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Propositional Density

I’ve long held that design can be evaluated on fairly objective grounds: there is wrong, right and shades in between.

For example, what constitutes a wrong is an element or a motif that does not add to the cohesiveness of the communication. I have a hard time departing from an established visual language. If a link is blue, it makes sense for all links to be blue. If the color yellow is used to express “you are here”, it dilutes the communication to use it in another fashion. (This is an over-simplification and you can lean on things like context and established convention to bend the rules, but the concept remains).

In other words, what I’ve been doing is reducing design components to their atomic unit, attaching meaning to them, and using these basic building blocks to define the visual language.

However, what I consider good design is usually a bit more textured than the above methodology can justify. A better model for evaluating design is propositional density, which I’ll let Moritz Stefaner describe using the Fed Ex logo as an example:

Let us start with the notion of a proposition: in this context, a proposition is simply an elementary, atomic statement about the object at hand. “The FedEx logotype is purple” and “The FedEx logotype is set in a sans-serif font” are propositions, and because they describe salient, perceptible properties of the design, they are referred to as surface propositions.

Now, the FedEx logo became famous for a perceptual trick: The white space between the E and the x creates an arrow. This arrow induces, by its semiotic reading, a number of additional associations and readings of the design: “FedEx is on the go”, “FedEx is forward-thinking”, etc. Note that these propositions, unlike the surface propositions, are much harder to enumerate as they depend on the meaning that the observer ascribes to the arrow. These are called deep propositions as they describe underlying and often hidden meanings of the design. You can think of an iceberg, where the surface propositions are over the water – easy to see and clear cut – but the much larger part is under water.

These two concepts can be combined into a simple formula to calculate propositional density: # deep propositions / # surface propositions.

Generally speaking, good design usually has a high propositional density. On the other hand, if your propositional density is below one, you probably have superfluous, merely decorative elements in your design, which do not add to the deep reading.

Attempting to calculate this is neither practical or precise, but the recognition of deep propositions allows us to escape a rigorous system like the one I described and dabble in design elements that I would otherwise discard as decoration.

Jul 26 2010

monome

monome-device

These monome devices, described as “adaptable, minimalist interfaces”, let you hack a grid of lights. The extreme design reduction liberates the device’s perceived potential. Adding any extra features to the device would be like replacing a blank canvas with a coloring book. The device is built by two people from the future, brian crabtree and kelli cain, where capitalization has long been regarded as superfluous decoration.

Jan 8 2010

Love / Hate, A / B

I have a love / hate relationship with A / B tests. Leaning too hard on them to make design decisions can make for very anemic process. It encourages an incremental, guess-and-check approach that feels like a task better suited for an automaton. Even when isolating one variable, the results mainly speak to “what” had the effect on behavior, rather than the “why”. I’d rather be solving problems and taking bigger strokes. But you simply can’t argue with its place in the toolbelt, especially when seeing some of the results on ABTests.com

Dec 9 2009

On Everyday Apps

In his latest post, Joshua Porter riffs on the concept of ‘every-day apps’, something I’ve talked about in the past (although I used ‘destination sites’ to describe such properties). In my post, I made some base assumptions suggesting that our capacity to visit sites on a regular basis is finite. It was nice to see Joshua cite a study reaffirming my guess, demonstrating that most people regularly visit only about 10 sites.

I found this description of product design particularly poignant, mostly because I’ve made this same mistake:

In general, most people think they’re building an everyday app, but they’re not. When the actual use patterns are discovered, most apps will be used every few days or less.

The rest of the article is spent postulating on how LinkedIn could bridge their ambitions to be an everyday site. For me, the more interesting problem is acknowledging that you’re not an everday app while still positioning the product to succeed.

May 13 2009

Twitter Simple

Twitter is frequently lauded as a triumph of simplicity. “It should be Twitter simple” can be heard punctuating discussions around new product development.

To the contrary, I think Twitter is complicated as hell. Explaining the value proposition to an internet-savvy person accustomed to a service like Facebook can draw the same blank stares as explaining it to your grandparents. The 140-character limit feels arbitrary and limiting. Twitter search, a product with incredible value, remains hidden from the general public. Dozens of clients and hundreds of Twitter-based websites add to the cacophony.

Part of the reason it’s so difficult to explain is that it’s not a website and it doesn’t have an explicit purpose, meaning the conventional vocabulary to describe online properties fails here. It can be better seen as a medium of communication where the value proposition is completely contingent on how the person chooses to put this medium to use.

All this, just to say that I am loving the Cocoa IV drip from @scottstevenson and @cocoadevcentral even though it represents a departure from my approach of only following people that I’m somehow personally acquainted with. I also have a thing going on with the robot from @popurls, who’s got some jokes.

Apr 14 2009

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