Jason hong “Design, functionality, and Diffusion of innovations” http://cacm.acm.org/ blogs/blog-cacm/104694 february 6, 2011 A few months ago, I wrote two CACM
blog entries examining why great design is so hard. There have been a lot
of great comments and insights from a
bunch of people.
There’s one comment in particular
I’d like to respond to because it poses a
good question about the nature of functionality with respect to design. In the
comment, Mark Tuttle argues that the
functions offered by a system outweigh
design, citing examples of time-sharing
systems, email, Unix, bitmapped interfaces, MEDLINE, and query languages
for early relational databases.
To a large extent, I do agree on the
importance of functionality. If we had
a system that could predict tomorrow’s
stock market prices but was completely unusable, I’m sure we’d still see a lot
of people making the effort to learn
how to use it.
However, functionality and design
aren’t separate things. A large part of
design includes understanding what
needs people have and what technologies can be applied to solve those
needs. Design isn’t just about the user
interface “skin” of graphics, icons, and
aesthetics that people see. It includes
the internal “skeleton” of how the application is organized, the conceptual
model and metaphors conveyed to end
users, as well as its functionality.
It’s also worth pointing out that in
many of these examples about functionality, the systems were designed
by and used by people with intimate
knowledge of software. The designers
already had a deep understanding of
what the problems at hand were and
how people did their work. In other
words, the designers were the users.
That’s not really the case anymore,
though. Information and communication technologies are pervasive in
all aspects of modern society, from finance to manufacturing, from health
care to consumer products. We can’t
rely solely on our intuitions anymore
because the users are no longer like us.
Second, while functionality is a key
differentiator for technologies in the
Jason honG
“interaction design
is about always
remembering
the mantra ‘The user
is not like me.’ ”
very early stages of adoption, it isn’t as
strong a draw in the middle and late
stages, especially when competitors
have arrived that offer products with
comparable functionality.
A lot of researchers have developed
models of technology adoption. My favorite one is presented by Everett Rogers in the well-known book Diffusion of
Innovations, that summarizes the literature in that area. Rogers outlines five
major factors that influence whether
or not people adopt a given innovation.
Note that in Rogers’ book, an innovation can be not only a technology, but
also a process or a habit. Here, I will focus only on technologies.
The five factors Rogers identifies
are: relative advantage, compatibility (with one’s beliefs and existing installed base), complexity, trialability
(how easy it is to try the technology),
and observability (how easy it is to see
others benefit from the technology).
Rogers also presents the well-known
technology adoption curve that segments the population based on when
they adopt an innovation, labeling people as innovators, early adopters, early
majority, late majority, and laggards.
At this point, you can probably see
where I’m going. Innovators and early
adopters have a higher tolerance for
risk and complexity, and often have
significant pains that need to be addressed now. In these cases, functionality dominates factors like aesthetics,
usability, simplicity, and cost. If you
have ever seen (or, worse, had to use)
anything created for the Department of
Defense, you will probably agree it fits
this description quite well.
However, the early majority, late
majority, and laggards have very dif-
ferent profiles and thresholds for
complexity and value. In these cases,
the ability to create a product that fits
into people’s lives plays a significant
role, especially when competing prod-
ucts are available. This is where great
design matters a lot, as demonstrated
by products like the Nintendo Wii and
the iPod. When the Wii first came to
market, it was competing against the
large and well-established base of
Xbox and PlayStation consoles, and
succeeded by dramatically simplifying
game play and targeting casual gam-
ers rather than hard-core gamers. The
iPod came out a few years after the first
MP3 players were already being sold,
and made huge inroads by forging a
strong emotional connection to peo-
ple with its sleek form factor and fun
user interface.
Reader’s comment
I totally agree with you. It is very important
to address the issues of early adopters of the
product. Also, like you pointed out regarding
the Nintendo Wii, the emphasis on great
design and innovation in a product/software
is always dependent on how established
the competitor’s product/software is.
Whereas, for established products, like
Microsoft Office, change and innovation
in the product’s design has greater risk
as users tend to get confused, like with the
ribbon interface in Microsoft Office. UX, on
the whole, is a major factor in early stages
of adoption, but emphasis on it gradually
fades away as a product becomes more
popular (and users don’t like a change).
Developers and designers are in peril
when they ignore the functionality and
UX after a product becomes very much
established as they run into the risk of
competitors rolling out a product with same
functionality but better UX.
—Rahul Kavi
Michael Stonebraker is an adjunct professor at the
massachusetts institute of technology. Jason hong is
an associate professor of computer science at carnegie
mellon university.
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