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    <title>Artificial Horizon</title>
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    <id>tag:horizon.tsailly.net,2008-01-12://2</id>
    <updated>2010-03-09T21:57:50Z</updated>
    <subtitle>Tracking the design process</subtitle>
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<entry>
    <title>Feelback</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2010/03/feel-back.html" />
    <id>tag:horizon.tsailly.net,2010://2.54</id>

    <published>2010-03-09T21:57:50Z</published>
    <updated>2010-03-09T21:57:50Z</updated>

    <summary>As a reminder of Ettore Sottsass&apos;s passing a little more than 2 years ago now, here is a quote I found in an exhibition catalog about Martine Bedin&apos;s work (she was part of the Memphis group). Sure, design is about...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
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        <![CDATA[<p>As a reminder of Ettore Sottsass's passing a little more than 2 years ago now, here is a quote I found in an exhibition catalog about Martine Bedin's work (she was part of the <a href="http://en.wikipedia.org/wiki/Memphis_Group" title="Wikipedia entry">Memphis</a> <a href="" title="Google image results for Memphis design">group</a>).
Sure, design is about considering the needs of the users, helping them to accomplish tasks in a comfortable way, but it's also speaking to their senses, their emotions, their aspirations in life and helping them to feel proud of the way they spend it. There is so much to read about usability these days, and so little about the emotional aspects of design.</p>


<blockquote>"If we enter a large, high-ceilinged hall, the secret state of our lives changes; as it changes as we enter a very small, low-ceilinged room, and as it changes if we enter a cloister with a fountain, palm trees and rose bushes. But it also changes if we find ourselves faced with an obscure piece of furniture made up of numerous drawers whose content we do not know; and it changes, too, if there is a painting of the Madonna on the wardrobe doors, or if the wardrobe is made of plain white plastic laminate.<br />
The presence of design changes the more or less secret, more or less bearable subject of existence."</blockquote><br />
<br />

<p style="font-size:0.875em;color:#80786d;">Foreword of "Prova d'autore", Martine Bedin<br />
Translated from italian by Jonathan Hurt<br />
Musée des Arts Décoratifs de Bordeaux, 2003</p>

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<entry>
    <title>sncf</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2010/01/sncf.html" />
    <id>tag:horizon.tsailly.net,2010://2.52</id>

    <published>2010-01-10T23:00:30Z</published>
    <updated>2010-01-10T23:28:19Z</updated>

    <summary>Apologies to you, english reader. This article is about a french website you have to use if you want to book train tickets online, and points out the webdesign-related reasons why so many people get frustrated using it. I won’t...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
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        <![CDATA[<p style="color: #81796f;">Apologies to you, english reader. This article is about a french website you have to use if you want to book train tickets online, and points out the webdesign-related reasons why so many people get frustrated using it. I won’t write this one in english for now, as I'm having a busy time, but you could try <a href="http://translate.google.com/#fr|en|" title="it could be worse">Google translate</a>. Sorry !</p>

<p><br /><br />
Définir le métier de webdesigner à des personnes étrangères à cette industrie est une entreprise hasardeuse pour celui qui s'y lance. Graphisme, typographie, communication, sémiologie, syntaxes informatiques et autres activités s'y invitent, rendant les contours de cette association de compétences bien difficiles à cerner. La maudite question m'a été posée récemment et la discussion qui s'en est suivie n'a pas réussi à dissiper les brumes baignant le webdesign dans la tête des deux-trois curieux. Jusqu'à l'évocation d'un site en particulier : <a href="http://www.voyages-sncf.com/" title="voir le site">voyages-sncf.com</a>. Voilà un site que la plupart des Français en âge de commander un billet de train ont pu utiliser, et qui visiblement ne <a href="http://debats.sncf.com/feedbacks/38356-a-quand-un-site-voyage-sncf-com-ergonomique-et-rapide" title="Débats SNCF">laisse</a> <a href="http://eco.rue89.com/2009/11/25/pourquoi-le-site-voyages-sncfcom-est-il-si-mal-fait-106264" title="Article sur Rue89">personne</a> <a href="http://www.facebook.com/group.php?gid=63621322664" title="Groupe Facebook">indifférent</a>. Certes, râler est chez nous un sport national, mais les souvenirs laissés par ce site ne sont pas pour ainsi dire plaisants. Ce fût cependant un terrain connu très approprié à l'explication de mes occupations professionnelles.</p>
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        <![CDATA[<p>Pour avoir sous la main une référence à donner au prochain curieux qui me posera la question, voici donc un diagnostic de la page d'accueil de voyages-sncf.com – difficile d'aller plus loin sans dépasser le format d'un billet de blog. L'idée est d'expliquer les tenants et les aboutissants du métier en me basant sur ce vécu semé de frustrations, et de mettre celles-ci en perspective en leur associant des causes objectives.
La critique d'un objet aussi complexe que ce site est confortable quand le contexte dans lequel il a été produit n'est pas connu et pris en compte. Un objet, quel qu'il soit, est formalisé par les compétences des personnes qui l'ont conçu, les outils qu'ils ont utilisé, mais aussi par l'environnement qui a accompagné son développement. L'idéal auquel je comparerai le site actuel est détaché de toute contrainte économique ou technique (ce qui ne l'empêche pas d'être souhaité).
<br /><br />
Commençons par le début : un site internet n'est pas un spectacle, c'est un outil, il existe pour accomplir une tâche avec le plus d'aisance possible. Considérer les attentes éventuelles des usagers est essentiel si on veut organiser et construire le contenu d'un site dans un sens qui lui conviendra le mieux.
<br /><br />
Quand le besoin de réserver un billet de train en ligne se fait sentir, on entre "www.voyages-sncf.com" dans la barre d'adresse du navigateur, ou on clique ce lien depuis un moteur de recherche. On réalise alors l'équivalent mental de se rendre à la gare la plus proche et de faire la queue devant les guichets. Si on poursuit cette métaphore, quand la page se charge, c'est comme si notre tour était venu et qu'on s'avançait devant le guichet. Et voilà que s'affiche :</p>

<p><a href="http://www.voyages-sncf.com" title="voir le site"><img src="http://horizon.tsailly.net/images/voyages-sncf_01.jpg" alt="page d'accueil de voyages-sncf.com" width="650" height="711" /></a></p>

<p>On s'attendrait à détailler notre demande avec un « Bonjour, un Paris - Saint Quentin s'il vous plait, pour vendredi prochain en début de soirée », mais on se retrouve avec trois personnes derrière le guichet qui font tout ce qu'elles peuvent pour attirer notre attention. La première nous parle non pas de train, mais de voyage qui peut "entre autre" se faire par le train, la deuxième nous propose un magazine de voyages pour nous évader, et la troisième nous indique qu'elle a des bons plans. Ce n'est pas que les idées de voyage ne sont pas intéressantes, mais ce n'est pas exactement le bon moment de les parcourir, quand une destination est déjà en tête et que réserver le billet <em>le plus viiiite possible</em> est la chose qui importe à cet instant. Donc le reportage sur le grand nord, pourquoi pas, mais plus tard. Pour ce qui est des bons plans, ils ont du mal à convaincre de leur existence tant les <a href="http://www.leparisien.fr/economie/les-tarifs-de-la-sncf-sont-incomprehensibles-09-08-2008-131404.php" title="article du parisien.fr">différences de prix</a> sont fortes dans un même wagon. Le secret serait <a href="http://eco.rue89.com/2009/06/07/vous-ne-comprenez-rien-aux-tarifs-sncf-eco89-decrypte" title="decryptage">d'anticiper</a>, mais si les meilleurs prix sont de toute façon affichés dans les résultats de recherche, on peut se demander pourquoi on leur réserve une telle surface dans cette page d'accueil.
Voyons le cas du formulaire de réservation :</p>

<p><img src="http://horizon.tsailly.net/images/voyages-sncf_02.jpg" alt="formulaire de r&eacute;servation" width="373" height="433" /></p>

<p>Ah. Voilà qu'il faut annoncer si l'on souhaite une voiture de location, alors que le problème tout de même assez central de la destination n'a pas encore été abordé. En s'adressant à un guichetier, on commence rarement avec «j'aimerais louer une voiture et réserver une chambre d'hôtel» avant de préciser sa ville de départ et de destination. Le but est pourtant bien fondé puisqu'il s'agit de nous faire économiser de l'argent en faisant une commande groupée. Mais du point de vue de l'usager, ça n'est pas très logique, ça ne répond pas à son besoin immédiat quand il arrive sur le site. Commander un billet pour Rennes <em>puis</em> consulter les tarifs pour une chambre d'hôtel se place plus dans un schéma habituel. Il m'a semblé trouver une réponse à cette contradiction en sélectionnant une des deux options proposées : les formulaires ne sont pas identiques selon les combinaisons possibles. En effet, ajouter la location d'une voiture à votre billet ne vous donne plus le choix entre la deuxième ou la première classe, vous ne pouvez plus spécifier un trajet direct, vous n'avez plus la possibilité de sélectionner une carte de réduction et le nombre de voyageurs sélectionné par défaut passe de 1 à 2.</p>

<p><img src="http://horizon.tsailly.net/images/voyages-sncf_03.jpg" alt="formulaire de r&eacute;servation" width="500" height="668" /></p>

<p>Il est probable que la structure technique du site soit d'une complexité telle que la modification du flux d'entrée d'informations s'avère trop coûteuse. Mais il faut admettre qu'en l'état actuel, cette présentation n'est pas optimisée pour l'utilisateur, qui en attendant fait face à une confusion dont il se passerait bien. Une chose qui par contre ne devrait pas être difficile à corriger, c'est la disparition des données qui sont entrées dans le formulaire lorsqu'on choisit d'ajouter après coup une voiture ou un hôtel au billet. La personne qui suit le raisonnement chronologique de penser à sa chambre d'hôtel après avoir détaillé son trajet se retrouve dans l'obligation de tout remplir une fois de plus. Après un bon juron bien senti j'imagine.<br />
Deux points positifs sont à noter sur le fonctionnement du formulaire existant : le remplissage automatique dans les champs de villes et la sélection des dates avec un calendrier permettent à l'utilisateur d'avancer plus confortablement dans sa requête. Il serait souhaitable que la sélection de la ville choisie dans la liste proposée se fasse par la touche "tabulation" du clavier et non la touche "entrée" qui est utilisée en général pour la validation d'un formulaire et l'interrogation du serveur. Par convention, la touche tabulation permet de parcourir un formulaire de champs en champs ; il semble donc logique qu'elle soit utilisée pour quitter la liste des villes et passer au champs suivant.
<br /><br />
Les lecteurs les moins familiers au domaine du webdesign ou du design en général pourraient trouver étrange que nous n'ayons pas encore parlé de couleurs, de polices de caractères, de choix d'images ou d'effets d'animation. C'est normal, tout va bien : le design n'est pas seulement une activité de stylisme et de décoration, mais aussi et avant tout une méthode de conception qui prend en compte l'ensemble des facteurs impliqués dans la production et l'utilisation d'un objet. Les qualités esthétiques d'un objet font partie de ces facteurs, mais ils ne sont pas les seuls, et c'est tout à fait normal que nous n'abordions que maintenant le graphisme de la page.</p>

<p><a href="http://horizon.tsailly.net/images/voyages-sncf_04g.jpg" title=""><img src="http://horizon.tsailly.net/images/voyages-sncf_04p.jpg" alt="" width="650" height="99" /></a></p>

<p>Elle commence avec le logo de voyages-sncf.com inscrit dans une étiquette de bagage dont s'échappent des rubans de couleur poursuivant eux-mêmes leur trajet au-dessus d'un paysage exotique, mais qui sont vite coupés dans leur élan dès la sortie de l'image, tel un oiseau s'écrasant sur une fenêtre. Au bas de l'image se trouve une suite de mots composant le menu de navigation proprement dit.
<br /><br />
Tout d'abord, l'image : mais que viennent faire ces toits tibétains (ou autres) dans un site vendant des billets de train pour la France et l'Europe ? Si les campagnes de publicité vous avaient échappées, la <a href="http://fr.wikipedia.org/wiki/Voyages-sncf.com" title="wikipedia">société voyages-sncf.com</a> est une agence de voyage qui propose d'autres services que le train : billets d'avions, séjours, hôtels,... tout pour organiser vos déplacements et vos vacances. Ce calme de lever de soleil aux portes de l'Asie dégageant sagesse et sérénité est donc là pour vous évoquer les voyages lointains, et pour insinuer subtilement qu'aujourd'hui, "voyages-sncf.com, c'est plus loin que vous ne l'imaginez". Malheureusement, dans ce slogan se trouvent les quatre lettres qui symbolisent pour les français le train : SNCF. Il y a des acronymes comme ça, qui à force d'être vus et entendus régulièrement laissent des traces difficiles à éliminer : EDF = électricité, ASSEDIC = chômage, URSSAF = impôts, RATP = métro, et SNCF = train. Les qualités de détermination, de conviction et d'espoir sont admirables, mais il faut bien réaliser que chaque mention d'une grève SNCF dans l'actualité va à l'encontre des effets souhaités d'une publicité vantant les activités multiples de voyages-sncf.com, <a href="http://www.youtube.com/watch?v=RHf6xtihNPs" title="Pub sur Youtube">aussi</a> <a href="http://www.youtube.com/watch?v=F7zZ-gtU9jQ" title="Pub sur Youtube">intrigante</a> <a href="http://www.youtube.com/watch?v=-6Dc6yb3RLs" title="Pub sur Youtube">soit-elle</a>. Autant uriner dans une contrebasse. Chose ironique, c'est un peu le message de cette dernière publicité...
<br /><br />
Si cette contradiction n'affectait que le choix de l'image d'en-tête, on ne s'en porterait pas plus mal. Mais elle impacte aussi l'organisation de la page, sa lisibilité et donc son efficacité. Voyages-sncf.com voulant promouvoir son offre commerciale plus riche que son nom pourrait le laisser entendre, la barre de navigation s'est vue assigner le rôle de refléter cette pluralité, en suivant la règle du "plus y'en a, plus on verra qu'y en a beaucoup et plus ça sera mieux". Y'a que du "plus" là dedans, ça ne peut pas être mauvais ! Et bien si, c'est très mauvais. Les mots ont besoin d'espace autour d'eux pour respirer et exister en tant qu'entités distinctes, lisibles et utiles. Pour le démontrer, voici une modification temporaire <span style="word-spacing:-0.15em;line-height: 0.9em;">de l'espacement des mots dans cette phrase ; et pour marquer le coup, de l'espacement entre les lignes. Seriez-vous prêt à dire que vous lisez ceci aussi confortablement que le reste de la page, ou sentez-vous cette petite gêne venant du fait que vous avez besoin de vous concentrer un peu plus qu'il y a quelques secondes pour poursuivre votre lecture au même rythme ?</span> C'est ce qui arrive quand le regard parcourt ce menu : il faut faire un effort pour le lire, ce qui est dommage quand on pense au rôle essentiel qu'il a dans le fonctionnement du site. 
<br /><br />
D'autres erreurs typographiques et graphiques participent à ce manque de lisibilité : manque d'aération entre les lettres (crénage), manque d'espace entre les onglets, décalage blanc entre l'empreinte de l'onglet dans l'image de fond et le dégradé de couleur de l'onglet, et "arrondis" des coins supérieurs en escaliers plus qu'en quarts de cercle. C'est ce qui s'appelle une belle saucisse de mots ; moins un outil de navigation. Un code couleur fait une tentative d'apport de sens à cette farandole, car en y regardant bien, il reprend celui du contenu présenté dans le cœur de page (les trois guichetiers mentionnés plus haut, "Voyages" en bleu, "Magazines" en brun et "Bons Plans" en rouge). Mais l'ensemble est si confus qu'il est possible que l'association d'une couleur à un type de contenu ne se fasse pas tout de suite pour tout le monde. D'autant plus qu'un Pro de couleur non identifiée s'incruste dans la chenille. Ah, et là un petit personnage se joint à la fête, à côté du mot "Aide" dont on ne sait plus si c'est elle qui va nous en proposer, ou si c'est elle qui en a besoin, coincée comme elle est dans sa petite case. Il existe <a href="http://fr.wikipedia.org/wiki/Loi_de_Hick" title="Loi de Hick, wikipedia">une loi</a> en interaction homme-machine qui démontre que plus on a de choix, plus on met du temps à choisir. C'est un phénomène qui se remarque très bien au restaurant, lorsque la carte présente des menus interminables et que le serveur perd patience, alors que tout le monde ère de plats en entrées sans se décider. Sur internet, l'unité de temps est beaucoup plus petite que celle d'un restaurant - on parle de fractions de seconde. La moindre hésitation est vécue, plus ou moins consciemment, comme une gêne. Si les choix possibles sont trop nombreux, cela se traduit souvent par une absence de décision, l'utilisateur passant à autre chose en s'intéressant à une autre partie de la page où les informations sont plus faciles à intégrer, voire en la quittant tout simplement. Dans le cas où les usagers sont dans l'obligation d'accomplir une tâche avec une telle interface, comme c'est le cas ici, ils repartent avec un souvenir désagréable et associent des valeurs négatives à l'expérience vécue. Il est donc très <a href="http://www.useit.com/alertbox/mobile-usability.html" title="Etude de Jacob Nielsen sur les interfaces pour mobiles">avantageux</a> de réduire le nombre de choix que l'on donne pour améliorer l'efficacité d'une page et la satisfaction des utilisateurs. 
<br /><br />
En poursuivant la descente de la page, nous croisons deux liens qui n'ont pas l'air de savoir où ils devraient se placer, entre l'en-tête et le corps de la page : "accéder à mon compte" et "mes réservations train". La taille de caractère, la couleur choisie et leur emplacement font qu'ils sont presque invisibles dans la page ; regardez-la en fermant légèrement vos yeux et vous les verrez presque disparaître. Ces deux services sont pourtant très utiles dans un site comme celui-ci, et il est dommage qu'ils ne soient pas plus mis en avant.
<br /><br />
L'organisation du cœur de page pâtit elle aussi de la nature diversifiée de voyages-sncf.com puisque presque deux tiers sont assignés à d'autres buts que la réservation d'un voyage en train. L'espace laissé au formulaire ne permet pas d'en optimiser la lisibilité et la simplicité, rendant sa complétion moins efficace et moins plaisante que ce qu'elle pourrait être. Au-delà de ce choix d'ordre structurel, ce sont quelques détails qui procurent à cette page son aspect confus souvent remarqué. Quelques négligences dans le rendu de certains composants graphiques et leur alignement incertain accentuent les efforts que le visiteur doit faire pour s'approprier cette page, son organisation et son fonctionnement – ce qu'on peut appeler l'image mentale, ou le souvenir qui reste après l'utilisation du site. Ces efforts sont, il est vrai, relativement minimes, mais c'est leur accumulation qui finit par constituer une gêne notable.
Puisque nous parlions du formulaire :</p>

<div id="voyages-sncf_05"></div>

<p>En passant votre souris sur l'image, vous pourrez en voir une version modifiée, où les éléments ont été alignés dans le but de rendre l'ensemble plus lisible. La présence d'une trame sous-jacente sur laquelle s'arrangent les éléments graphiques (comme les mots ou les icônes) guide le regard du visiteur et lui fait comprendre les liens hiérarchiques qui existent dans le contenu présenté. C'est comme si on avait réorganisé les meubles dans une grande pièce pour créer des ensembles à thème (coin salon, coin cuisine,...), et des passages plus confortables permettant de circuler sans se cogner. Dans un premier temps, l'interlignage a été <a href="http://horizon.tsailly.net/images/voyages-sncf_05b.jpg" title="">homogénéisé</a> sur une seule valeur qui donne un rythme vertical régulier, plus confortable, comme sur un papier à lettre ligné. Puis les éléments ont été répartis horizontalement par rapport aux <a href="http://horizon.tsailly.net/images/voyages-sncf_05c.jpg" title="">bords gauches et droits</a> des champs texte. Ce sont eux qui ont le plus d'impact visuel, ils sont les mieux placés pour donner le La dans cet arrangement. D'autres axes d'alignement vertical intermédiaires ont été placés par rapport à la largeur de certains éléments, et non par rapport à une grille pré-établie ; par exemple l'alignement de "à partir de" sur le bord gauche du bouton "rechercher". Ce ne sont que des améliorations superficielles pour un formulaire qui mériterait d'être revu de façon plus profonde comme nous l'avons vu plus haut, mais on a déjà la sensation d'une amélioration comparable à celle offerte par le repassage d'une chemise froissée.
<br /><br />
Le reste de la page pourrait aussi être améliorée de la même façon, et voici une liste des points qui me semblaient souhaitable de corriger. Certains points pourront paraître tirés par les cheveux tant les nuances peuvent sembler imperceptibles à un œil non averti, mais leur correction permettrait de rendre cette page un peu plus présentable et digeste par effet d'accumulation.</p>

<div id="voyages-sncf_06"></div>

<p>1 : L'arrondi se prend pour une ligne droite,<br />
2 : l'ombre portée de l'encadré est en contradiction avec l'éclairage mis en avant par les reflets à la Vista / MacOSX au niveau des titres. Le reflet qu'on voit sous "Réservez votre voyage" simule la présence d'une boite à lumière (éclairage diffus) au dessus de la page, dans son axe médian. L'ombre portée de ce même encadré simule quant à elle une source de lumière qui serait placée en haut à gauche, puisque l'ombre n'apparait que d'un côté,<br />
3 : le bouton d'action flotte, le lien entre le texte et lui devrait être beaucoup plus fort,<br />
4 : rarement un bouton de confirmation n'a été aussi petit et proche des limites du lisible,<br /></p>

<div id="voyages-sncf_07"></div>

<p>5 : le titre a un fond de couleur unie alors qu'il est supposé être sur un fond dégradé,<br />
6 : justification à droite du texte en contradiction avec l'alignement central des autres éléments de cet encadré,<br />
7 : l'image ne va pas jusqu'au bout de son emplacement, créant une barre grise disgracieuse,<br />
8 : ce bouton n'a malheureusement rien à envier à celui de la note 4,<br />
9 : mauvaise répartition horizontale des trois liens et de leur icônes,<br />
10 : le bouton d'action n'est pas lié à la phrase qui le définit, mais à l'encadré à coin arrondi. Son incarnation précédente remarquée en note 3 l'associait pourtant à du texte,</p>

<div id="voyages-sncf_08"></div>

<p>11 : le dégradé bleu en fond de page a subi le même traitement de faveur que les rubans dans la tête de page, un arrêt aussi brusque qu'injustifié,<br />
12 : arrondi frisé de fuschia,<br />
13 : un encart qui devait être prévu en forme de gélule qui finit comme un ballon de rugby,<br />
14 : la fameuse ombre portée permettant de donner du relief à la page a subitement disparu.<br /></p>

<div id="voyages-sncf_09"></div>

<p>15 : la différence entre ces deux astérisques n'est pas lisible. Il existe d'autres caractères plus identifiables pour les notes en bas de page, comme par exemple la dague &dagger;.
16 : la composition de ce pied de page ressemble plus à un pâté de liens qu'à un service qu'on offre à ceux qui seraient perdus.
<br /><br />
Un autre aspect du métier qui ne sera pas abordé ici est la production du code qui permet aux sites d’être lus par votre navigateur. C’est une question assez spécialisée qui ne parlera pas beaucoup aux curieux, mais c’est une facette importante sans laquelle les autres considérations vues jusqu'à maintenant n’ont pas beaucoup de raison d’être. Vous avez beau concevoir le plus beau site "sur le papier", si le code ne traduit pas vos intentions de façon fidèle et efficace, autant ne rien faire. Il est donc très important pour un webdesigner de connaître les limites et les possibilités des langages (HTML, PHP, CSS, Javascript,...) dans lequel le site projeté sera concrétisé.
<br /><br />
J'espère que le webdesign est maintenant un peu plus clair pour ceux qui voulaient en savoir plus. Ce qu'il faut retenir, c'est que c'est une approche de la formalisation d’un site qui commence par se mettre dans les pas de l’utilisateur pour comprendre ses besoins, pour y répondre en utilisant l’architecture d’information, l’interactivité, le graphisme, quelques langages informatiques et bien-sûr la créativité .
<br /><br />
Dans le cas de voyages-sncf.com, il est encore possible d'optimiser grandement l’expérience des usagers et de proposer un produit plus performant qui aurait toutes les chances de devenir populaire en utilisant ces méthodes de travail. Pourquoi est ce que ce n'est pas encore fait ? Les raisons de ce manque peuvent être multiples, et le sujet n’est pas ici d'essayer de les identifier. Mais chez les personnes avec lesquelles j'ai discuté de ce site, l'argument qui revient le plus souvent est à peu de choses près que "de toutes façons ils sont en situation de monopole, pourquoi passeraient-ils du temps à améliorer leur site". Voyages-sncf.com aurait beaucoup à gagner en proposant un service de meilleure qualité : si la réservation d’un billet de train devenait une tâche satisfaisante, réalisée sans encombres, et si les autres offres de voyages proposées étaient mises en avant de façon plus convaincantes, ce site pourrait devenir la destination par défaut lorsqu'on pense au voyage, même s'il n'est pas fait en train. Le monopole sur la vente des billets SNCF n'est pas une excuse au laissez-faire, c'est au contraire ce qui devrait motiver les améliorations dont ce site a besoin, car il s'agit d'un levier commercial incroyable que bien des concurrents doivent leur envier.</p>
]]>
    </content>
</entry>

<entry>
    <title>Scribe</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2010/01/scribe.html" />
    <id>tag:horizon.tsailly.net,2010://2.53</id>

    <published>2010-01-07T22:39:44Z</published>
    <updated>2010-01-21T23:41:16Z</updated>

    <summary>&#9997; updated at the end, January 21st As anyone who&apos;s interested in Apple products and interface design, I came across a lot of views, wishes and predictions about the new forthcoming Apple product known for now as the tablet. But...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p style="color:#81796F;">&#9997; updated at the end, January 21st </p>

<p><br /><br />
As anyone who's interested in Apple products and interface design, I came across a lot of views, wishes and predictions about the new forthcoming Apple product known for now as the tablet.
<br/>
But I didn't see any mention of handwriting recognition as a feature, even to argue why it wouldn't be an option. It's just as if the "who wants a stylus ?" from the iPhone intro had wiped the idea all along. For a device that has been designed to be operated with a single hand, it makes perfect sense. For a bigger one you'd need both hands: one to hold it, one to interact with the touch screen. The idea of a stylus as an input device (along with the multitouch input) does seem less out of context, as far as ergonomics go.</p>
]]>
        <![CDATA[<p>I got the Newton out for a run the other day, and played a bit with it. How slow this thing is for today's standards... When I recalled this technology is 15 years old, I began to think that we could have today the technology allowing much faster and more reliable handwriting recognition. So let's pretend.
<br/><br />
Let's pretend there's this magical power inside the tablet, that this machine understands everything you write. It doesn't visually convert your writing into type as the Newton almost did ; you just write as on paper, and it knows what's written. It can store and communicate your scribbles as they are, and it can produce an indexable version of it instantly, so you could paste it into some other document. What would be the benefits of entering text by handwriting ?
<br /><br />
The first one which comes as a definite added value to me is formatting personal emails. Handwritten letters have so much more emotional impact than our helvetica emails. <a href="http://www.jeffbridges.com/main.html" title="">Have a look</a> at Jeff Bridge's website and realize how much you get from his personality because it's handwritten. The variations of text you can use to express emotions are way faster to format by hand than by a text editor. Who needs emoticons with handwriting ?
<br />
More expression and more personality in your family and friends emails, that's one.
<br /><br />
Second, from a usability perspective : words as the interface. Handwriting controls context, data input and data flow. Let's say you're reading a nice article and you want to tweet about it. Get the stylus to write "twitter : what a good read + link" and draw a right arrow to send. In a single sentence you call an application, assign data to it, and act on it. This single sentence would launch a twitter client, fill in a tweet, add a link and post it, but it would be invisible to you (see the illustrated sequence below). Interface minimalism at its best. Your handwriting would overlay the context, and would be instantly understood as content, destination and action. Compare this to what happens when you want to do the same thing with an iPhone. It would be way faster than having to switch apps, add content to the right place with the virtual keyboard and come back to your article. Other situations I can think of are building lists, sending short emails, messaging and search. It covers a lot.
<br />
Small recursive context independent tasks made easier, that's second.
<br /><br />
Another place to have such a handy input and magical power is at work - or any situation where you take notes and draw on paper really. It could also be school. My notepad pages have a lot of different informations on a single page : todo items, phone numbers, website layout sketches, notes taken during discussions. It would be practical to have this magical power know where all these informations belong and selectively propose actions to assign to them. You could call an actions menu around a name and a phone number with a gesture or a stroke, and it would suggest to add it to your contacts. You could select a note and write "email Georges" and it would send it by email to Georges, in its graphic version and/or translated as type.
<br /><br />
It's often seen as more convenient to enter text with a keyboard ; composing texts like this one for example. But this input method also forces us into interaction models that feel more "administrative" than the natural flow of a sheet of paper. The keyboard has his history, dating back to the Renaissance. In Robert Bringhurst's <a href="http://www.amazon.com/Elements-Typographic-Style-Robert-Bringhurst/dp/0881792063/ref=pd_bxgy_b_img_b" title="amazon.com">The Element of Typographic Style</a>, p.19 : "Typography is just that : idealized writing." Because we wanted to spread words and knowledge faster and cheaper, monks were not enough and we had to use a standardized form of writing : type was therefore invented with printing. Keyboards came when we figured we could build a little printing machine, the typewriter. And when we needed to find a way to talk to a computer system with characters, these four rows of keys looked pretty good.
<br /><br />
We may, today, be able to pack enough computing power in a tablet to spread words and knowledge simply with our own handwriting, giving us the choice of leaving it as is, or to format it Gutenberg style. Is this still science fiction or a close reality, I have no idea. Is this economically viable ? From what I've outlined, possibly, but I'm thinking out loud and dreaming here. Maybe it's not "entertaining" enough to use a stylus on a tablet, maybe it's too much of a pen nerds niche. You also have the form factor of the stylus in itself, and the relationship it has with the tablet - pull out styluses really look dated and odd in the way it was done on Palms and Newtons. Stylus only input : no way. Multitouch only notepad-sized tablet ? That would be frustrating for sure.
<br />
<br />
<br />
Update : here are some illustrations about the process of tweeting described above.
<img src="http://horizon.tsailly.net/images/scribe1.png" width="600" height="400" alt="Le scribe accroupi du Louvre" /></p>

<div class="legend">This would be a webpage you're viewing, and you'd want to tweet about it (browser navigation interface is missing)</div>

<p><img src="http://horizon.tsailly.net/images/scribe2.png" width="600" height="400" alt="Starting the tweet" /></p>

<div class="legend">At the moment you start writing, an overlay appears so you can focus on what you write. As it understands it's a tweet, you get an instant character count.</div>

<p><img src="http://horizon.tsailly.net/images/scribe3.png" width="600" height="400" alt="Tweet completed" /></p>

<div class="legend">The right arrow sends the text and url to twitter</div>

<p><img src="http://horizon.tsailly.net/images/scribe4.png" width="600" height="400" alt="Tweet confirmed" /></p>

<div class="legend">Confirmation message of the completed task. The overlay would then dim.</div>

<p><img src="http://horizon.tsailly.net/images/scribe5.jpg" width="535" height="162" alt="Tweet published" /></p>

<div class="legend">And of course, your tweet is <a href="http://twitter.com/thibautsailly/status/8045889016" title="for real">published</a> as scripted text.</div>
]]>
    </content>
</entry>

<entry>
    <title>Creativity</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2009/02/creativity.html" />
    <id>tag:horizon.tsailly.net,2009://2.51</id>

    <published>2009-02-17T01:23:46Z</published>
    <updated>2009-02-17T01:23:46Z</updated>

    <summary>A conference from Merlin Mann, with some great insights on creativity, and on how to get better at creative work : nothing less than sweat, sorry. This is so precise : &quot;creativity is a way of understanding how things that...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Links" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="creativity" label="creativity" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="culture" label="culture" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[A conference from Merlin Mann, with some great insights on creativity, and on how to get better at creative work : nothing less than sweat, sorry.
This is so precise : "creativity is a way of understanding how things that may seem unrelated can actually be related."<br /><br />


<object width="500" height="405"><param name="movie" value="http://www.youtube.com/v/GExHiI_bQqc&hl=fr&fs=1&rel=0&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/GExHiI_bQqc&hl=fr&fs=1&rel=0&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="405"></embed></object>]]>
        
    </content>
</entry>

<entry>
    <title>iKindle</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2009/02/ikindle.html" />
    <id>tag:horizon.tsailly.net,2009://2.49</id>

    <published>2009-02-10T02:09:10Z</published>
    <updated>2009-02-10T02:09:10Z</updated>

    <summary>Amazon just launched its new Kindle and here is a comment based on the presentation given today on amazon.com, in perspective to the one I did when the first one was unveiled a little more than a year ago. In...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="ebook" label="ebook" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="industrialdesign" label="industrial design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="kindle" label="kindle" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[Amazon just launched its new Kindle and here is a comment based on the presentation given today on amazon.com, in perspective to <a href="http://horizon.tsailly.net/2007/11/bookishness.html" title="Kindle 1 industrial design comments">the one I did</a> when the first one was unveiled a little more than a year ago.<br />
In short : Amazon acknowledges it had a light industrial design vision and sadly does not do better this time. Ergonomics get better, but seem to be improvable. Read Tschichold if you want to design a book, be it a digital one.<br /><br />

<span class="francais">&#8497;</span> <a href="http://horizon.tsailly.net/francais/ikindle-vf.html" title="">version fran&#231;aise</a>.]]>
        <![CDATA[<p class="subtitle">What was wrong and is gone</p>

Good bye slanted keyboard keys, we won't miss you. It was one of the fancy features held by the Kindle, and its disappearance proves it was so. The same goes for the angled cuts of the overall shape, the grey silicon back and its letters recessed pattern : looks like they didn't feel the need to keep them after all. This is what happens to features not belonging to an object's DNA, as you can see in the incarnations of car models : door handles, headlights, mirrors, window shapes...<br />The problem the Kindle had was : these details were actually not details but features defining the Kindle's identity, in the industrial design sense of it *. They didn't mean anything, they were like words without a sentence to bring sense to them as a whole.
<br /><br />
The strip on the side of the screen has gone too, reducing the visual noise of the Kindle's reading surface. The interface designers must have been given more time to think of a way to navigate the kindle without the need of this disturbing strip. Given the comments in the users feedback video, they seem to have done a great job.
<br /><br />
The Previous / Next buttons apparently didn't need to be so big, as they shrunk quite a lot. Certainly to prevent users to turn pages inadvertently, as it has been reported to happen with version 1. This leaves some more and needed room for the fingers to grab the device.


<p class="subtitle">Still</p>

Amazon may have recognize the emptiness of some of their form factors by not replicate them in version 2, the absence of a clear industrial design identity is revealed by the (voluntary ?) resemblance with Apple's ID codes. Or should I say Braun's industrial design codes... White plastic, rounded corners, satin metal back with plastic top. Sort of a mix between the iPod classic and the first generation iPhone. Blackberry may copy Apple's codes for their new phones, it doesn't make it a valuable reason to do so. Grow some balls Amazon, you have the shoulders to port an identity of your own.

<img src="http://horizon.tsailly.net/images/Kindle2_alike.jpg" alt="" width="500" height="325" /><div class="legend">Seen you somewhere</div>

Speaking of white plastic, as I suggested last time, it could help reduce the frame effect of the screen's enclosure to match the two colors exactly. Sure, this grey is less Apple, less hygienic, but if it enhances the reading experience, they should own this color, make it part of the DNA, find another color this grey plays well with for the other parts and create a great harmony.

<img src="http://horizon.tsailly.net/images/Kindle2_color.jpg" alt="" width="500" height="350" /><div class="legend">Not that it would fool anyone, but it may be more comfortable</div>

The manipulation of the Kindle 2 seems to be as awkward as for version 2, thanks to the keyboard and navigation. Here are still from the video showing how the (directed) actors were handling it : far from the comfort of avidly grabbing a paperback, they look like they hold a precious golden frame containing a medieval manuscript, or a fragile mirror.

<img src="http://horizon.tsailly.net/images/Kindle2_posture1.jpg" alt="" width="500" height="275" /><div class="legend"></div>

<img src="http://horizon.tsailly.net/images/Kindle2_posture2.jpg" alt="" width="500" height="275" /><div class="legend"></div>

<img src="http://horizon.tsailly.net/images/Kindle2_posture3.jpg" alt="" width="300" height="300" /><div class="legend">Holding the Precious</div>

By the posture of its users, the device communicates its nature ; you don't hold a 3 years old mobile phone the same way you hold an iPhone. Here, the posture of the actors tells us : precious, fragile, expensive, exclusive, even if it's not. I think this is due to the placement of the keyboard and the next/previous buttons ; it prevents the user to actually grasp the object without interfering with the content. It makes the Kindle closer to a fancy new electronic device and farther from an all purpose, democratic and sturdy reading device, even if it is. This keyboard needs to go some other place (or is it rendered idle when you read ?). The slide-out keyboard solution still seems interesting ; I would be ready to give on the thickness increase if I could handle this device like a paperback, deep in my couch.

<img src="http://horizon.tsailly.net/images/Kindle2_comfort.jpg" alt="" width="500" height="300" /><div class="legend">Fingers are getting a little more room</div>


All that being said, the idea of the Kindle is fantastic. Users seem really happy of what they get from their new reading experience, and being able to download a book from amazon's servers in 60 seconds is just incredible. What pleases me the most is that Amazon is today the company which is successfully implementing and distributing the e-ink technology on the wide scale it needs to improve and be more affordable to more people, and it should be thanked for it (ship it to Europe and I'll show my support with hard money). I can't wait for the first laptop using this kind of screen : having to work away from sunlight because of reading issues is so frustrating.<br />
This is why these comments (and the previous ones) may sound a little harsh : such a beautiful idea deserves only the best for its incarnation, and as a designer, it's really guts talk in such cases.
<br /><br />
To the designers in charge of the Kindle, if they ever come across this read : I know it's easy to criticize a project without knowing the brief and the constraints you faced, and I'm perfectly conscious how shameless it is to have done so. It's more the goals that I criticize here than the execution. For a project so beautiful and from a company like Amazon, the bar should be higher, the advantages and drawbacks better balanced. Face it : you shouldn't be shipping a two years old Apple product. <br />Moving forward, as book designers, you really have to read <a href="http://www.amazon.com/Form-Book-Morality-Classic-Typography/dp/0881791164/ref=sr_1_3?ie=UTF8&s=books&qid=1234211221&sr=1-3" title="The form of the Book">this one from Jan Tshichold</a> if you haven't already done so. It will explain in greater details and with much more patience the reason of some points I made here today.
<br /><br />

<em>* To continue with the cars example, this would be the proportions of the car, its size, its intended usage. Have a close look at the VW Golf over the years, it really shows what consistency it has, and how strong its DNA is.</em>]]>
    </content>
</entry>

<entry>
    <title>UI thickness and remedies.</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/07/ui-thickness-and-remedies.html" />
    <id>tag:horizon.tsailly.net,2008://2.48</id>

    <published>2008-07-12T01:52:41Z</published>
    <updated>2008-07-12T01:52:41Z</updated>

    <summary>This post is a comment to the Stevens Creek TripLog/1040 UI design discussion happening on John Gruber&apos;s Flickr entry and Ryan Singer&apos;s SVN entry. The first thought I had about this iPhone app&apos;s screenshot was, as many : &quot;hammer, please&quot;....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>This post is a comment to the <a href="http://stevenscreek.com/" title="">Stevens Creek</a> TripLog/1040 UI design discussion happening on John Gruber's <a href="http://www.flickr.com/photos/gruber/2635257578/" title="">Flickr entry</a> and Ryan Singer's <a href="http://www.37signals.com/svn/posts/1128-learning-from-bad-ui">SVN entry</a>.</p>

<p><img src="http://horizon.tsailly.net/images/triplog.jpg" width="304" height="456" alt="Sreengrab from Gruber's Flickr stream" style="border:1px solid #666;" /></p>

<p>The first thought I had about this iPhone app's screenshot was, as many : "hammer, please".<br />
But it's not pure villainy, just excessive sensitivity, and there are some logical facts backing this gut feeling, one of them being : this design mixes 2D and 3D features without any meaningful intentions regarding this dichotomy. It even seems to have no understanding of this dichotomy at all, which is even worse. But the beautiful thing about a mess is that you can only do better. Here are some comments which will hopefully help in this sense.</p>

<p>Pretty much every OSX and Apple apps UIs share this common analogy : they don't display a rendering of a flat, 2D, printed surface, but it shows an arrangement of items that can be described with height, material and texture proprieties. All these simulated 3D objects react to a single (or a single set of) light source, consistently from one screen to another. Every <a href="http://www.apple.com/iphone/gallery/software/" title="">Apple designed iPhone app</a> lives under a <a href="http://images.google.com/images?client=safari&rls=fr&q=softbox&ie=UTF-8&oe=UTF-8&um=1&sa=N&tab=wi" title="">softbox</a> giving this fat glossy reflection on top of the iTunes/AppStore/Sms/... buttons, and a more diffuse gradient on top of the Notes button, for example. You can visit every apps on your mac and imagine how it would look like if you turned these lights off. Not that it would turn you on, but it goes a long way to express how consistent the MacOSX UI is.</p>]]>
        <![CDATA[<p>The problem with the TripLog app screen is that it doesn't respect this analogy at all.<br />
&mdash; it has a plain flat background that doesn't react to this light source the same way the numbers selector does : it's like they live in totally different lighting situations, instead of being in the same "light space", the app screen, as they should be.<br />
&mdash; The "plus" and "Edit" buttons are treated as if they were made of a 3mm high block of carefully polished transparent plexiglass sitting on this words-fail-me-but-it's-ok blue background. The problem is, they don't cast any shadow on the surface bellow them as they should (the "Next" arrow button in the lower right corner does it rightly though).<br />
&mdash; The white buttons in the lower part are totally flat, sheet of paper like. And that's ok too, totally cool. The confusing thing about them is not this treatment, it's the table bellow them which is too much alike: font, text size, background color, border, and 2D, same level (or height) as the background surface.</p>

<p>Even without considering the placement and alignment of this app's UI elements, discomfort is felt because there is no or little consistency in the way these objects are rendered : we are given contradictory informations about the space they are supposed to re-create, so we're having an uncomfortable time looking at this.</p>

<p>I'd say that for an iPhone app UI of this type to be ok and well integrated with the Touch OS, you should be able to give :<br />
&mdash; a perspective view of your UI,<br />
&mdash; CAD drawings of all the elements (buttons, text fields,...),<br />
&mdash; a bill of materials,<br />
&mdash; and make sure the virtual light conditions are consistent in all the app's screens.</p>

<p>Make sure you envisioned every aspect of the virtual 3D object your UI : it's a way to be help your user have a natural understanding of it. It also can be a great source of inspiration to think of materials and textures, and how they react to the light source you choose. Apple choose glossy surfaces of recessed rounded rectangle shapes under a single softbox, but there are many many more options available to be explored.</p>]]>
    </content>
</entry>

<entry>
    <title>Newton on a bike</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/07/newton-on-a-bike.html" />
    <id>tag:horizon.tsailly.net,2008://2.47</id>

    <published>2008-07-11T23:27:40Z</published>
    <updated>2008-07-11T23:27:40Z</updated>

    <summary> &#8497; version fran&#231;aise. Going for a coffee this afternoon, I saw a fancy cyclist standing still on his two wheels only, waiting for his turn at the red light. He stood like this, without moving an inch for a...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="bike" label="bike" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="culture" label="culture" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="history" label="history" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p><img src="http://horizon.tsailly.net/images/jourdefete.jpg" width="250" height="167" alt="Jour de f&ecirc;te" style="border:0px;" /></p>

<p><span class="francais">&#8497;</span> <a href="http://horizon.tsailly.net/francais/newton-vf.html" title="">version fran&#231;aise</a>.</p>

<p>Going for a coffee this afternoon, I saw a fancy cyclist standing still on his two wheels only, waiting for his turn at the red light. He stood like this, without moving an inch for a good 30 seconds : well done, champ.</p>

<p>This had me thinking that in fact, being able to gain equilibrium on two turning wheels is quite striking, as mundane as it can be for us today. On our dear western society technological achievements timeline, the appearance of the bicycle* is oddly late, compared to tremendously more complex concepts that came to us before that.</p>

<p>See, the men who knew there was hydrogen in the sun (Angström, 1861), knew the speed of light (Foucault, 1850), communicated through a telegraph (Morse, 1844), understood the gravity phenomenon (Newton, 1687) and who were 5 years close to discover the automobile didn't know what it was to pedal and move forward at the same time.</p>

<p>Imagine the confusion and awe in Voltaire's or Benjamin Franklin's mind if they had been overtook by a bike while on their morning walk.</p>

<p><em>* the one with a chain drive, introduced around 1880, not the crotch-cruncher known as the Draisine that appeared in 1818.</em></p>

<p><em> Movie still : Jour de f&ecirc;te by Jacques Tati.</em></p>]]>
        
    </content>
</entry>

<entry>
    <title>Touch gaming</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/03/touch-gaming.html" />
    <id>tag:horizon.tsailly.net,2008://2.45</id>

    <published>2008-03-07T15:42:17Z</published>
    <updated>2008-03-07T15:47:41Z</updated>

    <summary>Until thought control becomes accurate enough, physical interfaces will remain necessary to interact with video games. Consequently, these products can and should be considered as tangible objects, or more accurately, products experienced physically. The first contact one has with a...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="apple" label="apple" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ergonomics" label="ergonomics" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gaming" label="gaming" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>Until thought control becomes accurate enough, physical interfaces will remain necessary to interact with video games. Consequently, these products can and should be considered as tangible objects, or more accurately, products experienced physically. The first contact one has with a video game is in fact with the controller of the platform it is played on.<br />
	This past year, casual gaming has had a <a href="http://www.gamedaily.com/articles/features/analyzing-the-casual-explosion-of-2007/71355/?biz=1" title="GameDaily">huge boost</a> in consumption while alternative controllers such as the Wiimote and Rock Band game accessories have attracted numerous gamers, novice and seasoned alike.<br />
	Would it be too adventurous to state that these two events are linked, that these new ways of controlling games (read : new ways of experiencing a video game product) have brought some much needed fresh air in this industry ? You'll see for yourself, but I assume it's the case. Details on their way, followed by some projections on the role multi-touch interfaces could play in casual gaming.</p>]]>
        <![CDATA[<p>Not before too long ago, when a novice decided to jump in the water of video gaming, she agreed on a game content she was willing to play with : story, rules, goals and graphics, all these aspects help to get her into this new experience. Then, she confronted herself with the game controller.</p>

<p><img src="http://horizon.tsailly.net/images/xbox_c.png" width="250" height="233" alt="xBox control pad" style="border:0px;" /></p>

<p>For a person who's never hold one, this object can seem mysterious : a certain number of buttons with enigmatic significations are placed in a possibly meaningful way on a shape that seems to be adapted to double hand grabbing. For the most curious or motivated ones, this will look like a challenge, a new territory to explore and own. For others, it can be a straight turn off, an invitation to go elsewhere, rent a movie, surf the net, what have you. The controller acts like it's standing in their way to the game content. It says "you don't drive a video game, you <span class="caps">PILOT </span>a video game, my friend".</p>

<p>As much as they can lure a curious mind away, these console controllers can also act as limiters to more advanced gamers looking for a more intense experience of their games. They acknowledge this by purchasing more sophisticated controllers :</p>

<p><img src="http://horizon.tsailly.net/images/exotics.png" width="500" height="322" alt="exotic controllers" style="border:0px;" /></p>

<p>Different reasons make these objects more effective at the task of controlling a game :</p>

<p>	1. better materials, better technology, better ergonomics, such as in the mouse case.<br />
	2. the use of known codes, previously learned conventions, allow the player to dive deeper in the game. The steering wheel or the joystick are such controllers, they mimic the ones used in real life situations simulated by the game.<br />
	3. by inducing a body posture the player would have in the real life situation simulated by the game, in the guitar or WiiZapper cases.</p>

<p>Combined or not, these principles help the player to focus more on the consequence of their gestures, the game content, rather than on the execution of the gestures. Ultimately, the aim of these controllers is to disappear, just as a music instrument vanishes from a musician's mind map, allowing him to be in his musical landscape. This conscience threshold is critical to the immersive experience of a game. You can have the <a href="http://www.engadget.com/2008/01/07/alienware-curved-display-rocks-crysis-at-2880-x-900/" title="Alienware curved display">biggest screen</a>, the better sound system, or the most realistic graphics silicon chips can output, if you have to think of what button to press to initiate action A, you'll never reach the kind of <a href="http://www.flickr.com/photos/cmanacop/156847387/" title="Kid into it on Flickr">game immersion</a> level children get to when they play with, well, whatever seems appropriate to them.</p>

<p>Confronted to a game, the cycle of thoughts of the gamer goes like this :</p>

<p>	1. a situation is presented on the screen.<br />
	2. this situation is analyzed in order to<br />
	3. make a decision to modify this situation<br />
	4. the translation of this decision is made through the control pattern of the game, resulting in<br />
	5. a gesture performed with measure in time and strength to modify the game situation.<br />
	6. and back to 1.</p>

<p>Hardcore gamers spend enough hours playing to make the controllers they use natural extensions of their body. They can master a game's control pattern very quickly, and it's easier for them to get into more complex control patterns because of their acquired skills. Steps 4 and 5 are not much of their concern, and they can focus on the game content.<br />
	Casual gamers, by definition, don't have the time to master and remember extensive control patterns. They have to make a effort to accomplish steps 4 and 5, altering their focus on the situation analysis and decision making. Therefore, casual games must be conceived with an easy control pattern in order to let users master it quickly and effortlessly.</p>

<p>The problem for game developers and editors is that they have a limited set of <a href="http://www.wired.com/gaming/gamingreviews/commentary/games/2007/10/gamesfrontiers_1022" title="Wired Clive Thompson review of Skate">possibilities</a> to level up the 4th and 5th steps experience quality. Unless you're Nintendo and you're able to produce game platforms yourself. When they introduced the Wiimote and the <span class="caps">DS'</span>s touch screen, they went over the limitations inherent to classical button based controllers. In the Wiimote's case, the 4th step of the cycle just disappears : this controller allows the user to <a href="http://uk.youtube.com/watch?v=QDmaMkiAiwA" title="WiiPlay on YouTube">perform real life moves</a> to control virtual content. The control patterns are based on known gestures which consequences in a given context have been acquired by just growing up. The transparency in the cycle described above resides in the fact it's easier to associate a gesture to a consequence than to associate a neutral button to this same consequence. The control pads buttons have to remain neutral in order to adapt themselves to the different games they will be used for. The player then has to make a semantic association between a given button and a consequence, an extra concentration effort that is not present in a gesture based control pattern, making it better suited to casual gamers.</p>

<p>This evidence is certainly a key point to the Wii system commercial success. An other aspect of the Wiimote that is helping a player to get a better grip on the game he's playing is the continuous link existing between the player's gestures and their consequences in the game. Similarly to the way a kite is controlled, every gesture is understood by the game system ; wether it's actually playing a role in the game situation is another story. The important thing is the feedback loop allowing the player to immerse himself in the game more efficiently. The classical control pad, in contrast, only understands button pressing or the manipulation of its joysticks (if it still can be called such) when it's the case. The link between the player's gestures and the manipulated virtual object is existing by intervals, these interruptions altering the player's immersion.</p>

<p>The Wiimote success lies in these two qualities : it's based on meaningful gestures and it provides a bridge between the player's movements and the game content. These two elements have, by the evidence they provide, considerably lowered the level of expertise needed to enjoy video games, thus allowed many potential players to entertain themselves in a new way.</p>



<p>The multi-touch interface shares these two principles with the Wiimote : the use of gestures and the possibility to provide a continuous cause to effect loop. Implementing it in gaming devices could bring some effortless gratifying experiences to gamers.</p>

<p><img src="http://horizon.tsailly.net/images/iphone.png" width="220" height="261" alt="Apple's iPhone" style="border:0px;" /></p>

<p>As from today, the most successful use of this technology in consumer electronics is Apple's iPhone and iPod Touch. The interface of these two products is based on the simulation of real life objects, such as buttons or paper sheets (for lists or pictures). The possibility to use gestures to navigate these interfaces renders the control pattern transparent to the user : you only have to decide and to act without thinking.</p>

<p>The short history of iPhone / iPod Touch and games is already a great success : the page listing <a href="http://www.apple.com/webapps/index.html" title="Apple website">webapps</a> on Apple's website shows that nearly one third of the apps are games. In January 2008, they were 176 and today they are 329. This progression rate illustrates how much of a game magnet these devices are.</p>

<p>Now, that been said, one problem remains for these devices : the size ratio between <a href="http://furbo.org/2007/07/02/beyond-sweet/" title="Craig Hockenberry on finger shadows">your fingers and their screens</a>. In order to control the interface, you have eat some screen real-estate. It's less of a problem with games like puzzles where you don't have to interact continuously. But if you need to make a permanent contact with the screen to play, then you're somehow lowering the visual experience quality of the game. The screen size is going against one of the two principles that provide a good gaming experience, the ability to establish this bridge between the user's gestures and the game content.<br />
This constraint can generate some <a href="http://www.youtube.com/watch?v=hy0ptZisr70" title="Trism on YouTube">nice workarounds</a>, but in the end it can be perceived as a limitation.</p>

<p>&#10020;</p>

<p>There might be a different scenario though : what if the game is not displayed on the iPhone / iPod Touch screen ? These machines may work as independent mobile devices, but they are part of a bigger whole : you need a personal computer to use them. Which has a screen, a bigger one. Having the iPhone / iPod acting as a controller for a game screened on the computer could offer a better gaming experience, both visually and control-wise. <a href="http://www.youtube.com/watch?v=QAfYFp7QM0g" title="ProTools on iPhone">Many</a> <a href="http://www.iospirit.com/index.php?mode=view&amp;obj_type=infogroup&amp;obj_id=24&amp;o_infogroup_objcode=infogroup-23&amp;sid=5895471G4bbeb38c190b1c70" title="Remote Buddy">examples</a> of iPhones being used as remote controls for the mac have surfaced recently, so it doesn't seem far fetched to apply it to games.</p>

<p>The downfalls of this situation are that it's no more mobile gaming we're talking about, and that you may not be able to reproduce the same array of simultaneous controls 14 buttons control pads provide. For the first one, I guess it's not that bad since most of gaming is <a href="http://crystaltips.typepad.com/wonderland/files/bbc_uk_games_research_2005.pdf" title="PDF of a 2005 survey made in the UK by the BBC">sedentary</a>, and that many games are and will be available for the mobile context. The second one has no turn around, but as said earlier casual gaming requires simple controls, and button combos have little say here. If you like to play video games as if you were playing vibraphone with six mallets, you still have great opportunities around. But for the average player, two simultaneous controls will be enough.</p>

<p>How would that work ? Let's illustrate this with an good old fave, Tetris.</p>

<img src="http://horizon.tsailly.net/images/tetris1.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">The first piece appears.</div>
<img src="http://horizon.tsailly.net/images/tetris2.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">Tap the screen to 'grab' the piece.</div>
<img src="http://horizon.tsailly.net/images/tetris3.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">Slide your finger sideways to position it.</div>
<img src="http://horizon.tsailly.net/images/tetris4.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">Rotate your finger to rotate the piece.</div>
<img src="http://horizon.tsailly.net/images/tetris5.png" width="350" height="263" alt="Tetris simulation" style="border:0px;" />
<div class="legend">Slide your finger down to make the piece fall.</div>


<p>All these actions were done without lifting the finger from the iPhone / iPod Touch's screen surface, and the first tap doesn't need to be located precisely (although the center would be more appropriate to let you slide comfortably).</p>

<p>Even if there's still the option to consider the location of a tap to launch an action in the game, the advantage of this controller is the recognition of gestures. In more complex games, a circle gesture could be associated with action A, a V gesture with action B, a three fingers slide on the right with action C, and so on... <br />
Other parameters such as the sliding speed, the slide celerity, its angle, the pressure duration,... can be used to either fine tune the game controls and/or increase their quantity.</p>

<p>This leaves room to build a simple set of controlling gestures that can evolve into a more complex one without having to interfere with the hardware : it makes a great adaptive controller that can match different levels of gaming expertise. Either within a single game, or to match different gaming styles.</p>

<p>These devices have also other features that could be used to enrich the way we play games : they connect to the internet so gaming data could be easily downloaded or shared. They are screens so gaming content could be displayed on these and allow the gameplay to be dispatched on two screens (let's think of Sam Fischer's opsat in Splinter Cell). They have storage, so they could act as memory cards, giving the opportunity to play the same game session on different computers. They manage sound pretty well* so they could be a secondary source of audio content during a game. I'm no coder myself so I can't provide you a working example, but I believe this is a good opportunity to build some great gaming experiences.</p>

<p>Still, just as with chocolate cake, it's not because you have a great recipe that you'll be able to cook a great one : you need to be a good cook too. At the beginning I was talking about how the control pads were in fact the tangible skin of video games. In this case, gestures will play this role for the player, they will be part of the product definition. Their choice will be critical, and getting a coherent gestures set that will act as a vocabulary will be essential to get a great product in the end.</p>

<p>Gaming and Apple seem to have had a rather difficult relationship, from what I've read so far. A lot of people in this industry seem to believe Apple is <a href="http://www.gamedaily.com/games/doom-rpg/mobile/game-features/carmack-on-id-mobile-crap-games-and-why-ipod-sucks/4674/71158/" title="John Carmack on game dev for the mac">not interested</a> into getting involved and making efforts to meet their product development specs. I don't buy it. Apple is more and more an entertainment company, and I can't see them ignore the revenues they could get from the fast growing casual gaming market. They proved they cared yesterday at the iPhone <span class="caps">SDK </span>presentation, showing 3 games in total. Wait a few updates to the Apple <span class="caps">TV, </span>and I'm pretty sure we'll see some gaming there as well. Will it use Touch products as controllers ? We'll see.</p>

<p>Beyond the iPhone / iPod touch scenario, I think multi-touch technology can bring a lot to the gaming industry. Looking at the classic control pads now, I only see the whack-a-mole level of gaming interactions, and it's not going anywhere for me. Gestures have always been close to games, mastering them is part of the pleasure we get from playing. This technology provides us with a better way to get input from them, and this is why it looks promising.</p>]]>
    </content>
</entry>

<entry>
    <title>Less Nav</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/03/less-nav.html" />
    <id>tag:horizon.tsailly.net,2008://2.44</id>

    <published>2008-03-02T20:29:01Z</published>
    <updated>2008-03-03T01:04:53Z</updated>

    <summary>&#8497; version fran&#231;aise. The intent behind this site&apos;s content arrangement was to put the articles in the fore front while dimming the navigation links. The fact [1] is that most readers come here to read one and only article, rather...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Projects" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="francais" label="francais" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="meta" label="meta" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="webdesign" label="webdesign" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p><span class="francais">&#8497;</span> <a href="http://horizon.tsailly.net/francais/less-nav-v.html" title="">version fran&#231;aise</a>.</p>

<p>The intent behind this site's content arrangement was to put the articles in the fore front while dimming the navigation links.
The fact [1] is that most readers come here to read one and only article, rather than browse through number of pages. Optimizing the readability of the articles then seemed to be more important than providing a quick and easy way to navigate the site's content. It might be an error, but it's a compromise I thought was worth to implement and observe.</p>

<p><img src="http://horizon.tsailly.net/images/dossier_ah.png" width="300" height="220" alt="sketch of the AH file" style="border:0px;" /></p>
]]>
        <![CDATA[<p>The site is build as a file in which articles pile up bottom to top. Opening the file lets you see the three last articles, and to get more content you have to get to the table of content, by clicking on the page's header or on the artificial horizon icon after the article(s). A list of links leading to more recent articles sits at the bottom of every page, easing the access to recent updates.</p>

<p>This table of contents page has the pro to provide a clearer display of more navigational links than it would be in a side column by the articles. The con : it's one click away from the index.html page, a single click that could be too much. I don't think it is, and I'd be interested to hear what you think about this format, if this compromise is worth it or not.</p>

<p>[1] from what I could see in the statistics provided by <a href="http://haveamint.com/" title="">Mint</a>.</p>
]]>
    </content>
</entry>

<entry>
    <title>A new home</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/02/a-new-home.html" />
    <id>tag:horizon.tsailly.net,2008://2.41</id>

    <published>2008-02-14T18:39:46Z</published>
    <updated>2008-02-15T00:51:36Z</updated>

    <summary>Goodbye &quot;Well&quot;, hello &quot;Artificial Horizon&quot;. All the articles from the previous blog were transfered here. As I switched from Blogger to the newly available free version of Movable Type, I couldn&apos;t move the comments automatically, so there&apos;s a good chance...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Projects" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="meta" label="meta" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[Goodbye "Well", hello "Artificial Horizon".

<img src="http://horizon.tsailly.net/images/well_last.jpg" width="500" height="320" alt="" />

All the articles from the previous blog were transfered here. As I switched from <a href="http://www.blogger.com" title="">Blogger</a> to the newly available free version of <a href="http://www.movabletype.org">Movable Type</a>, I couldn't move the comments automatically, so there's a good chance they will be lost somewhere. They will be <a href="http://well.thsy.org" title="">available</a> for another 6 months, until the domain name dies.]]>
        
    </content>
</entry>

<entry>
    <title>Amazing</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/01/amazing.html" />
    <id>tag:horizon.tsailly.net,2007://2.10</id>

    <published>2008-01-16T11:52:15Z</published>
    <updated>2008-02-04T23:48:40Z</updated>

    <summary>Great example of brain power wasting from Gamedaily.com : NPD analysts make a report on kids and digital content, find out kids like to play....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Links" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="fingerpointing" label="fingerpointing" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gaming" label="gaming" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="reading" label="reading" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>Great example of brain power wasting from <a href="http://www.gamedaily.com/articles/news/npd-gaming-driving-kids-usage-of-digital-devices/19085/?biz=1" title="">Gamedaily.com</a> : NPD analysts make a report on kids and digital content, find out kids like to play.</p>
]]>
        <![CDATA[<p><em>"What I think might be interesting is that game-playing drives much of kids' early use of digital devices and content."</em></p>

<p>Thanks for your insights, but what I think might be interesting is that you find a quicker way to tell your readers the air is transparent, or skip to your next analysis. Oh, and read <a href="http://www.amazon.com/Theory-Game-Design-Raph-Koster/dp/1932111972/ref=pd_bbs_4?ie=UTF8&amp;s=books&amp;qid=1200484113&amp;sr=8-4" title="">this book</a> if you haven't.</p>

<p>Game-playing is driving kids' early use of anything they can put their hands on, dear analysts, this is what childhood is made for, this is how we learn.</p>
]]>
    </content>
</entry>

<entry>
    <title>Content out of context</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/01/content-out-of-context.html" />
    <id>tag:horizon.tsailly.net,2008://2.11</id>

    <published>2008-01-06T15:20:51Z</published>
    <updated>2008-02-04T23:47:49Z</updated>

    <summary>David Lynch making a point on watching a movie on a mobile device, originally from the Inland Empire special edition, edited to fit the iPhone commercials theme. Sure, you can&apos;t fully experience a great feature film watching it on a...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Links" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="cellphone" label="cellphone" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="cinema" label="cinema" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="emotions" label="emotions" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="iphone" label="iphone" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>David Lynch making a point on watching a movie on a mobile device, originally from the Inland Empire special edition, edited to fit the iPhone commercials theme.</p>

<p>Sure, you can't fully experience a great feature film watching it on a mobile device, you'd miss a lot of the emotions a movie can convey. But having the ability to read videos on the go can be great for other purposes than entertainment and art consumption, like getting informed or learning some skills.</p>
]]>
        <![CDATA[<div class="video"><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/wKiIroiCvZ0&rel=1"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/wKiIroiCvZ0&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></div>

<p>via <a href="http://www.kottke.org" title="">Kottke</a>.</p>
]]>
    </content>
</entry>

<entry>
    <title>Sottsass has gone</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2008/01/sottsass-has-gone.html" />
    <id>tag:horizon.tsailly.net,2008://2.12</id>

    <published>2008-01-02T23:18:36Z</published>
    <updated>2008-02-04T23:51:17Z</updated>

    <summary>Only a few of the objects he designed would make it to my home because of their style and larger than necessary presence, but I&apos;ve always appreciated the archetypal character of his production, his masterful sense of proportions and how...</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Links" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="hero" label="hero" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ondesign" label="ondesign" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="productdesign" label="product design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="rip" label="RIP" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>Only a few of the objects he designed would make it to my home because of their style and larger than necessary presence, but I've always appreciated the archetypal character of his production, his masterful sense of proportions and how he put back feelings, maybe poetry, into modern designs.</p>

<p>Every piece of his work I know of is a lesson ; what a sad thing to learn that the source has gone dry on monday.</p>

<p><img src="http://horizon.tsailly.net/images/ettore.jpg" width="260" height="320" /></p>
]]>
        <![CDATA[<p>Enjoy some words he gave in an <a href="http://www.designboom.com/eng/interview/sottsass.html" title="really worth the read">interview</a> for designboom.com back in 2000 :</p>

<p><em>"I truly believe that our duty as an architect or a designer is to design things which attract luck, rooms which protect people...</p>

<p>I don’t design things in any style, even less so in any fashion style,</p>

<p>I design things for life states."</p>

<p>"I think that the future doesn’t exist. What we think of today as the future isn’t the future. People are always afraid of the future, and the future has always been a disaster. Like the present is a disaster. But rhetoric about the future bothers me, because almost everything we do today we say we’re doing for the future. The future is here now, let’s try to get organized now. I don’t care about the future at all."</p>

<p>Q : my soul's present condition.</p>

<p>A : worried.</p>

<p>Q : the faults I can bear.</p>

<p>A : all of them.</p>

<p>Q : my motto.</p>

<p>A : be patient, calm, compassionate, knowing that existence is fleeting.</em></p>
]]>
    </content>
</entry>

<entry>
    <title>Judging from pictures</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/11/judging-from-pictures.html" />
    <id>tag:horizon.tsailly.net,2007://2.13</id>

    <published>2007-11-26T11:51:32Z</published>
    <updated>2008-02-04T23:53:19Z</updated>

    <summary>This post, where my commentary on the Kindle product design has been described as a &quot;silly attempt to review via photos&quot; made me realize that product designers are actually this kind of guys, they judge products from pictures....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="ebook" label="ebook" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ondesign" label="ondesign" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="productdesign" label="product design" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>This post, where my commentary on the Kindle product design has been described as a "<a href="http://gravitationalpull.net/wp/?p=215" title="silly silly silly">silly attempt to review via photos</a>" made me realize that product designers are actually this kind of guys, they judge products from pictures.</p>
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        <![CDATA[<p>What happens is that we get an idea of how a product could be, given the brief, and we start drawing. Doodling first, sketching, getting more detailed with projected views (front, side, top,...) or perspective views, and eventually we build a model of it. Depending on the budget we have in our hands, we'll be able to build one to three physical models before the presses start pumping. So all along, we are judging products from pictures that are not even close to photography, and to save costs we'd better be good at it (models are very expensive). Thanks to imagination and "mental visualization" (being able to do a flyby around the object with your eyes closed), we are making choices on what a product is worth from reduced representations of reality. Paper or screen, 2D or 3D, it doesn't matter, it's still an image, and this is our fuel to get to the end.</p>

<p>I'm not saying we're all able to do this 100% accurately (at least we try) or that only designers can do this, and certainly not that it makes the evaluation of a physical version obsolete. I'm saying it's a huge part of the design process, and every product you see on shelves come to life through this.</p>

<p>Architects are the real masters in that aspect : every building you get in is built from images and have not been evaluated from a real model.</p>

<p>So, Mr Aaron Pressman, thank you for letting me realize it, but don't call me silly upon this (in my back on top of that : boo). I don't feel bad for evaluating the aspects of the Kindle I talked about just from the pictures. This wasn't a review at all, and I never said that nobody should buy it. I'm close to be jealous that you have one. All I said was it could have been so much better. I've been dreaming for a decent e-ink device since I heard of it in 1998, and it's just frustrating when a company that has built a much more complex object that is Amazon.com doesn't get it where it could be today.</p>
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    </content>
</entry>

<entry>
    <title>Bookishness</title>
    <link rel="alternate" type="text/html" href="http://horizon.tsailly.net/2007/11/bookishness.html" />
    <id>tag:horizon.tsailly.net,2007://2.14</id>

    <published>2007-11-22T12:54:32Z</published>
    <updated>2008-02-14T15:25:49Z</updated>

    <summary>How the Kindle is ugly and feels wrong, let aside the subjectivity of beauty or taste....</summary>
    <author>
        <name>Thibaut Sailly</name>
        
    </author>
    
        <category term="Article" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="communication" label="communication" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="ebook" label="ebook" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="interface" label="interface" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="productdesign" label="product design" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="typography" label="typography" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://horizon.tsailly.net/">
        <![CDATA[<p>How the <a href="http://www.amazon.com/gp/product/B000FI73MA/ref=amb_link_5873612_2?pf_rd_m=ATVPDKIKX0DER&amp;pf_rd_s=gateway-center-column&amp;pf_rd_r=03K1SZCPB1MEB7VKDDJ7&amp;pf_rd_t=101&amp;pf_rd_p=329252801&amp;pf_rd_i=507846" title"product page @ amazon.com">Kindle</a> is ugly and feels wrong, let aside the subjectivity of beauty or taste.</p>
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        <![CDATA[<p>Quotes form the <a href="http://www.newsweek.com/id/70983" title="">Newsweek article</a> :</p>

<p><em>"If you're going to do something like this, you have to be as good as the book in a lot of respects," says Bezos.</em></p>

<p><em>First, it must project an aura of bookishness; it should be less of a whizzy gizmo than an austere vessel of culture.</em></p>

<p class="subtitle">Form factors</p>

<p><img src="http://horizon.tsailly.net/images/kindle_01.jpg" alt="" width="316" height="427" /><div class="legend">There's a little styling going on here.</div></p>

<p>While the overall shape seems to be well proportioned and balanced (considering the plain volume alone), I don't get the reason of being of these angled cuts. Does it add comfort when holding the device or interacting with it ? Does it help to frame the text better ? Does it relate to some cultural meaning ? As from today, I'd like to get a clue. To me this is just a subjective decision, style for the sake of it, and it hangs in there as a hair on the soup. Same feeling about the progressively slanted keys of the keyboard. Style is good, but it needs to be backed up with purpose.</p>

<p><img src="http://horizon.tsailly.net/images/kindle_02.jpg" alt="" width="316" height="374" /><div class="legend">ASSymmetry</div></p>

<p>I don't have anything against asymmetrical designs, and as said above, the volume itself is ok to me. But having symmetric elements (the keyboard and the screen) that weight the most visually included un-centered (left aligned) in an asymmetric shape can only result as a mess. If you choose asymmetry, stick with it. For example, don't make a symmetric keyboard when you can do an asymmetric one. But first, don't choose it when the purpose of the object is to display a book page that looks like it's having a center line (apparently they acknowledged this fact by placing the logo centered under the screen).</p>

<p><img src="http://horizon.tsailly.net/images/kindle_04.jpg" alt="" width="316" height="366" /><div class="legend">Let's go random</div></p>

<p>Why the hell would you formalize a linear notion such as previous/next in a non linear way ? I've been staring at this picture for a long time and I simply don't get it.</p>

<p><img src="http://horizon.tsailly.net/images/kindle_03.jpg" alt="" width="316" height="363" /><div class="legend">A little more visual noise, while we're at it</div></p>

<p>Somebody explain me why this separation on the right of the screen couldn't have been integrated in the screen as a graphic element rather than a plastic stripe. Does it have a function other than this one ?</p>

<p class="subtitle">Ergonomics</p>

<p><img src="http://horizon.tsailly.net/images/kindle_05.jpg" alt="" width="316" height="378" /><div class="legend">The comfort zones</div></p>

<p>I don't know for the guys at Amazon, but when I read a book, I like to grab it full hand. More importantly, when I lay on a couch or in a bed with a good book, I tend to change the way I hold it every now and then because it gets uncomfortable at some point. The picture above is highlighting the areas where you have the option to hold the Kindle without interacting with it. It is very little, far from being enough. Reading on the Kindle, you'll have this underlying stress of being careful to do not hit a button unintentionally, while a book while let you dive 100% in the text.</p>

<p><img src="http://horizon.tsailly.net/images/kindle_06.jpg" alt="" width="316" height="358" /><div class="legend">The discomfort zones</div></p>

<p>Speaking of reading comfort, here are highlighted the visual features that are distracting the eyes of the reader from the text. Far too much.</p>

<p><img src="http://horizon.tsailly.net/images/kindle_07.jpg" alt="" width="316" height="365" /><div class="legend">Established conventions</div></p>

<p>Usually, the left is associated with the past, and the right is associated with the future. Instead of having 2 sets of previous page / next page buttons, one on each side of the screen, why didn't they place the previous page button on the left of the screen, and the next page button on the opposite side ? Probably because they thought that lefties would be lost without a next page button on "their" left side of the screen I guess. Amazon is supposed to have great knowledge in the field of user interface, and I don't understand why they validated choices like this.</p>

<p class="subtitle">Some ideas</p>

<p>&diams; Cover by default. A screen needs protection, and in the case of a book (electronic or not), a cover has a semiotic meaning. It's what distinguishes a pile of bound paper sheets from a book. So if you try to achieve some sort of bookishness, start from here. </p>

<p>&diams; Get rid of the unnecessary elements like the <a href="http://hunter.pairsite.com/blogs/blog20071121.html" title="Craig Hunter made the point here">keyboard</a>, the logo or the "next" and "previous" writings (make them obvious instead) from the face where the text is displayed. This is a device which purpose is to stage text from an author and allow the reader to dive into it. Respect the text.</p>

<p>&diams; Match the color and finish of the casing surrounding the screen with the ones of the e-ink screen to get closer to what happens on a book page. Making the sides darker will also help to get a better result by highlighting the "page" in the device.</p>

<p>&diams; Make it waterproof. At least as some cameras like the Pentax K10D are. So you can feel comfortable reading the morning news while drinking your coffee.</p>

<p>&diams; Here is a sketch of a possible scenario, assuming that touch screen are not available for e-ink displays.</p>

<p><img src="http://horizon.tsailly.net/images/croquis.jpg" alt="" width="500" height="315" /><div class="legend">a : previous page button.<br />b : next page button.<br />c : insert bookmark button.<br />d : book index, library, notes &amp; bookmarks, volume, shop and news buttons.<br />e : slide out keyboard for additional controls and input.<br />f : scroll wheel to navigate menus or flick through pages while reading.</div></p>

<p>The cover would act as a power button. When it's open, it's on.</p>

<p>The connection points (usb, power, sound) would be accessible when the keyboard is slid out.</p>
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