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A Better RIA Assembly Line

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This is an introductory post into the UX Revolution. In this series I will talk about the changes that RIA development is going through from an experience design perspective. I'll touch on everything from applications like Flash Catalyst to best practices in the XD process. Enjoy!

UX Revolution

At the beginning of the 20th century the automobile was out of reach for the average American. They were costly to make and were complex and quirky to operate. Along came Henry Ford. By creating a better experience, and focusing on the user, he was led to two innovations that changed the world. One of those was the Model T, a much easier to use, more reliable machine. The next, which made the Model T possible, was the moving assembly line. This allowed Ford to create the first automobile accessible to everyone (he wanted the people that worked on the T to be able to afford it). Ford did not invent the car or the assembly line, he simply perfected them both.

Now let's move from 1908 (the debut of the Model T) to RIAs in 2008. We are at a new turning point. We are creating bleeding-edge, sophisticated applications that are many times difficult to operate (bad experiences). The process to create them is confusing to clients and less than ideal for the folks building them. At times the expenses get out of control due to things like scope creep. That's all if we are lucky. Our RIA assembly line has grown from develop and ship, to initiate, design, develop, and ship. Again, that's if we are lucky. Let's face it, in most cases design comes after the application is coded and functional. UX design is seen as an afterthought to many teams. In the clients' eyes, it's the upgrade you don't really need to do. It works fine, why make it "pretty"? User testing? No thanks.

This all starts to sound very familiar. The innovation and technology are the focus, not concerning ourselves with making it accessible, or easy to use. We are forgetting the user. This really shouldn't be a tough sell though. Create an exceptional experience for the user and you will see the difference. It will add value to your client's brand. Their sales will increase. Their product will become a main contributor to global warming. Ok, maybe not the last one. But let's get real, there are positive outcomes in focusing on the experience and very soon it will become the only way great brands making an RIA separate themselves from the rest. The technology alone is not enough of a value differentiator anymore. The experience needs to have an immediate impact of "wow" and a longer lasting feeling of "I see" where the user can actually, uh... use it.

Integrating UX into the RIA process is a huge challenge and something that both technology and design firms alike struggle with. This is something that some of the largest companies in the world like Microsoft and Adobe are trying to address. They are making the tools that will be the future of building the next generation of experiences. But another application is not the end all answer. I look forward to helping to define this new way of working. I see our community of designers and developers side-by-side paving the way. Can you picture it? I can.

Stay tuned for future posts on the UX Revolution. Together we can create a better RIA assembly line.


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Comments

3 Comments

Hi,
too often I hear "Full Flash = unnavigatable crap". This isn't necessarily the case, but unfortunately it is often enough for people to think so. There's definitely a need for using the new expanded powers that come with RIA technology wisely. Let's hope that deisgners get the idea soon enough.
Ariel

Rhys Tague said:

G'day Francisco,

How are you?

I think one of the most important things when developing user expierences is understanding people. You can give people tools to develop with, but realistically if they don't understand people they will never get it, no matter how many tools they have.

I always think of them cards you see on television when a psychiatrist holds them up and asks the subject what it is. There are thousands of possibilities. That is the same online. I see these brillant graphic artist and designers build amazing things online and I'm like... "It looks good, but where do I click?" The a male mind can only do 5 to 6 things at once, women there lucky one more with 6 to 7 things. I pretty sure alot of people do remember that.

I'm sure Adobe will bring out brillant tools to make it easier, at the end of the day though, if it is to work the developer and designer will have to do the planning, R&D and most of all the leg work. Other wise we will still get the crap that we have now floating about. (Don't get me wrong there are absolutly mind blowing apps out there, and they're the ones where you can see the effrot has gone into it)

I think what alot of people do is work on time instead of quality. I suppose though because the internet moves so fast you do have a big issue with time, first in best dressed. At the end of the day though, I believe that whoever has the app with the better UX wins.

Cheers,

Simon said:

Agree with this article and I hope future ones go into more detail.

My 2p - just because the flash platform makes it possible to develop an intricately baroque application comprising multiple experiences doesn't mean you have to.

Simplicity is truth and that comes across in the user experience most of all I think.

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