WebWord.com > Moving WebWord > Evolution, Usability, and Web Design  (12-July-2002)


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Evolution, Usability, and Web Design

Article by John S. Rhodes


Abstract

The purpose of this article is to explain how evolution and natural selection relate to the web development process. It is suggested that it is wise to encourage designers to create many quick and dirty designs over many short intervals. This is in contrast to asking designers to create a lower number of better designs over fewer intervals. The ideas of failure, prototyping, usability testing, and iterative design are explored. 


Background

Darwin's Origin of Species is arguably the most important book on biology ever written. Just for a moment, consider that web sites have similar characteristics to biological organisms. In other words, consider that web sites adhere to the ideas outlined by Darwin. What can we learn? Before we answer that question, we need to review the concept of natural selection.

Natural selection is driven by three core ideas. First, organisms create too many offspring. There will be a struggle for survival. Second, organisms are different. They vary. Uniqueness reigns. Third, organisms are most like their direct ancestors. When you combine these three ideas it becomes pretty clear that evolution by natural selection drives the success and failure of organisms in an environment. In the long run, only the best species survive.

The organisms most likely to survive are the ones that best fit the conditions of the environment. Stated another way, even if an organism is strong and fit it will not simply survive and reproduce. Instead, the organism must be strong and fit in a way that makes it likely to succeed in a particular environment. Drop a shark onto dry land and it will die. It simply doesn't matter how much of a killing machine it is in the water. 

Darwin repeatedly stressed the process of variation, followed by selection, followed by more variation. This is the way the species change and adapt and evolve over time. Change is the constant. Continuous improvement, in light of a particular environment, is the key. 

In light of Darwin's ideas, diversity is a good thing. You create many types of similar organisms, but not exactly the same, and then you let them compete. The environment might crush them all but it is more likely that a few will survive and continue the evolutionary process. The process is merciless in some ways, but it is terribly efficient too. 

Keep in mind that the "best" do not always survive and prosper. Nature is cruel and sometimes makes mistakes in the short run by rewarding the "wrong" organisms. For example, Betamax was superior in many ways to VHS but the market did not select it for survival. Nevertheless, in the long run, evolution works quite well. It maintains a continually shifting balance over the long haul.


The Obvious Importance of New Ideas

Shifting gears, if we examine web design, it is obvious that many people have been experimenting on the web. For years we've been seeing new and interesting designs. With each new technology, such as Flash, web designers feel compelled to squeeze out their creative juices. Interestingly, soon after this happens, usability professionals rush in and declare that the technology and the designs are terrible. I admit it, I've done this. Cutting-edge is often seen as an acronym for anti-usability.

Remember when Flash was 99% bad? For a moment, consider that almost all Flash web sites are terrible. The very important point is that 1% of Flash sites are outstanding. When you count the total number of web pages available, this is a lot of success. I sincerely applaud the designers and developers that have done great work with new technology.

However, we have to face facts. Most new ideas suck. Really. Most new ideas, services, and products are useless. Worse, they are often dangerous and they consume precious resources, including time. Yet in spite of failure after failure it is critical that we allow designers to have room to experiment. We need people to design things that fail. Failure clears away the clutter. Failure is just part of evolution. Let it happen because in the wake of broken dreams and dashed hopes there will be survivors. Some designs will win in the marketplace and that is exactly what we want. I'll take 99 failures and 1 amazing success. 


Does Usability Try to Short Circuit Evolution?

I've been worried for a long time that usability gets in the way of good web design. Let me say that a different way. I'm concerned that usability doesn't allow designers to be creative enough and it doesn't allow them to properly fail. 

Deep down there is an assumption that a representative sample of the user population will allow usability testing to capture design problems. In large part I think this assumption is correct. The core issue is that not enough variations are tested. Usability does a great job helping designers select the right features. It is also great at making sure the market will like those features, and that the design will be useful. But, designers and usability professionals do not put enough emphasis on making sure there is enough design variation to work with in the first place. Usability professionals sometimes rush in to save the day when it doesn't need saving. 

Usability is a mechanism of refinement. In the current context, usability is a selection mechanism. Unfortunately, usability is dangerous because it can act like a design contraceptive. It tends to hinder and limit variation. At a minimum, usability is about refinement not about idea generation. Sometimes designers need room to experiment. Let one thousand flowers bloom.


The Burden of Design Choices and Iterations

There is a need to encourage designers to design. Ideas are fuel for growth and choices are important. Usability should not be brought into a project until it is clear that enough ideas have been generated. While budgets don't allow for too many prototypes there is a rule you can follow. It is better to create many low fidelity prototypes for testing than to create just a few high fidelity prototypes. Furthermore, as many people will agree, the earlier you are in your design process, the more important it is to focus on creating many low fidelity prototypes versus few high fidelity prototypes. 

Simply stated, allocate your design resources such that you produce as many competing designs as you can, as early as you can. Usability testing can sort out the good from the bad. A representative sample of users (i.e., the market or the "environment") will help you select the best material to use. The trick is to allow usability to guide your design decisions. Don't neglect to generate enough good ideas to test and review. 

Darwin helps us understand why iterative design and iterative testing are important. It is better to do a lot of quick and dirty testing over many design cycles than it is to a few big tests over fewer design cycles. In nearly all cases, this style of testing will be superior. This simply follows the evolutionary process as Darwin explained it. 

Nature isn't clean or neat. Neither is web design. Balance the needs of your users with the creativity of your design team. Users often don't know what they want until they see it. Along the same vein, realize that new and cool ideas aren't usually the first ideas. They are the result of repeated experimentation and testing. You need ideas. Many ideas. Then bring in the usability tests to kill the bad ideas. Then iterate. 

Learn the tricks of evolution and you'll learn how to design better web sites.


Summary

  • Diversity is good. Encourage creative thinking. Don't let usability limit your thinking.
  • Generate a lot of ideas as early as possible. Encourage competition between many designs.
  • Kill off the bad ideas. Keep only the best. Let your ideas have sex; you want offspring.
  • There is nothing wrong with 1% success. A high level of failure is inevitable.


Comments?  

Please send them to me:  john@webword.com  I want to know what you think about this article. 

 


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