Metaphor and Design

“Metaphor is for most people device of the poetic imagination and the rhetorical flourish–a matter of extraordinary rather than ordinary language. Moreover, metaphor is typically viewed as characteristic of language alone, a matter of words rather than thought or action. For this reason, most people think they can get along perfectly well without metaphor. We have found, on the contrary, that metaphor is pervasive in everyday life, not just in language but in thought and action. Our ordinary conceptual system, in terms of which we both think and act, is fundamentally metaphorical in nature.” George Lakoff

As rational people who like to rationally talk about doing rational things, we like to think we choose products based on what we can see, hear, feel, taste and touch. Is this a good beer? We taste it. Is this a good car? We drive it. We like to believe that we make our judgments by distinguishing tangible distinctions. But is there’s a lot more to the equation than just our five senses. There is more to it than cataloging functional benefits. There are the subconscious elements, the deeper meanings, the other intangible benefits that products offer, which factor into the formula and influence our decisions.

The concepts that govern our thought are not just matters of the intellect. They have deeper meanings that intertwine the supposed rational with the symbolic. They govern our everyday functioning, from the expression of complex beliefs and concepts down to the most mundane details. These systems of meaning structure what we perceive, how we perceive it and how we act upon those perceptions.  They inform us how to get around in the world, how we relate to other people and even how to select objects of consumption. Our conceptual system thus plays the central role in defining our everyday realities. And we structure concepts in relation to each other.  Take the concept of argument as war: 

  • Your claims are indefensible.
  • He attacked every weak point in my argument.
  • I demolished his argument.
  • I’ve never won an argument with him.
  • You disagree? Okay, shoot!
  • If you use that strategy, he’ll wipe you out.
  • He shot down all of my arguments. 

We do this all the time – time is money, data is geology, clothing is theater.  Consequently, understanding associations between concepts is pivotal to turning insights into action, whether you are designing an object or a strategy.

Pure metaphor.

Sometimes, when luck is with you, you can just show us something that isn’t your product at all and tell us it is. This is the use of  pure metaphor: something that stands in for your product that helps clarify and convince. This is obviously a good idea when your product is intangible, but also when the product is, frankly, dull, complicated or has no contextual frame of reference.

I once saw a poster in a library. In it, a hiker was pausing on a beautiful vista overlooking the Grand Canyon, the awesome spectacle looming before him. The poster could have been advertising Timberland or Arizona tourism or even cigarettes, but headline instead read, “Knowledge is free. Visit your library.” Visually, the message was the perfect use of metaphor. A library visit is like an odyssey through immense, spectacular country; it goes beyond the things housed there speaks to the underlying sense of discovery, exploration and surprise.

Fused metaphor.

Unfortunately, pure metaphors are rare, the reason being that it’s simply easier to create a fused metaphor. With a fused metaphor, you take the product (or something associated with it, the way a toothbrush is associated with toothpaste) and attach, or fuse it, with something else.

Objects, at least from a design or advertising perspective, that are modified in some way are often more engaging to us. We are, after all, naturally curious creatures. Unmodified images are often just clichés or stale representations. Disrupting the symbolic structure and associated metaphor primes the viewer’s psyche, drawing them into product or message to make sense of what’s going on. For example, one of advertiser David Ogilvy’s famous ideas was “The Man in the Hathaway Shirt,” who wore an eye patch and was thereby more interesting than a man who didn’t. He wasn’t just the your typical handsome man, he was a wounded, brave, paragon of masculinity with a story to tell.

Unlike pure metaphor, fused images help contextualize the selling argument for us. we don’t have to leap quite as far when part of what we’re looking at is what’s for sale.

So what? At its most basic level, design is about people rather than the objects and spaces we construct.  Design facilitates interaction between people and brands, mediated by the products and spaces those brands construct. We think in terms of solving problems (addressing functional needs, increasing efficiencies, etc.), but problems aren’t unchanging.  They are fluid and influenced by a host of factors, from basic function to notions of status to whether or not they make sense in relation to our worldview.  Because genuinely innovative, new ideas are almost always the product of juxtaposition, they can be nearly impossible to quantify in terms of risk or acceptance. But that doesn’t mean there aren’t ways to reduce risks.  

Why? Because metaphors endow products and spaces with human-like characteristics, making them more approachable and usable. They couch them in concepts with which we are already familiar and make the process of acceptance easier. They also make conversion from insight to object, space or message easier in the same way, by grounding them in concepts people understand, they can more readily see differences and similarities.  They can more easily envision what materials, words, colors, etc. will resonate and can start to readily think in new directions.

Doing so simply requires using a different set of tools than those typically used to test peoples’ reactions.  This is when the use of metaphor in the design process becomes most important. Metaphor provides us with the means to understand complex spaces, things and relationships. Like the example of “argument is war,” imagine applying the same model to designing a product.  Food as spirituality, for example: 

  • This dish is heavenly.
  • This ice cream is divine.
  • Bacon is good for the soul

Ask yourself these questions:


1. What is this product? What does it do? The logotype for Exhale, a pulmonary disease therapy company, demonstrates visually what they do best: they help us breathe better. Each subsequent letter in the logo is less heavy and lighter in color than the previous. As we read the name, we realize and understand its meaning through this visual metaphor.

2. How does it differ from the competition? One of Herman Miller’s annual reports used transparent paper stock to suggest the serendipity of innovation: You look at one problem and sometimes see through it, the answer to another.

3. What’s the largest claim you can make for the product? That it’s a dog shampoo that dogs actually love? Then put the shampoo in packaging designed like something else they love: a fire hydrant.

4. What is this product’s central purpose? One annual report for the Calgary YWCA emphasized the organization’s work with battered women, so the report itself was torn and distressed. The headline on the beat-up cover: “Last year over 11,000 Calgary women were treated worse than this book.” This metaphor may even be stronger than if they had used actual photographs of battered women, since this approach is less expected. 

Once the metaphor is defined (and there will no doubt be more than one metaphor in the mix in many cases), other associations will start to emerge.  If associations are made between food and spirituality, for example, what does that mean for color palette choices, brand elements, package design, etc.?  That leads to defining not only the functional aspects of the design, but the story behind it.

And design, particularly when thinking about design of something that is new or takes an existing brand in a totally new direction, is akin to creating a story.  There are tensions, themes, characters, frames, etc.  Conflicts, tensions and interactions become connectors between ideas and actions. And like the elements or any story (or the type of story), metaphor allows you to categorize, structure and create boundaries with the information you work with.  The final result is a strategy for design that makes sense to the consumer.

Divorce

Package it, slap a label on it and sell it for $4.99 a pound. It’s as simple as that when you’re selling groceries, right? Hardly. Food, meat in particular, is tied to cultural sensibilities about production, cleanliness, family values and a host of other topics.
Meat, like Norman Rockwell images of the American farm, is myth. We’ve been conditioned to turn away from the origins of our food and respond to blood and death with repulsion. Or have we?
With wealth comes the desire to learn about where our food comes from, how it’s produced and what exactly is in it. The point is that shopping for food is an increasingly complex process as has less to do with securing calories than it does with symbols and meaning.

Defining Context

Planners, researchers and marketers increasingly think about consumer in complex ways. We understand that in a changing digital landscape, where people are dialed in 27/7, the context in which they learn and shop is incredibly important and influences what messages we deliver and how we deliver them.  So increasingly, we are thinking about what situations govern behavior and designing to fit that complexity. 

We spend a great deal of time talking about context, but rarely use models to define elements of it.  This particularly true when talking about mobile devices and accounts for the hit-and-miss quality of  most apps available on the market.  It is one thing to design a usable app that conforms to human factors and cognitive requirements, but it is quite another to design a stage in an environment, or an environment itself, when there are innumerable semi-autonomous devices mediating an swirl of information.  Consequently, it makes sense for us to think about how we structure context so that we can determine what exactly we can affect.

Physical Context

From the computational side of things, physical context refers to the notion of imbuing devices with a sense of “place.”  In other words, devices can distinguish the environments in which they “live” at any given moment and react to them. But this is much more difficult than it at first appears. Mapping out longitude and latitude is one thing, but reacting to socio-cultural features (political, natural, social, etc.) is much more problematic. Getting beyond demarcation of identifiable borders and structures, means coming to grips with place (as opposed to space).  That in turns having to be “aware” on some level. 

Think of a mall.  Within that mall are hundreds of stores, each with hundreds of devices and/or nodes of information. The device now has to decode what information is most relevant to itself, what information is most relevant to the user and how it will deliver that information.  Returning to the mall example, we have to think about a host of things in order to make any app relevant.  What competing retailer apps get precedence over others? When you receive an offer from one store, will the device “tell” other retailers in order to generate real-time counter offers?  When someone else is holding your device for you (say, while trying on clothing but needing to set the iPad aside or while your child plays Angry Birds on the couch in the evening), how will the device know what incoming content is private and what is public?  How will the device communicate with a location or with other devices as it moves throughout the mall? Is it even necessary? The point is simply this; we increasingly have access to the digital landscape at all points throughout the day and getting design right means understanding the systems in which people operate.

Device Context

Just as various kinds of sensory apparatus (GPS-receivers, proximity sensors, etc.) are the means by which mobile devices will become geographically aware, another class of sensors makes it possible for devices to become aware of each other. There is a fundamental difference between the ability to transmit data between devices and the ability (and desire) of devices to discover each other. And this presents a series of problems that are different in nature than those of physical context. Because this deals with choices of communication.

We are on the verge of existing in a world with zero-infrastructure networks that can spring up anywhere, anytime. That means that devices are in a potentially constant state of discovery.  Returning to the mall for a moment, imagine that you are with a friend whose device is communicating with yours.  In there mall are a couple of thousand devices, all of which are discovering each other.  What happens now?  Assuming we’ve dealt with the problem of my mobile phone communicating with my friend’s phone while blocking out the other 2000 devices, we still have several thousand potentially “identities” that may have useful information for us.  How do we select how to manage that without devoting a ridiculous amount of time to setting up the hundreds of variables that shape what we do and don’t want at any given time? Perhaps more importantly, how do we develop a process to manage it that mimics, or at least compliments, the human brain and cultural patterns of behavior? All this is couched in a neat little world defined within a single, bounded  geographical unit.  So understanding device context is as important as understanding physical context.

Information Context

This is the realm of information architecture, plain and simple.  But with the advent of pervasive mobile, this topic is becoming even more complex.  Specifically, data no longer resides, literally or figuratively, “in” our computers.  Our devices are extensions of the cloud and exist as something akin to perceptual prostheses.  They exist to manipulate data in the same way a joy stick allows us to handle the arms of robot in a factory.  And this is important because it reflects a shift in how we think about and use information because all information (and the aps that carry that information) is transitory and by and large, public. 

 This changes the nature of what the device has to actually be. Storage issues are essentially removed from the equation.  Content can leap from place to place and device to device in an instant. All content will be customizable and reflect the human-application interaction rather than shaping it. This leads to the point that devices, and the people who use them, will find themselves in the 4th kind of context of social interaction, with all its peculiarities and contingencies. Just as our behavior and worldview shapes and is shaped by the moment in which we find ourselves, so too will our apps and information need to adapt to the moment.  In other words, devices will need to be more human.

Socio-Cultural Context

The whole humankind is riven with contrasting practices, cultures, tongues, traditions and world views. A cultural context may exist on levels as diverse as a workplace, a family, a building, a city, a county, a state, a nation, a continent, a hemisphere etc. A cultural context provides a shared understanding of meaning provides a framework for what “works” in the world. It is what helps you recognize “your kind” in all senses of the word.

And it is at the point of socio-cultural understanding where we gain a better perspective on what will and will not be accepted in the mobile universe.  We need to understand the essence behind the veil of design and usage to uncover meaning.  Take the beer pouring app as an example.  Here we have a simple app that mimics the pouring of a beer when you tilt your device.  On the surface it has little relevance to our daily lives.  It serves no direct function and yet it has been tremendously successful because of the cultural needs it to which it speaks – workplace breaks from the mundane, the ability to show off the newest thing, male-to-male bonding, etc.  Its absurdity is precisely what makes it relevant.  But in another context, say Saudi Arabia, the context shifts and meaning must change to fit that particular milieu.

The nature of our successes lies in understanding the reasons behind our beliefs and actions, in the symbolic exchanges we are part of and our abilities to code and decode those symbolic exchanges.  The nature of our mistakes essentially lies in a lack of comprehension. It leads to UI and app development that speak to a minority of the population even as they try to sell to the masses. Without understand the underlying epistemological constructs of a group (or more accurately, a mix of often associated groups at different points of interaction and interpretation) then we miss opportunities.

So What?

So why does any of this matter?  It matters because good design and messaging are increasingly difficult to master.  Our great technological leaps forward have also produced more complexity, which in turn leads to a greater need to make sense of what is “going on” in the broadest sense of the term when it comes to gathering insights and translating them into design and business applications. Without a means by which to categorize context, we can’t isolate those things that matter most and we miss enormous opportunities. So how do we get at underlying contexts? To be perfectly blunt, there is no perfect system because contexts change if we’ve done our jobs well (cause and effect), but there are ways to come close. Depending on the project, questions may be very tactical and specific or very strategic and broad. In either case, the first step is to clearly articulate what the overarching goal is.

First, rethink the problem. Frequently, what we see as the problem is in fact a facet of something else. For example, when researching something like an eBook the problem to be solved isn’t technology, it may be understanding why people read different material in different contexts. It may be about displaying books for colleagues and friends as a means of gaining status. The point is that the problem we see may not be the problem at all and we need to think about possibilities before we enter the field.

Second, begin defining the contexts.
Where does an activity or practice take place? Defining the contexts we want to examine helps articulate the range of possibilities for observation. For example, if we’re studying beer drinking, we need to articulate all the possible contexts in which beer is purchased and consumed.

Third, think through the complexity of the sample.
Who are the people we want to talk with? What are the social and cultural circles that will shape the event? It isn’t enough to define a demographic sample, you need to think in terms of cultural, social, professional and environmental systems, determining not only who will be the primary participants, but also the actors that shape the context.

Fourth, make a game plan that involves direct experiential information gathering, don’t just dig into statistics. Put together a guide to help navigate the data collection and a method for managing the data (remember, everything is data and it is easy to become overwhelmed without a plan). Having a series of key questions and observational points to explore is the first component. But don’t just think about the questions you will ask, but also include opportunities for observation, mapping, and participation.

Fifth, head into the field.
This is the heart of the process. Meaningful insights and moments of “truth” are slow to get at. Low-hanging fruit will be easy to spot, but the goal should be to find those deeper practices and meanings. Because everything is data, from attitudes to mannerisms to artifacts, it is important to capture as much as possible. Take notes, draw maps and sketches, take photographs, shoot video, and collect audio – the smallest piece of information may have the greatest impact

Sixth, do the analysis. Hands down, analysis is the most difficult, but also the most rewarding part of research. A trained ethnographer, for example, will do more than report anecdotes. A trained ethnographer will bring a deep understanding of cultural understanding and social theory to the analysis process. This goes beyond casual observation and starts to pull together the web of significances and practices that get to the underlying structures of why people do what they do. Analysis should always work within a framework grounded in the social sciences. Analysis takes time, but the results will include modes of behavior, models of practice, experience frameworks, design principles, and cultural patterns. Once the data has been analyzed and crafted into something meaningful, the research team should be able to provide a rich story with a clear set of “aha” findings.

Finally, it isn’t enough to simply hand off results. As compelling as we may find our insights, that doesn’t always translate into someone seeing immediately how to apply them. Once insights and findings are shared, you need to work with others to craft those findings into action plans, product ideas, etc.

The end result is that you create greater value for the client and for yourself. The process is, admittedly, more time consuming than traditional approaches, but it ultimately yields greater insight and reduces time and costs on the back end. It also yields better work that will impact the customer or end user more significantly. 

Context and the Changing Mobile Landscape

Marketers increasingly think about consumers in complex ways. It is understood that in a changing digital landscape, the context in which they learn and shop influences what messages we deliver and how we deliver them.  But we rarely define “context”. It is one thing to design a usable app that conforms to human factors and cognitive requirements, but it is quite another to design a stage in an environment when there are innumerable semi-autonomous devices mediating in a swirl of information.

Physical Context

Physical context refers to the notion of infusing devices with a sense of “place.”  In other words, devices can distinguish the environments in which they “live” and react to them. But this is difficult. Mapping out longitude and latitude is one thing, but reacting to features (political, natural, social, etc.) is much more problematic. Getting beyond the boundaries of identifiable borders and structures, means coming to grips with “place”.

Think of a mall.  There are hundreds of stores, each with hundreds of devices. The device now has to decode what information is relevant and how it will deliver information. What competing retailer apps get precedence over others? When you receive an offer, will the device “tell” other retailers in order to generate real-time counter offers? The digital landscape is continuous at all points throughout the day and getting design right means understanding the systems in which people operate.

Device Context

Just as various kinds of sensory apparatus (GPS-receivers, proximity sensors, etc.) are the means by which mobile devices will become geographically aware, another class of sensors makes it possible for devices to become aware of each other. This presents a series of problems that are different than those of physical context.

Technology is on the verge of existing in a world with zero-infrastructure networks that can spring up anywhere, anytime. Devices will exist in a constant state of discovery.  Returning to the mall, imagine that you are with a friend whose device is communicating with yours.  In the mall are a couple of thousand devices, all of which are discovering each other.  What happens now?  Assuming we’ve dealt with the problem of one friend’s device communicating with the other friend’s device while blocking out the other 2000 devices, you still have several thousand potential “identities” that may have useful information.  How is it decided what to manage without devoting significant time to setting up the hundreds of variables?

Information Context

This is the realm of information architecture. Data no longer resides “in” our computers.  Devices are extensions of the cloud and exist as something akin to perceptual prostheses.  They exist to manipulate data in the same way a joy stick allows us to handle the arms of robot in a factory.  This reflects a shift in how we use information because all information is transitory.

Storage issues are essentially removed from the equation.  Content can leap from place to place and device to device in an instant. Content will be customizable and reflect the human-application interaction rather than shaping it. Devices will find themselves in the fourth kind of context of social interaction, with all its contingencies. Just as behavior is shaped by the moment, so too will the apps and information needed to adapt.

Socio-Cultural Context

Each person is unique to contrasting cultures, tongues, traditions and world views. A cultural context may exist on levels as diverse as a workplace, a family, a building, a county, a continent, a hemisphere. Cultural context provides a framework for what “works” for each consumer in the world.

It is at this point where a better perspective is gained on what will and will not be accepted in the mobile universe. Take a beer pouring app that mimics the pouring of a beer when the device is tilted.  It serves no direct function and yet it has been successful because of the cultural needs it to which it speaks – workplace breaks, male-to-male bonding, etc. But in another context, say Saudi Arabia, the context shifts. Success lies in understanding the reasons behind the consumers beliefs and actions in the symbolic exchanges, and the ability to code and decode those exchanges.  Marketing mishaps come from a lack of comprehension.

So What?

Our great technological leaps forward have also produced more complexity, leading to a greater need to make sense of insights. Without a means to categorize context, marketers will miss identifying trends that matter most. What to do?

  • Rethink the problem. Frequently, “the problem” is a facet of something else. For example, when researching an eBook the problem to be solved isn’t technology, it is understanding why people read different material in different contexts. It may be about displaying books as a means of gaining status. The point is the problem seen may not be the problem at all.
  • Define the contexts. Defining the contexts helps articulate the range of possibilities for observation. For example, if the consumer behavior is drinking beer, all contexts in which beer is purchased and consumed need to be articulated.
  • Think through the sample. Who is the marketing targeting? What are the social circles that will shape the event? It isn’t enough to define a demographic sample, you need to think in terms of cultural systems.
  • Make a plan that involves experiential information gathering, not just statistics. Develop a guide to navigate the data collection and a method for managing the data (everything is data). Don’t  just think about the questions to ask, but also include opportunities for observation and participation.
  • Head into the field. This is the heart of the process. Meaningful insights and moments of “truth” are slow to get at. Low-hanging fruit will be easy to spot, but the goal should be to find those deeper meanings. Because everything is data, from attitudes to artifacts, it is important to capture as much as possible.
  • Do the analysis. Analysis is the most difficult, but also the most rewarding. The goal is to bring a deep understanding of cultural behavior to the analysis process. This goes beyond casual observation and gets to the underlying structures of why people do what they do.

The process is more time consuming than traditional approaches, but it ultimately yields greater insight and reduces time and costs on the back end. The end result is that you create greater value for the client and for the company.

Anthropology and Usability: Getting Dirty

There are significant methodological and philosophical differences between ethnographic processes and laboratory-based processes in the product development cycle.  All too frequently, proponents of these data collection methods are set at odds, with members on both sides pointing fingers and declaring the shortcomings of  the methods in question.  Methodological purity, ownership and expertise are debated, with both ends of the spectrum becoming so engrossed in justifying themselves that the fundamental issues of product development are compromised.  Namely, will the product work in the broadest sense of term. One side throws out accusations of a lack of measures and scientific rigor.  The other side levels accusations about the irrelevance of a sterile, contextually detached laboratory environment.  At the end of the day, the both sides make valid points and the truth, such as it is, lies somewhere between the two extremes in the debate.  As such, we suggest that rather than treating usability and exploratory work as separate projects, that a mixed approach be used.

So why bridge methodological boundaries? Too frequently final interface design and product planning begin after testing in a laboratory setting has yielded reliable, measurable data.  The results often prove or disprove the functionality of a product and any errors that may take place during task execution.  Error and success rates are tabulated and tweaks are made to the system in the hopes of increasing performance and/or rooting out major problems that may delay product or site release and user satisfaction.  The problem is that while copious amounts of data are produced and legitimate design changes ensue, they do not necessarily yield data that are valid in a real-life context.  The data are reliable in a controlled situation, but may not necessarily be valid when seen in context. It is perfectly possible to obtain perfect reliability with no validity when testing. But perfect validity would assure perfect reliability because every test observation would yield the complete and exact truth.  Unfortunately, neither perfection nor quantifiable truth does exist in the real world, at least as it relates to human performance.  Reliable data must be supported with valid data which can best be found through field research.

Increasingly, people have turned to field observations as an effective way of checking validity.  Often, an anthropologist or someone using the moniker of “ethnographer” enters the field and spends enough time with potential users to understand how environment and culture shape what they do.  Ideally, these observations lead to product innovation and improved design.  At this point, unfortunately, the field expert is dropped from the equation and the product or website moves forward with little cross-functional interaction. The experts in UI take over and the “scientists” take charge of ensuring the product meets measures that are, often, somewhat arbitrary.  The “scientists” and the “humanists” do not work hand in hand to ensure the product works as it should in the hands of users going about their daily lives.

Often the divide stems from the argument that the lack of a controlled environment destroys the “scientific value” of research (a similar argument is made over the often small sample size), but by its very nature qualitative research always has a degree of subjectivity.  But to be fair, small performance changes are given statistical relevance when they should not.  In fact, any and all research, involves degrees of subjectivity and personal bias.  We’re not usually taught this epistemological reality by our professors when we learn our respective trades, but it is true nonetheless.  Indeed, if examining the history of science, there countless examples of hypothesis testing and discovery that would, if we apply the rules of scientific method used by most people, be considered less than scientifically ideal James Lind’s discovery of the cure for scurvy or Henri Becquerel discovery the existence of radioactivity serve as two such examples.  Bad science from the standpoint of sample size and environmental control, brilliant science if you’re one of  the millions of to people to have benefited from these discoveries.  The underlying problem is that testing can exist in a pure state and that testing should be pristine.  Unfortunately, if we miss the context we usually overlook the real problem. A product may conform to every aspect of anthropometrics, ergonomics, and established principles of interface design.  It may meet every requirement and have every feature potential consumers asked for or commented on during the various testing phases. You may get an improvement of a second in reaction time in a lab, but what if someone using an interface is chest deep in mud while bullets fly overhead.  Suddenly something that was well designed in a lab becomes useless because no one accounted for shaking hands, decrease in computational skills under physical and psychological stress, or the fact that someone is laying on their belly as they work with the interface.  Context, and how it impacts performance with a web application, software application, or any kind of UI now becomes of supreme importance, and knowing the right question to ask and the right action to measure become central to usability.

So what do we do?  We combine elements of ethnography and means-based testing, of course, documenting performance and the independent variables as part of the evaluation process.  This means detaching ourselves from a fixation with controlled environments and the subconscious (sometimes conscious) belief that our job is to yield the same sorts of material that would be used in designing, say, the structural integrity of the Space Shuttle.  The reality is that most of what we design is more dependent on context and environment than it is on being able to increase performance speed by 1%.  Consequently, for field usability to work, the first step is being honest with what we can do. A willingness to adapt to new or unfamiliar methodologies is one of the principal requirements for testing in the field, and is one of the primary considerations that should be taken into account when determining whether a team member should be directly involved.

The process begins with identifying the various contexts in which a product or UI will be put to use.  This may involve taking the product into their home and having them use it with all the external stresses going on around them.  It may mean performing tasks as bullets fly overhead and sleep deprivation sets in.  The point is to define the settings where use will take place, catalog stresses and distractions, then learn how these stresses impact performance, cognition, memory, etc.  For example, if you’re testing an electronic reading device, such as the Kindle, it would make sense to test it on the subway or when people are laying in bed (and thus at an odd angle), because those are the situations in which most people read — external variables are included in the final analysis and recommendations.  Does the position in bed influence necessary lumens or button size? Do people physically shrink in on themselves when using public transportation and how does this impact use?  The idea is simply to test the product under the lived conditions in which it will find use.  Years ago I did testing on an interface to be used in combat.  It worked well in the lab, but under combat conditions the interface was essentially useless.  What are seemingly minor issues dramatically changed the look, feel, and logic of the site. Is it possible to document every variable and context in which a product or application will see use?  No. However, the bulk of these situations will be uncovered.  And those which remain unaddressed frequently produce the same physiological and cognitive responses as the ones that were uncovered.  Of course, we do not suggest foregoing measurement of success and failure, time of task, click path or anything else.  These are still fundamental to usability.  We are simply advocating understanding how the situation shapes usability and designing with those variables in mind.

Once the initial test is done, we usually leave the product with the participant for about two weeks, then come back and run a different series of tests.  This allows the testing team to measure learnability as well as providing test participants time to catalog their experience with the product or application.  During this time, participants are asked to document everything they can about not only their interaction with the product, but also what is going on in the environment.  Once the research team returns, participants walk us through behavioral changes that have been the result of the product or interface.  There are times when a client gets everything right in terms of usability, but the user still rejects the product because it is too disruptive to their normal activities (or simply isn’t relevant to their condition).  In that case, you have to rethink what the product does and why.

Finally, there is the issue of delivery of the data.  Nine times out of ten the reader is looking for information that is quite literal and instructional.  Ambiguity and/or involved anecdotal descriptions are usually rejected in favor of what is more concrete. The struggle is how to provide this experience-near information.  It means doing more than providing numbers.  Information should be broken down into a structure such that each “theme” is easily identifiable within the first sentence.  More often than not, specific recommendations are preferred to implications and must be presented to the audience in concrete, usable ways.  Contextual data and its impact on use need the same approach.

A product or UI design’s usability is only relevant when taken outside the lab.  Rather than separating exploratory and testing processes into two activities that have minimal influence on each other, a mixed field method should be used in most testing.  In the final analysis, innovation and great design do not stem from one methodological process, but a combination of the two.

Liminality and Shopping

You will not find the term “liminality” in many dictionaries. For instance, at last check it is not in the Second Edition of the Oxford English Dictionary. The Oxford English Dictionary does, however, have an entry for “liminal,” the adjectival form, which it lists as a rare usage: “Of or pertaining to the threshold or initial stage of a process.” Both liminal and liminality are derived from the Latin “limen,” which means “threshold”—that is, the bottom part of a doorway that must be crossed when entering a building.  And it is this notion of a doorway, or passage from one space to another, and the consequences of doing so, that matters to consumption and shopping, because in a world where the procurement of goods is increasingly simple the act of transforming a person from one state of being to another is more and more important.  We no longer sell just goods, we sell something much more profound – or we hope to, at least.

As a brief refresher, it was not until the second half of the 20th century, that the terms “liminal” and “liminality” gained popularity through the writings of Victor Turner. Turner borrowed and expanded upon Van Gennep’s concept of liminality, ensuring widespread usage of the concept in anthropology.

In 1967, Turner noted that “the subject of passage ritual is, in the liminal period, structurally, if not physically, ‘invisible’” (1967: 95). That is, the status of liminal individuals is socially and structurally ambiguous. From this he further developed the idea.  “Liminality may perhaps be regarded as the Nay to all positive structural assertions, but as in some sense the source of them all, and, more than that, as a realm of pure possibility whence novel configurations of ideas and relations may arise” (1967: 97).

Fundamentally, the idea is relatively simple.  When a person is in a liminal state, she or he is betwixt and between the positions assigned and arrayed by law, custom, convention, and ceremony.  Their roles in the cosmic order are ambiguous. He then goes on to name this state of non-structure or anti-structure through such concepts as the “realm of pure possibility” and structural invisibility. He chooses the Latin term “communitas” to express this idea of anti-structure, and refers to social structure and communitas as two major models for human interrelatedness.”

The first model is of society as a structured, differentiated, and often hierarchical system of politico-legal-economic positions with many types of evaluation, separating men in terms of “more” or “less.” The second, which emerges recognizably in the liminal period, is of society as an unstructured or rudimentarily structured and relatively undifferentiated comitatus, community, or even communion of equal individuals who submit together to the general authority of the ritual elders.

Yes, yes.  All very interesting, but what does it have to do with consumption and shopping?  Shopping is, at a functional level, about getting things we need – food, clothing, shelter, etc.  But if it were as simple as that we wouldn’t have specialty stores.  We wouldn’t spend hours rummaging around a bookstore when we could simply order the product online.  As the outlets for acquisition have expanded with the growth of broadband, the nature of shopping has changed.  It is as much about fulfilling social, cultural and psychological needs and desires as it is anything else, perhaps more so. Which means it is often a transformational act of a transitory nature that takes us from one state of being to another, if only for a short while. And it is at the gateway that we find the symbols that successfully transition of from one state to another.  Retailers who do this well (Abercrombe, Anthropologie, Swatch) become points of destination and alter the nature of interaction, both with the store and with fellow shoppers, at the point of entry into their space.  They set the stage where shopping becomes akin to a rite of passage.  It signals that we have entered a special place and while we’re there, we are not the same person we were on the street.

The idea that the passage of the magical threshold is a transit into a new sphere of reconfigurement of who and what we are is symbolized by the gateway and harkens back to the worldwide womb image of myth.  It is the hero entering the belly of the whale and emerging transformed, carrying special knowledge or objects that can only be found by going through the passage.  This is why the approaches to temples are flanked by guardian symbols – dragons, angles, sword-wielding demon slayers.  These are the threshold guardians used to ward off those incapable of encountering the higher silences within. They illustrate the fact that the devotee at the moment of entry into the temple undergoes a metamorphosis.  Similarly, in a cultural construct where shopping and consumption have taken on the role of defining personal meaning, the threshold at the store signals a metamorphosis into the stylistically elite.  Those entering the space understand that they are unlike those outside the space and have entered a place that is beyond the confines of the mundane, daily life.  And like the hero, once having crossed the threshold, the postmodern shopper moves into a dream landscape of often curiously fluid, ambiguous forms.  It is here that shopping becomes something bigger than consumption.  It is here that the trial, the hunt, the act of self-becoming takes place, turning shopping into an expression of self-worth and of profound worth to the tribe (the family, the peer group, etc.).

Thinking about a shopping space and the symbolic cues to which we respond at the outset of the shopping journey means taking a more subtle view of how we promote our wares. Rather than screaming “low, low prices,” it means thinking about shopping and spatial design as promoting a change in the people to whom we would sell.  And it means putting as much though into the store front as it does the size of type on an end cap.  It means thinking of both the entry and the space as transitional, transformational structures that compel the shopper to alter his or her sense of being.  And this is where loyalty comes from.  Just as most people do not hop from on hose of worship every week, let alone from faith to faith, so too should they feel compelled to return to your space again and again.

Liminality is almost always a temporary phenomenon. That is not to say that the temporal nature of liminality should be one of its defining characteristics. Rather, human nature being the way it is means that liminality cannot be permanent. Either we are absorbed into the social structure or we shun it all together—we cannot remain betwixt and between.  But liminality can be something that draws people back to a retailer time and again.  It turns shopping beyond the ordinary and signals that your space is beyond the daily grind.  It signals a place of rebirth.

Semiotics and Brand Development

A brand is more than one iconic symbol, it’s a system of interconnected images, actions and signs that create a response in your consumers. While it is often put down to something as simple as logo design (which is anything but simple, in fact), identity and branding work extends beyond the creation of a company logo or trademark. The identity of any particular corporation, product or service encompasses a variety of materials including business cards, marketing materials, staff uniforms, advertisements, commercials, web presence, etc. All of this is created to establish an identity that the consumer comes to value beyond the direct benefits of the company.

A part of establishing the company brand, the identity work is important in conveying the principles, ideas and standards of the organization for which it is developed. Designers work together with strategists, copywriters, marketing directors and a host of other professionals to ensure that a brand identity is communicated effectively and efficiently from the client to the consumer. And in an age of social media and assumed shared interests, the communication is increasingly a multi-faceted conversation.

Most design firms and agencies create branding and identity work for their clients on some level, others specialize in identity and branding only. In any case, brand development involves deep thinking and a commitment to understanding the symbolic interconnectedness of the parties engaged with the brand. This is the art and science of semiotics. But why bother?  There are a number of simple reasons.

Understanding

Semiotics can help you dig into the underlying meanings in communication and establish a richer connection with consumers. On a practical level, a semiotic approach allows you to determine why an ad, a web page or a new product’s design is or isn’t working. It allows you to isolate components, but it also allows you to determine how they work or don’t work in relation to other elements.

Renovation

Over time symbols change and without constant care brands fall apart. A brand can keep making small changes, but ultimately, this process doesn’t work. Eventually you have to strip right back to bare bones and rebuild the brand completely. Semiotics can be used to deconstruct brands and categories, exposing truths that can be used to reconstruct them, and make them stronger.

Articulation

Semiotics can help articulate the problem you actually have, as opposed to the symptom you are trying to address. The approach allows you to move beyond intuition and get to the deeper issues behind what is happening with your brand.

Research

A semiotic approach can help you improve your qualitative work, by helping you redevelop your line of questioning, or listening for different things. Rather than focusing on traditional needs-based questioning and observation, a semiotics approach uncovers deeper issues and subconscious triggers that strengthen the meaning behind the brand.  There is a strong tradition in ethnographic research specifically of employing a semiotic approach.  Both methods are observational and interpretive. Ethnographic research aims to understand what consumers do and why they do it, rather than what they say. In other words, it assumes that human behavior is more complex than what people tell you. Similarly, semiotics assumes that how human beings interact with and understand the world is more than what they tell you.

Briefs

Ultimately, semiotics creates richer, deeper briefs and platforms that creative teams can actually work from. Rather than simply providing data, it provides avenues of expression that the creative team can build upon and use to explore a range of opportunities for communication. It can provide platforms from which to strengthen your communication, be that advertising or design.