On Wed, Oct 7, 2015 at 9:29 PM, Stephen Michel <[email protected]>
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.
>
>
To enforce your mail a bit, the situation you describe above is well know
as the XY Problem: http://meta.stackexchange.com/a/66378


> Cheers,
> Stephen
>
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>
>


-- 
Vincent
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