In the context of our recent discussion about the home page...

Here's a pretty common thing that happens in communication between a user (Bob) and a designer (Alice).

Bob's Perspective: Bob wants to give Alice some feedback about an email application he uses. Bob keeps hitting the delete button when he means to hit the save button. He wants to give good feedback, so he brainstorms a bit, and finally tells Alice that he thinks the application would be better if the save button were bigger. Alice replies, saying she won't make the save button any bigger. Bob is frustrated, and argues back with Alice.

Alice's Perspective: Bob emailed Alice with a suggestion to make the save button bigger. However, if Alice did that, it would break the aesthetic of the application, and moreover, she's not sure if it would actually solve Bob's problem! Alice is frustrated, because she's arguing with Bob, and because Bob has an unsolved issue.

Analysis: When Bob sends Alice only a suggestion, Alice is left with only two actionable options: implement (bad because Bob's suggestion introduces new problems) or not (she can also follow up with Bob, but Bob's still attached to his solution and upset it didn't happen). The problem is twofold: in his zeal to provide good feedback, Bob is actually providing a suggestion -- essentially, doing design work -- rather than feedback. However, he can't be expected to know what would be most helpful without Alice letting him know what kind of feedback is helpful. As it is, Alice is stuck trying to work backwards from Bob's suggestion to exactly what his problem is.

What should really happen, is a discussion between Alice and Bob to figure out what Bob's issues is (for example, the 'save' and 'delete' buttons are too close to each other and have icons that are too similar). Then Alice has the flexibility to design a solution that fixes Bob's problem without introducing new issues.

It's also worth mentioning that if Bob provides only a suggestion, then even if Alice follows up with, "I'm not going to implement that particular suggestion but let's try to figure out a better one," Bob is still left with a sour taste in his mouth because he has a tendency to become attached to his solution.

With that in mind, I'm going to try to give a bunch of feedback such that we can have a discussion about what should change, rather than arguing about whether the scene needs more trees. More indented --> more specific suggestions --> more change-able as long as the higher-level stuff doesn't change.

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I believe that our landing page should provide a 1-second emotional explanation of why we care (or, why an arbitrary internet user should care) about Snowdrift.coop. "Together, we can uncover this awesome thing that's currently being suppressed." - They'll get a longer explanation of why they should care deeper into the site, but I think this is important as a hook, to get them to be invested immediately and keep them reading.

Thoughts on how to achieve this.
- I don't think a sense of "path" is important.
- I think a sense of "barren wasteland" is important to *keep.*
- HOWEVER, I also think there needs to be a sense of "If we cleared away this snow, it'd be a vibrant place!" I think this is the sense of vibrancy that Aaron was missing. Unlike Aaron, I don't think it needs to be explicit. - I think having something like a streak of green on a tree could have this effect. - I think version 27 is the worst offender in this regard. It feels like if you cleared away the snow, you'd still be standing in the middle of a tundra. - Bonus points if there's a sense of the awesome thing being communal / a community.
 - I think the houses in the background in version 1 do this well.
- I think the latest, version 33, does this better than version 32, because the mountain in the background is a little more prominent. - I also personally like it because there's less of that blue strip next to the path. I really don't like that strip of blue. - I'm talking about visuals. I think it's supposed to give a sense of a snowbank, but only because I've seen previous iterations. As it is, it just looks like a flat shape on the ground. It barely even gives me a sense of depth. It's really hard for me to look at the picture because it's *SO* flat. v33 does help with this, but only a little.

Cheers,
Stephen
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