` Jeremy Gilbert | Media Product Designer, Medill Journalism Professor: Design, Multimedia - Part 3

Designing a One-Size-Fits-One User Experience

July 25th, 2011

Each night broadcast producers and newspaper designers create customized media products for news consumers. Never will that night’s newscast or morning’s newspaper look quite the same; because each day the news is different and therefore the journalists must make different editorial choices.

But the newscast and newspaper still end up looking the same for every customer — whether that news product is reaching several hundred or several million customers.

The promise of digital journalism is the possibility that every product is different, ‘designed’ specially for that user. Newscaster, the on-demand, user-driven video newscasts shown across a range of mobile and tablet devices must solve this problem to be successful. It is critical that the system derive a high degree of customization, but essential that the tool supply a highly-designed experience.

Jesse James Garrett explained how to design for a customizable user experience in the second week of the Knight-Mozilla Learning Lab.

“Rather than defining a singular experience, it’s about defining a rule set, parameters of a system by which customization happens. Lump of Clay vs a set of legos,” said Garrett. “Clay can create a complex, nuanced result but requires more skill. With Legos anyone can make anything right away. Lego set has rules by which pieces connect — scaffolding for users to simplify creation process. Shifts experience from delivery of a defined thing to delivering an embedded rule set.”

This concept of designing rules rather than shared, traditional visual experiences fits into Garrett’s much broader view of user experience design. He looks beyond the traditional roles of graphic artist and user experience designer to embrace higher level design thinking.

This framework allows the creation of sophisticated media design experiences — whether those experiences are singular, shared moments like those highly art directed digital stories produced by The Bold Italic or highly personalized and customized experiences like Flipboard offers to tablet users.

For a project like Newscaster to be a successful experience it will have to function successfully across Garett’s range of experience design. Creating a strategic experience framework that is similar for all users but with an incredibly flexible structure and skeleton that can adapt to the frictionless, content customization needed to fit news consumer’s needs and tastes.

The Un-Usability of Media Products

July 18th, 2011

It might seem unlikely that a block of wood could sum up many of the problems with media companies, but Mozilla’s Aza Razkin pushed that message during the first week of the Knight-Mozilla Learning Lab.

Media companies primarily focus on manufacturing. This is not about the reporting, writing, editing and art direction. Rather is about how that information is distributed: broadcast news reports, radio shows, newspapers, magazines, websites and apps. Media companies rarely pushing their mediums. Instead they find templates, made by competitors or outsiders, and fill them with their branding and content. Newspaper designers mimic the work of other papers. Television graphics look interchangeable. And news apps look nearly identical.

iPhone Popular News Applications

In the late 1970s and early 1980s newspaper companies ‘discovered’ the value of designers. It took years, but newsrooms became comfortable with content designers determining the consumer experience. Most of these designers were focused on adding visual content layers. A few explored designing a better product experience — ‘redesigning’ the existing templates and styles. This kind of design greatly improved existing media products but lacked the transformative power of a simple, wooden prototype.

Because “first designs always suck,” according to Razkin, low fidelity prototypes are critical to exploring radical, new ideas. Media companies rarely, publicly explore radical or new ideas because they have trained themselves for a long, slow and expensive design process.

Wii: Wooden Prototype, a block of wood

When Rupert Murdoch’s News Corp wanted to design a new tablet news experience it took more than a year, cost millions and ended up with the wrong combination of familiar: “this is scarcely better than a free a paper” and unusable: “Is this the future of news? The app crashed the first time I ran it,” [iTunes App Store reviews]. Instead innovative companies like Nintendo use simple tools to prototype complex actions. A block of wood stood in for the complex Wii Controller. Even though it had no fancy gyroscopes or mechanics, it helped the designers replicate a new gaming experience.

Media companies need to take similar chances. Sunday’s New York Times explored the challenges of digital medical records. Stressing the importance of standards and widespread adoption, doctors argued for the role of design in medical records, “What scares me is design details mandated from on high,” said Mary Kate Foley, vice president of the user experience at Athenahealth. “That’s going to prevent me from making my electronic health records more usable. It will hurt innovation.” But more than that they fear that poorly designed standards would cripple the experience, “Usability is going to be the single greatest impediment to physician acceptance,” says Dr. Edward H. Shortliffe, a professor at the University of Texas Health Science Center in Houston.

Unfortunately the New York Times, one of the countries’s leading news organizations, has not done much better in its presentation of this story. On Sunday the article, prominently featured in the printed paper, could be found on the front page of the news site — but not easily.

The New York Times: Digital Medical Records and Usability

Razkin, imagines his job as using ideas to transform organizations and change what people think through prototyping. His kind of prototyping creates new kinds of functionality or imagines new experiences. He uses design to inspire participation — something sorely needed by media companies.

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