Nov 19, 2009

This week, many people have been given beta access to Twitter’s new Retweet feature. Unfortunately, rather than seizing the opportunity to pave the cowpaths by building a feature that reflects the way users are currently retweeting each other, Twitter have launched something which behaves quite differently.
You have to change your retweet behavior to use the new feature. This has angered many users, myself included, so I’d like to explain how I think the new feature should have been designed. To start with I’ll look at where retweeting came from, I’ll then explain some of the problems with the way it works currently, how Twitter are trying to address these problems with the new feature, and finally how I think the problems could be better addressed.
Why do we need a retweet feature anyway?
[Read more]
Sep 16, 2009
At IDEA2009, Christian Crumlish and Erin Malone, authors of the forthcoming book “Designing Social Interfaces”, gave an overview of some key steps and design patterns that can be used when creating social software or sites.
Christian started by reiterating that social experience design is about the interaction between people rather than the interface between the human and the computer – and that while you can fairly well control one person’s experience with a system, you cannot predict or control how people will choose to interact with each other.
As such, when you design a social experience, all you can really do is provide a framework. You can set the basic rules and capabilities, but the participants will finish the design for you.
Five steps of social experience design
[Read more]
Sep 16, 2009

Today Leisa Reichelt gave a presentation to IDEA2009 on her experiences running the Drupal 7 user experience project. She shared insights she had learned about how to design in an open way with a highly distributed team, such as using video missives such as the “We Need You” video to communicate with developers.
One of the biggest challenges she said she faced was that the project was designed by developers with other developers in mind, even though there were two key groups of users that were alienated by the product. They could not engage with strategy statements or goal descriptions.
[Read more]