, I think of content that is more complete and concrete in nature. (i.e. product details page, a technology details page, or an article page).

Thus, as a user bounces back and forth between findability and discoverability, what changes is the level of abstraction of the information being presented. Low level of detailed information will lend its self to findability while high level of detail will lend itself to discoverability.

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“Reebok Globe” from Fluid is Good Carousel Design

by David Hogue
Monday, February 16th, 2009

Victor Lombardi, a well-respected designer and educator, recently posted a video on his company’s Smart Experience web site about designing carousels and the three key design criteria you need to know to design carousels well:

  1. Carousels work best with images, not text
  2. Carousels are great for browsing, not searching
  3. Carousels should create a sense of depth and extent, not be flat

Fluid’s recent work for Reebok, the “Reebok Globe” that highlights real customers and shows their designs, was featured in this video as a good example of strong design, not just for its 3D carousel (the “globe”), but also for using nested carousels in an effective way to enhance the customer experience. If you’re interested in Victor’s comments about Fluid’s “Reebok Globe”, skip ahead to 3min 15 sec.

Unfortunately, this carousels video is only free for a limited time, so check it out soon.

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The Future of Online Experience #2: Custom Products

by David Hogue
Friday, November 14th, 2008

This is the second in a series of posts based on my presentation (”Can I get that in pink and eggplant?”) about the future of customer experience online at the Web Experience Forum in Boston on 14 October 2008.

Mass Customization and Manufacture-on-Demand

Customized products are the ultimate in personalization: customers can select from many options for many attributes to create a product that is unique. This level of customization is made possible my manufacture-on-demand processes. Finished products are not stored in inventory to be picked, packed, and shipped – they are actually manufactured when the order is received.

A potential hazard of customization is that it creates more choice, possibly too much choice, for the consumer. Much has been studied and written about the paradox of choice and decision paralysis, but it boils to situations where there are so many options from which to choose that the consumer is overwhelmed, and it is actually easier to make no choice (and abort the purchase) than to make any choice. When customers are presented with many customizable components, each with many configurable options, the number of combinations may be overwhelming. Therefore we need to design customer experiences that help customers get started, make decisions, support their choices, and encourage them to proceed and complete the process.

One way we can craft more inviting experiences is to manage the number of choices people are given and how they are presented. A manufacture-on-demand process does not need to be transparent to the customer – they do not need to know when products are stocked in inventory versus made when an order is placed.

Customization Continuum

At the discreet end of the continuum, customers never even know that they are ordering a custom product, because the merchant has pre-defined all of the options and choices (e.g., notebook color, binding, and cover image) and presents the product as a ready-made item. Even though the customer makes no choices beyond selecting a quantity, when the order is placed that product is manufactured.

At the limited level of the customization continuum, consumers realize that they are ordering a customized product, but they may not realize the extent to which that product may actually be customized, because the merchant has pre-defined some some of the options (e.g., ink color and envelope interior pattern) but left a few for the customer to specify (e.g., text on the notecard and the font.) The product is still manufactured when the order is placed, but the number of choices has been controlled to make the personalization process simpler and faster.

Finally, at the level of full customization, consumers realize they are are ordering a customized product, and they understand that it will be manufactured just for them when the order is placed. (Curiously, some customers still think that all variations on custom products have been manufactured in advance and stored in a warehouse awaiting selection and shipment when an order is placed, because they may not fully realize the number of combinations possible and that it would not be feasible to make every possible version of a product.) The choices and options are numerous, and the messaging about the product and customization service typically makes it clear that a product is being made just for the consumer according to their specifications.

There are web sites already offering mass customization of products, and we are likely to see more and more as the ability to manufacture-on-demand becomes more widespread. Today, manufacturing-on-demand is often limited to a base set of products (e.g., photo mugs and mousepads) to which a custom pattern, color, or text may be applied, or to products that have manufacturing processes that lend themselves more easily to mass customization (e.g., custom shoes.)

CafePress

Zazzle

Cafe Press and Zazzle both offer a set of base products from which to begin. Customers then add their own personal touches and select from a few options to create products that are uniquely their own and which are manufactured-on-demand.

RbkCustom

Reebok offers full-customization of shoes, and consumers have the ability to design their own shoe selecting from so many choices that there are literally trillions of possible combinations. A unique product is actually possible, and there is no way that Reebok could manufacture and stock all possible variations of the shoes – this is made possible only my manufacture-on-demand processes.

The manufacture-on-demand process and the ability to create custom products also quickly and easily opens up the opportunity for online, digital equivalent of “pop-up stores.” Pop-up stores are temporary physical retail stores that open for a short time in a previously empty location, generate buzz and attention, respond to a trend or community need, sell for a limited time, then close and disappear. Companies that have the ability to manufacture-on-demand could respond quickly to current trends, fads, and styles by pre-defining products, opening a temporary web site, and selling those products either under their brand or as an ephemeral brand. They could offer limited edition products, different products for different geographics regions, or even products that are offered only to existing customers. Once the ephemeral brand has run its course, the web site disappears.

Custom products are more than just choice for the consumer, they are also opportunities for the companies that are able to manufacture-on-demand, who want to differentiate their product offering, and who are able to quickly and nimbly respond to styles, fads, and market trends.

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