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Fire up the Kindle!

by peterme on July 16th, 2008

We’re honored that O’Reilly has selected Subject to Change as one of their first titles available in a DRM-free downloadable e-book bundle. As part of this, we are available in the Kindle Store (good thing our book has no tables of monospaced fonts!).

We haven’t written much about Kindle here (After Kindle launched, I wrote about it and e-books in general on my personal site), but in conversations internally, we’re both intrigued and skeptical. We all pretty much wish it had a better industrial design, but we also laud how Amazon figured out the service aspect of it so well — getting content on that thing magically out of the air just works (heck! it’s one of the themes of our book).

Anyway, if you’re a Kindle user, I’d be interested to know about your experience reading Subject to Change on it…

One more thing…

by peterme on July 15th, 2008

So, I keep posting that UX Week 2008 programming is finished, but we keep adding to the program. The program is now for real and truly complete.

We’ve added Jury Hahn, from MegaPhone, who will talk using mobile phones as game controllers in the real world, and explore the intersection of game design, interaction design, and environments. Jury was recently featured in Wired magazine.

We’ve also gotten confirmation on the presentations we’ll get when we visit the Exploratorium on Day 3. The first, Instrumenting Chaos - Understanding the Visitor Experience in a Free-Choice Environment, explains the research projects, methods, and technologies by which the Exploratorium assesses visitor’s behavior, and what is learned. The second, Designing Over Time - Evolving Exhibits At The Exploratorium, reveals the museum’s famous exhibit design process, one of iteration and evolution on the museum floor.

So. That’s it. Really. At least, until we get another good idea and figure out how to squeeze it in.

You can register for any combination of days, and use the promotional code BLOG to get 10% off!

Conversation with Michael B. Johnson of Pixar - Part 1

by peterme on July 14th, 2008
At UX Week 2008, our Day 4 keynoter is Dr. Michael B. Johnson, who runs the Moving Pictures Group at Pixar. He’s been gracious enough to engage in an email conversation with me, which I’ll be sharing here. For more Michael, register for UX Week. Use the promotional code BLOG and get 10% off!

Peter Merholz: UX Week 2008 is devoted to the discussion of experience design, and we’re excited to have you on the program because Pixar is the premier studio for delivering consistently high-quality cinematic experiences. When it comes to animated filmmaking, the folks reading our blog will be familiar with the roles of the writer, director, editor, animators, voice actors, music and sound effects, those things that are apparent when sitting in the theater and staring at the screen. I suspect, though, that if they even know that such a thing as a “pre-production pipeline” exists, they have no idea its function in the filmmaking process. So I was thinking it’d be best to start there. Given that WALL•E has recently opened, it might be helpful to use it as a point of reference. When did you begin working on the WALL•E production? How did you and your team support it?

Michael B. Johnson: Historically, you can look at the Pixar film making process as one of building a prototype version of each film (known as “story reels”) and then moving on to building the fully realized one. This process has continued to evolve over time, where (perhaps surprisingly) the polish of the story reels has been rising even faster than that of our final films.

The Incredibles really set a new bar for the effectiveness of story reels. I think that had to do with particular leadership in place on that film - director Brad Bird, head of story Mark Andrews and director of photography Andy Jimenez. They’re all super talented, and on The Incredibles their skills perfectly complemented each other. The reels for The Incredibles are jaw-dropping. I think they’re good enough by themselves to be a released film. Rough, 2D, black and white - and completely compelling. They really show what story reels can accomplish - getting a 3D crew to see them and just think to themselves “now I just need to not screw that up” :-).

In the midst of Incredibles (2002), I was part of a team that put together a review/sketching system for Brad Bird, discussed in this article.

I also started working on a digital storyboarding tool for Pete Docter, who had just finished Monsters Inc. I originally called the tool “Pete Docter’s Tool”, a nod to Pixar’s original animation system “Motion Doctor Tool”, but then Angus MacLane suggested “Pitch Docter”, which is what we went with.

Before The Incredibles, storyboards were drawn on paper and then delivered to Editorial, where they were scanned and brought into the computer. On the Incredibles, scanning moved back to Story, where Mark Andrews (the Head of Story) would do a pass in Photoshop to make the images have a consistent “look”.

I showed what I was doing with Pitch Docter to Brad Lewis and Jan Pinkava (producer and co-director of Ratatouille, respectively) and asked if they were interested in trying this for storyboarding on their film. They said they were, and that really started the current incarnation of a “pre-production pipeline” here that my group has been working on since 2002.

On Ratatouille, for the first time we had many of the story artists working full-time in Photoshop, leveraging its brushes, layers, and actions to streamline their workflow. They used Photoshop in conjunction with Pitch Docter, which let them time out their pitches, add sound and dialog, and round trip with Editorial. I’ll talk a lot more about this is in my talk.

The other department that’s vital to the early development of the film is the Art Department. These are the folks who design the look of the film — the characters, the world.

The issue with these folks is not so much their internal workflow, as much as the way they share their work with other departments - when, what, and how. Again, this is something I’ll speak to in my talk.

The important take-home point, though, is that Pixar loves their films so much, we make them twice :-). Compared to the final product, the first time we make it is sketchy and rough - but the most important thing is that it’s still a film. To be clear - our prototype exists in the same medium as our final product. This allows us to judge it by the same standards that the final film will be judged.

I think this is an important lesson for a User Experience Designer to understand - paper prototypes and ethnographic research are great, but if you’re trying to build a prototype that you want use as a blueprint, it should exist in the same medium as the final product. My group (which does lots of ethnographic research and Photoshop/OmniGraffle prototypes) firmly believes in this, and practices it daily.

With WALL•E, my group got involved in early June of 2004. We were in the midst of working on Ratatouille when WALL•E started gearing up. Originally, we started helping their Art Department understand their technological choices available, and then pretty quickly we started helping them understand what was involved if they wanted to storyboard their film digitally.

In talking to Andrew Stanton, we quickly realized that WALL•E would be pushing our process much harder than any earlier Pixar film. Part of this was his approach; with less character dialog, there was a need for more images to make the story explicable. Also, Andrew was reasonably comfortable with technology; as long as our tools could keep up with his thought processes, he was interested in using digital sketching to do his reviews (our efficacy at this waxed and waned over the course of the production, which was itself very educational with respect to the “user experience”).

In short, WALL•E was a great proving ground for a lot of our technology, and was a wonderful cauldron to prove (and disprove) a wide range of approaches we took to bringing digital technology not only to the artists’ desks, but also to the director, where the tolerances are much tighter.

Anyway, I’ll have lots of great stories to share about this at the conference.

PM: Fascinating background. I love that you produce a completed (though sketchy in appearance) film as a prototype. At Adaptive Path, we’ve been moving towards this approach ourselves. As the experiences we design get necessarily more complex, it’s not sufficient to design them as static sketches, and hand them off to others to implement. We’ve been creating richer and richer prototypes, not as an end-product of design, but as a step in design exploration. If you’re going to design for experience, you’ve got to understand what it means to physically engage with your design as quickly as possible, and be prepared to change those designs as need be.

Your commentary raises two distinct questions for me.

First: To make the entire movie twice seems like a significant cost. How has it been deemed worth it?

MBJ: Actually, it more than makes up for the cost. We know we’ll fail a lot; if you don’t fail you’re not doing anything new :-).

We’d much rather fail with a bunch of sketches that we did (relatively) quickly and cheaply, than once we’ve modeled, rigged, shaded, animated, and lit the film. “Fail fast,” that’s the mantra. With a team of 10-20 people (director, story artists, editorial staff, production designer and artists, and skeleton production management) you can make, remake, and remake again a movie that once it hits 3D will take an order of magnitude more people to execute. The complexity of the task does not ramp up linearly.

PM: Second: There seem to be an awful lot of people and roles to coordinate. In our work, one of the biggest challenges we see facing organizations is how to coordinate the efforts of cross-functional teams, often comprised of people working in distinct organizational silos. Most organizations approach this by engaging in some form of the waterfall approach, where product development is handed off from silo to silo in the organization until completed. I get the distinct sense that Pixar’s approach is a lot more “all hands on deck.” How do you coordinate the efforts of so many distinct contributors?

MBJ: I would by lying if I said we knew what we’re doing :-). I think we’re starting to get the hang of it after 9 feature films, but it’s hard. Production management is a hard, hard problem. Like all things at Pixar, casting the right people in the right roles is the most important starting point, but we’re constantly refining/reinventing our processes to work for the problems we have with the people we’ve got.

I always stand in awe of good production management (which we are blessed to have). They keep a lot in their heads, and they juggle a ton of data within a complex web of constraints. Part of my job is to make sure that we track the right things, and make that data transparent to them, so they can generate the decision making information they need. A film is a big pipeline, and there are hand offs between departments, but there’s a lot of iteration and back channels. A lot of it is getting the right people talking to each other, removing barriers to communication.

One of my heuristics for thinking about how we (the designers and technologists) can help with production management is to look at where people are getting mad each other. This usually indicates some frustrating breakdown in the information flow. When people are getting bad/late/incomplete/stale information, they get frustrated. These projects take a long time to make, and like any business, there are always going to be areas where communication breaks down. When that happens, our team works on fixing the information flow.

Morale is super important; assuming a competent team, it’s probably the most important thing for a long project. Brad Bird has a great quote in the interview he did with McKinsey a few months ago:

“In my experience, the thing that has the most significant impact on a movie’s budget–but never shows up in a budget–is morale. If you have low morale, for every $1 you spend, you get about 25 cents of value. If you have high morale, for every $1 you spend, you get about $3 of value. Companies should pay much more attention to morale.”

PM: Brad’s comment about morale is revealing. Pixar has achieved remarkable success — with the release of WALL•E, it looks like you’ll be 9-for-9 in terms of hit films, all of which have received favorable criticism as well.

No other studio even comes close. And not for a lack of trying — there are many truly gifted people working in film. The challenge, I think, is that on the production of a major motion picture, there are so many parts, from concept to casting to production to marketing, and then so many things out of your control (weather, economy, current events, the societal Zeitgeist) that it’s seemingly inevitable that when you mix these elements together, sometimes you’ll get a dud. The exact same people can make two different films, and one will be great, and the other not so much, and it’s because of all these other elements.

You’ve been at Pixar for 13 years, and I believe your time there has exposed you to pretty much every aspect of film production. From that insider’s perspective, what can you impart about how Pixar is able to be so continually successful? What have you figured out that others have not?

MBJ: Fundamentally, people at Pixar respect each other, and in most cases, even like each other :-). We are making movies and shorts that we want to see. We’re not afraid to take chances, and we know we’ll fail along the way, but we do a good job of making each failure part of the process and use it to get to something that we’re happy with.

As Edna Mode says, “Luck favors the prepared, darling”.

As you say, we’ve been at this for a while, but we are under no illusions that we know what we’re doing. We do have some real experience under our belt, but I don’t think anyone here would tell you they’re done learning/growing/challenging the processes we use. A lot of the leadership of the films (directors, production designers, creative and technical leads, production management) have been working together in different configurations on films here for over a decade. We have animators, our actors, that have animated on almost every film we’ve made. I like the line: “The harder I practice, the luckier I get.”

I also like a comment I’ve heard Andrew Stanton say, which is “talent isn’t fair.” I’m lucky enough to work at a company where I don’t have a chance of being the smartest person in the room, and I like it that way. I won’t lie; it’s hard to work with so many talented people, you have to have a certain diamond hard sense of self or you can come home bummed out after a hard day at work. But it does cause you to bring your A game. Luckily, we tend to do a very good job of hiring people that are actually nice, and really want to work with other people.

I think it speaks to the fact that you need to assemble the right team of talented people, and inspire them to work on something great, and they will. It almost certainly won’t be the thing they thought they were going to make, but as long they keep true to the high level vision of making something that appeals to them, they’ll be successful. I think it helps that our creative leads here have sensibilities that resonate with the audience at large, and I honestly don’t know how much of that is about the earnest and truthfulness of the execution and how much of it is the subject matter. But at this point we’ve been successful with movies about rats in kitchens and trash compactors on a dead planet, so I have to think it’s the love of the story showing through and catching the audience.

The Air Up There

by peterme on July 8th, 2008

Earlier this week I spoke with a journalist from Reuters about the upcoming release of Apple’s iPhone 3G, and what it signifies. He asked me specifically about the increased speed, and what impact it will have. I responded that it means that iPhone 3G is far more reliant on the network, and the cloud, and as evidence we see Apple rolling out MobileMe. 3G speed means it’s less about what’s on the device, than what it has access to.

I pointed out that Apple is moving in that direction generally. I suspect a lot of people believe that the “air” in Macbook Air refers to the laptops lightness. When it was launched, certain wags critiqued its small hard drive and lack of DVD drive. What the folks at Apple understand is that local storage is becoming vestigial. You don’t need a DVD drive if you’re simply going to rent your movies from the iTunes Store, streaming them in real-ish time. You don’t need a big hard drive if you’re simply accessing your data in the cloud. Apple has a history of being on the leading edge of storage media (they were first mainstream offerer of 3.5 floppy drive, and CD-ROM drives), and this continues that tradition.

What this means is that the “Air” in MacBook Air more meaningfully refers to wireless connectivity, and thus aligns with Apple’s Airport technologies.

The Art of the Start

by peterme on July 1st, 2008

Doubtless many of the readers of this blog have looked at the world of startups and thought, “I bet I could do that.” And many probably stopped right there, not knowing where to begin.

That’s where Adaptive Path co-founder Jeffrey Veen, and Adaptive Path’s COO Bryan Mason come in. They’re putting together The Start Conference, a one-day event on August 7th in San Francisco dedicated to those who want to take their ideas and turn them into businesses.

There’s an amazing collection of presenters, you’ve got the blog publishing trifecta of Evan Williams, Matt Mullenweg, and Mena Trott, investors David Hornik and Dave McClure, and one of Adaptive Path’s favorite people, Lori McLeese, who assisted us with HR issues for years (until we hired the inestimable Jennifer, but that’s another story.)

The event is only $200 (they can’t expect your company to pay for a conference that encourages you to leave!), and takes place at the Cowell Theater in Fort Mason, right on the bay. Adaptive Path has long had a foot in the startup world, and we’re proud to be a sponsor.

This event will sell out, so sign up soon to guarantee entrance!

Adaptive Path Events - Register Today and Save

by peterme on June 30th, 2008

After today, June 30th, the price for all our active events goes up.

Today:

  • UX Week 2008 is $2295 (full price $2495)
  • UX Intensive Copenhagen is $1795 (full price $2595)
  • MX 2009 is $1,295 (full price $1995)

    We don’t change the price until June 30th is over here in San Francisco, so to our European friends, you have some extra time!

  • UX Week 2008 - Microsoft Surface just added to the program

    by peterme on June 25th, 2008

    microsoft_surface.jpg

    So, when I said that UX Week 2008 programming was complete, that wasn’t wholly accurate. We’ve just added a presentation on large-scale multitouch device Microsoft Surface. Titled “The Challenge of Emotional Innovation,” the talk will address the evolution of the gestural and affordance-based design of Surface, and the research that supports and refines it.

    Also, we’ll have a Surface table on site for people to use and explore. We believe that such large-scale multitouch interfaces are going to become more prevalent, and it’s important for all UX practitioners to think about what it means to design for them.

    And yes, Surface is also known as big-ass table. The folks who made that parody, Sarcastic Gamer, visited Surface earlier this year, and had some interesting things to say about it.

    Read all about UX Week here.

    UX Week 2008 - Single Day Registration Available

    by peterme on June 25th, 2008

    We wanted to announce this before the price jump on June 30. You can now register for UX Week 2008 on a day-by-day basis. I explained in an earlier blog post the day-by-day narrative of the event, which I’ll briefly recap here:

    • Day 1: Fundamentals of User Experience
    • Day 2: Service and Media Design
    • Day 3: Play and Immersion
    • Day 4: The Future of User Experience

    Never before has an event put together such a tightly orchestrated collection of talks and workshops on what really matters in the field of user experience.

    The current four-day registration price, $2,295, will no longer be available after June 30. And now you register for any combination of single days for $695 per day. And use the promotional code BLOG for another 10% off!

    Independent Book Stores - Casualty of Retail Experience Evolution

    by peterme on June 24th, 2008

    The demise of independent book stores gets a fair amount of coverage in the literate press. In the Bay Area, we’re witnessing the passing of Cody’s Books, a formerly venerable Berkeley institution whose fortunes collapsed over the last couple of years.

    The death knell for independent book stores has been tolling for at least 15 years, beginning with the rise of Barnes and Noble, and then Amazon. Oh, and supposedly, people don’t read.

    I find much of the discussion misleading. While the cheaper prices that Amazon and Barnes and Noble are able to provide are one reason for the demise of the independent bookseller, I would argue that the bigger reason is that independent bookstores misunderstood their potential role in the world of retail. They stuck with an outdated 20th (19th?) century notion of being a collection of shelves filled with books, and didn’t embrace the 21st century reality of providing a distinct experience that connects with their customers.

    I find this frustrating because I love book stores, and I particularly love independent ones. But I find it shameful that the tenor of the discussion around these failing stores places blame on the customers who no longer shop there (or who never did, and not on the owners who aren’t working to figure out how to adapt to thrive. I can guarantee you that Cody’s never engaged in any type of research to understand what their desired audience wanted from the book store experience — I’m sure they believed they understood their customers, because they were their customers! (Of course, this is true only if their desired customers were aging Boomers… Cody’s never bridged to the younger generations that now make up the bulk of Berkeley.)

    Also, Cody’s held on to outdated thinking that a store is a collection of items on shelves. That is simply no longer sufficient — you will never compete with the Web’s infinite shelf space, and the deeper discounts that such volume allows them to provide. Apart from the occasional book signing, Cody’s never took advantage of their physical location to provide a literary experience. Why not learn from the success of Borders or Barnes and Nobles? Cody’s never offered comfy chairs or coffee. It never tried to be a destination. It just did the same thing it always did, which proved quixotic when it was clear the world around them was changing.

    As such, I find it hard to feel bad about the demise of Cody’s (or any other independent bookseller). And it depresses me to see them talked about as if they’re charities that warrant “saving.” There are many ways book sellers can evolve to create a desirable literary experience that keeps customers coming, attracts new customers, and moves product. I continue to think a huge untapped opportunity for independent booksellers is to connect customers with one another. As such, I’m curious to see what happens with Indiebound, the next generation of BookSense (the national marketing program on behalf of independent bookstores), to see if they’re able take advantage of “the social” to re-stoke people’s passion for their local independent bookstore.

    The Narrative of UX Week 2008

    by peterme on June 6th, 2008

    The schedule for UX Week 2008 (August 12-15, San Francisco) is complete, and we think it’s the best conference we’ve put together yet. I thought it would be helpful to relate what I call the narrative of UX Week, as each day is a particular chapter as we go from the aspects of UX practice today, to preparing ourselves for what will come.

    On Day 1, we focus on the fundamentals of user experience kicking off with legendary Don Norman, and following that with presentations on the intense redesign of Microsoft Office, and workshops covering a range of essential UX techniques, from prototyping to storytelling to sketching.

    On Day 2, we look at the next step in user experience, the emerging field of service design, which aims to address the design of experiences across multiple platforms and touchpoints. Carsharing company Zipcar’s CEO Scott Griffith will explain the wicked design challenges of providing their service, from online reservations to what happens if something goes wrong with the car. We’ll hear from representatives of TheDailyShow.com and Current TV, both pioneers in bridging the television experience to the Web. The workshops on this day will give you tools to succeed in this emerging world, looking towards the future with topics such as information visualization and designing gestural interfaces. We’ll end the day with an inspiring session from Milkshake Media on their work designing the brand experience for Lance Armstrong’s LIVESTRONG foundation.

    On Day 3, we immerse ourselves in real-world experiences. We begin with alternate reality game designer Jane McGonigal, who is taking gaming off the screen and onto the streets, and continue with sessions on the institutions that are leading the way with immersive experiences: museums. We then leave the hotel for a field trip to the Exploratorium, perhaps the nation’s premier hands-on science museum, where we’ll immerse ourselves in their lessons on designing complete experiences.

    For our final day, Day 4, we look toward the future of user experience. We begin with Michael B. Johnson from Pixar, who will share how the famed studio pulls together its work to consistently create the best animated films on the market. We’ll then look towards designing for the post-PC world, designing for mobile, large-scale multitouch, gestural interfaces, physical computing, and even designing for robots. We will have an expo space for attendees to use Microsoft Surface, ThingM’s WineM, Johnny Lee’s Wiimote Hacks, and other new interaction paradigms. We’ll also look at work we’ve done at Adaptive Path on the future of the Web browser, and finish with design visionary and science-fiction author Bruce Sterling, who will send us out with his rousing message.

    We can confidently say that no user experience event points the way forward like UX Week. You’ll walk away with techniques and ideas you can use immediately, and also with a mind for the future of our field.

    We’ve extended our discounted registration through June 30. And use the promotional code BLOG and get an additional 10% off! Go to UXWeek.com for all the details on the program.


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