That friend speaks my mind.


On Wed, Oct 7, 2015 at 1:01 PM, Aaron Wolf <[email protected]> wrote:

>
>
> On 10/07/2015 12:29 PM, Stephen Michel wrote:
> > In the context of our recent discussion
> > <
> https://lists.snowdrift.coop/pipermail/design/2015-September/000096.html>
> > 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.
> >
> > ---
> >
> > *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
> > <
> https://raw.githubusercontent.com/mray/Snowdrift-Design/master/mray%20website%20mockups%20/older%20exports/export27/landing.png
> >
> > 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
> > <
> https://raw.githubusercontent.com/mray/Snowdrift-Design/master/mray%20website%20mockups%20/export33/landing.png
> >,
> > does this better than version 32
> > <
> https://raw.githubusercontent.com/mray/Snowdrift-Design/master/mray%20website%20mockups%20/export30/landing.png
> >,
> > 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
> >
>
> Thanks for the thoughts, Stephen. While the meta discussion stuff is
> sensible, the issue boils down to making sure we communicate productively.
>
> To the point: I agree that without context from seeing previous
> iterations, the strip of blue is just not clear enough what that is,
> what's going on. Even with the new version the sense of real deep snow
> is lacking. It feels just like there's snow on the ground at all.
>
> Ignoring the issues of destination and trees (because each of these
> items is independent), the core issue is that the sense of the thickness
> of the snow and the sense of a bank of snow or otherwise just the
> immediate visceral clarity of "think snow blocking the road" is lacking
> in the recent iterations. I agree that lots of subtle things are better
> from iterations just before to iteration 33.
>
> What I can say clearly is:
> https://snowdrift.coop/static/img/intro/snowdrift.png and the earlier
> iterations from Robert feel more clear visually. Like I can flash the
> image by someone and they get it instantly: there's a road, it's
> blocked-by/covered-in heavy snow. The new illustration merely achieves
> "it's snowy, I guess there's a road or something, not sure what that
> blue strip is."
>
> Now, do I know what the solution is? No. My speculations involve things
> like better outlines, better shadows, somewhat longer visible part of
> the road… I suspect a harder sense of clear-road up to a point where
> BLAM there's heavy snow in the way… that would help. So maybe the point
> is to show it more partially cleared already — that could mean a little
> longer cleared road and higher snow banks and snow piles on the side of
> the road framing it and indicating some work already accomplished, but
> then you can see there's lots more to do.
>
> I'm not strictly tied to any particular suggestion, I'm trying to
> describe the inadequacy of the current status, and yes, speculating with
> some ideas about what might help.
>
> Cheers,
> Aaron
>
> --
> Aaron Wolf Snowdrift.coop <https://snowdrift.coop>
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