Sounds like we're on the same page...

On Wed, Oct 7, 2015 at 5:37 PM, Stephen Michel <[email protected]>
wrote:

>
> On Wed, Oct 7, 2015 at 6:32 PM, Jonathan Roberts <
> [email protected]> wrote:
>
> But they might show just a really killer nice nature scene on their
> landing page, to make the viewer feel excited, hopeful and ready to go
> deeper...a halfway cleaned up scene is just not as inspiring, though I
> could see later pages showing those in order to communicate more
> pragmatically what the actual status of a clean up is.
>
> I think the landing page should be mostly about getting the viewer to feel
> excited to engage more, rather than about getting across a perfectly clean
> or nuanced metaphor or a deep or complete vision of every facet of a
> project.
>
>
> They might. They might also show a picture of people cleaning up a beach.
> The people are halfway done, and one half of the beach looks pristine while
> the other half, not so much.
>
> I do agree, however, that some element of excitement is necessary to
> convey the sense of "this is why we're doing this," that the current
> version does not convey. Of course, this will be counterbalanced by the
> desire to keep the entire site visually consistent. Which then begs the
> question, if we want the home page to be more vibrant, does that also
> require adjustment of the other pages?
>
> On Wed, Oct 7, 2015 at 3:18 PM, Aaron Wolf <[email protected]> wrote:
>
>>
>>
>> On 10/07/2015 03:08 PM, Jonathan Roberts wrote:
>> > I think the primary element that makes the old image effective is the
>> > timeline: it's showing you the finished project. The huge snowdrift
>> > beside the cleared road shows it, Mimi and Eunices faces show it, and
>> > the general vibe is that "The way has been cleared!" rather than
>> > "everything's still bleak and covered with snow." The surrounding
>> > atmosphere also confirms all of this; the friendly sun, the plane flying
>> > by, the vibrant trees. This world is alive and well on it's way to
>> > positive change, not still stuck in a pre-snowdrift.coop
>> > <http://pre-snowdrift.coop> malaise. A graphic where everything is
>> still
>> > covered with snow is just not as exciting, hopeful, or effective in
>> > getting the metaphor across.
>> >
>> > If our metaphor was something having to do with defeating villians,
>> > would we be showing a graphic with a bunch of villains towaring over the
>> > hero, or showing the hero just winding up his punch? No! We would be
>> > showing the villains flying in all directions from the hero's punches,
>> > or lying defeated in a pile with the hero standing over them!
>> >
>> > So ya...to me all this discussion about whether there should or
>> > shouldn't be trees is like arguing about whether the hero should be
>> > wearing a cape or not. I think it's irrelevant, and I think the point in
>> > the timeline we're showing is the actual missing element.
>> >
>>
>> I think the feeling we want is one that says there's good promise, good
>> progress, but lots to do, and we need to work together to get it done,
>> *will we do it?*… i.e. a middle-ground in the time-line, partly cleared,
>> reason for both optimism and concern, much to do still.
>>
>> Think of any other political movement like an environmentalist
>> organization. They wouldn't show *just* images of pollution and horror,
>> but neither would they just nice nature scenes.
>>
>>
>> > On Wed, Oct 7, 2015 at 1:48 PM, Aaron Wolf <[email protected]
>> > <mailto:[email protected]>> wrote:
>> >
>> >
>> >
>> >     On 10/07/2015 01:41 PM, Stephen Michel wrote:
>> >     > Aside from my particular responses below, I'd really like to focus
>> >     this
>> >     > conversation on one question: What are our goals for the landing
>> >     page? I
>> >     > think once we're all 100% on the same page for that, it'll be much
>> >     > easier to iterate on specifics.
>> >     >
>> >     > - In 1 second, get an arbitrary internet user emotionally
>> invested in
>> >     > Snowdrift.coop.
>> >     >   - "Together, we can uncover this awesome thing that's currently
>> >     being
>> >     > suppressed."
>> >     > - Encourage users to proceed deeper into the site
>> >     >   - At the moment, this is by clicking the one big button on the
>> >     front.
>> >     > - Maintain visual consistency with the rest of the site.
>> >     >
>> >     > Thoughts?
>> >     >
>> >     > On Wed, Oct 7, 2015 at 4:01 PM, Aaron Wolf <[email protected]
>> >     <mailto:[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.
>> >     >
>> >     > Agreed. I was just sharing my prior experience as to what makes
>> for
>> >     > effective communication.
>> >     >
>> >     >> 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."
>> >     >
>> >     > Do you feel that deep snow is really important? In my opinion, the
>> >     > important thing is the feeling of "There's snow preventing us from
>> >     > realizing this awesome thing underneath." If that were achievable
>> just
>> >     > by whitewashing everything, with little streaks of color poking
>> >     out, I'm
>> >     > all for it. If it's achievable by showing a big snowdrift
>> blocking the
>> >     > road as per the image you linked, I think we should do that. I
>> >     have too
>> >     > much schoolwork at the moment to dedicate time to iterating myself
>> >     (but
>> >     > maybe I'll be able to squeeze it in here or there), but I'm very
>> >     > interested to see what others come up with.
>> >     >
>> >
>> >     To answer this one question: I do want "snowdrift" the name to at
>> least
>> >     be sensible enough. But that's still pretty broad. No, I don't
>> think the
>> >     key is "deep snow". The key is exactly what you suggested: "This
>> could
>> >     be great if we could all work together to get this snow cleared" in
>> >     whatever achieves that as long as it is "snowdrift" enough to work
>> with
>> >     the name. Keep in mind, *the* metaphor from game theory of the
>> snowdrift
>> >     dilemma is specifically the idea that a snowdrift has blocked the
>> >     road/path… So, I want the metaphor to at least seem reasonably
>> >     connected, but it's the "need to clear this together" that matters
>> more
>> >     than how we achieve that feeling.
>> >
>> >     I agree that there's *potential* in the idea of some elements
>> peeking
>> >     out from tall snow, perhaps street signs or trees or whatever. But
>> I'm
>> >     not sure about that.
>> >
>> >     I think Robert's clear that this is "we need to clear this together"
>> >     image, and the important point is that the current image, like with
>> that
>> >     blue streak by the edge of the road, it just isn't visually clear
>> enough
>> >     to immediately understand as well as it should/could.
>> >
>> >
>> >     >> 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.
>> >     >
>> >     > Robert: is this discussion any more helpful to you than the
>> previous one?
>> >     >
>> >     >> Cheers, Aaron
>> >     >> --
>> >     >> Aaron Wolf Snowdrift.coop <https://snowdrift.coop>
>> >     >> _______________________________________________ Design mailing
>> list
>> >     >> [email protected] <mailto:[email protected]>
>> >     <mailto:[email protected]
>> >     <mailto:[email protected]>>
>> >     >> https://lists.snowdrift.coop/mailman/listinfo/design
>> >     >
>> >     > ~Stephen
>> >
>> >     --
>> >     Aaron Wolf Snowdrift.coop <https://snowdrift.coop>
>> >     _______________________________________________
>> >     Design mailing list
>> >     [email protected] <mailto:[email protected]>
>> >     https://lists.snowdrift.coop/mailman/listinfo/design
>> >
>> >
>>
>> --
>> Aaron Wolf Snowdrift.coop <https://snowdrift.coop>
>>
>
> ~Stephen
>
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