Author Archives: Diego Rodriguez
Director’s Commentary of the Week: Nintendo Wii
Here’s a stunning collection of Director’s Commentaries from the creators of the Nintendo Wii gaming system. The commentaries are transcripts of a discussion and are not in video form. Fortunately, they’re broken into several chapters, so it’s easy to find something you might be interested in hearing. There’s an enormous amount of material here, so I haven’t been able to digest it all. But here are some gems:
"This may sound paradoxical, but if we had followed the existing
Roadmaps we would have aimed to make it “faster and flashier.” In other
words, we would have tried to improve the speed at which it displays
stunning graphics. But we could not help but ask ourselves, “How big an
impact would that direction really have on our customers?” During
development, we came to realise the sheer inefficiency of this path
when we compared the hardships and costs of development against any new
experiences that might be had by our customers." – Genyo Takeda"I’ve said this countless times already, but when developing Wii, I
thought constantly about what we could do to stop games being regarded
with hostility in the family. So I came up with a suggestion, perhaps a
rather outlandish one! (laughs) What I thought was that if a parent
said that their child was only allowed to play games for one hour a
day, how about making it so the console actually turns itself off after
an hour? I realize the head of a games company shouldn’t think things
like that!" – Satoru Iwata"If only one team is developing something, they’ll only ever pay
attention to the same old issues, sometimes discussing them all day
amongst themselves to find a solution. But this time, thanks to the
System Function team, I was able to go and talk with Kawamoto-san or
have a look at Kuroume-san’s designs. Both physically and mentally, I
found this to be a less stressing, more laid-back way to do things.’ – Tomoake Kuroume
I hope the Wii does well. It’s rare to see a series of closely-spaced market introductions (XBox, Playstation 3, Wii), where one is so dramatically different in terms of the innovation bias of the originating firm. Where Sony and Microsoft seem to lead with technology, then business, and then think about the user experience, Nintendo is obviously leading with people and desirability, feeling that the other two factors will follow naturally if there’s market lust for the Wii. Reading about the care and thought put into the interpersonal communication schemes which the Wii enables reminds me of that other great human-centric business-technology system, the iPod + iTunes + iMac. Perhaps the catchphrase of 2007 won’t be "How can we be the iPod of our cateogry?", but "How can we be like the Wii?"
Thanks to Anthony Pigliacampo from Freddy & Ma and Gel-Bot for telling me about this treasure trove.
Unabashed Gearhead Gnarlyness
A trip around Le Mans in a Jaguar D-Type, 1956.
Rather thrilling, what?
Designing for Contagion
I was fortunate to be interviewed by Chris Shipley as part of the Guidewire Group’s Leadership Forum. The topic was "Finding customer zero – identifying the root of contagious behavior in emerging markets". I really enjoyed the session, because the conference itself was small enough where we could all fit in a room and see and hear each other, so very naturally our onstage interview quickly became an audience-wide discussion. Based on work that’s been happening at IDEO and at the Stanford d.school, I suggested a simple (but not simplistic, hopefully) model for designing for contagion:
- Begin with Desire: create an offering that will bring value to people’s lives by starting your process with a focus on their needs. Not on your killer technology. Not on your brilliant business model.
- Weave Sticky Stories: design all of your messages to be stories that are genetically engineered, if you will, to be as sticky and contagious as possible. (more on this in a second)
- Design a System to Spread: it’s not enough to have a great offering with an amazing story. You’ve got to consciously design a system which is uniquely optimized to spread the story about your specific offering.
As you might expect from a crowd heavy with Web 2.0 thinkers, we quickly got into issues of co-creation and open innovation. I only wish we could have spent another hour or two on the topic.
I had an easier time than usual talking through Point Two above because I had an easy out: the next speaker in the lineup was Professor Chip Heath from Stanford’s Graduate School of business. Chip and his brother Dan are about to launch a book called Made to Stick. It’s all about Point Two, so all I had to say was "wait until tomorrow, and listen to Chip". Made to Stick is a perfect companion to two other books which are about designing systems to spread: Malcolm Gladwell’s The Tipping Point and Seth Godin’s Unleashing the Ideavirus. And like those two books, I think Made to Stick is going to be a Big Deal. You can read an excerpt from Dan and Chip’s book here.
What makes Points 1-3 work is a human-centered design process. Genuine, authentic stories about offerings that help people get real jobs done in their daily lives are what work. You get there via design thinking, by putting people at the center of everything you do. To that end, Chip recently joined my company as an IDEO Fellow. He joins our existing Fellows Barry Katz and Bob Sutton. They all lend their specific areas of deep expertise to our design process, and I’m very excited to see what happens with Chip in the mix.
By the way, Dan and Chip will be on the NBC Today Show tomorrow, January 3. They’re scheduled to go on during the 7:30 – 8 AM time slot. A great chance to hear about making stories sticky. They’ve got a good blog going, too.
Update: here’s the Today Show video with Chip & Dan
Some Sick Reading
Much to the chagrin of my family, our long-awaited winter vacation was interrupted by a nasty cold or a mild flu which I came down with post Boxing Day. Oh well, that’s life. The good news is that, with lots of time suddenly on my hands, I’ve been able to tackle the pile of books that’s been growing on my nightstand, along with a few which came to me as Christmas presents. If you’ll indulge me, here’s an overview of what I’ve been reading:
Designing Interactions, by Bill Moggridge. I’ve actually been tackling this one for about a month now. For the sake of full disclosure, Bill is a colleague of mine at IDEO. But this is not a book about IDEO, by any means. I’ve learned so much reading it, and I keep going back and re-reading the interviews and watching the DVD. I can’t get enough of Bill Verplank’s point of view on interaction, and I’ve read John Maeda’s chapter oh, maybe five times. The Rob Haitani chapter alone should be required reading for every product manager in the world. In fact, if I could pass a universal law, I’d make that chapter required reading for every product manager in the world each January 1 of each and every new year. This book now is the anchor of my innovation library, and I predict in five years it will show much evidence of active use, perhaps even some beausage.
Phaedon Design Classics, 001-999: a comprehensive, full-color survey of iconic designed objects in the tradition of Stephen Bayley’s book In Good Shape. I wish I had this book earlier in my career — flipping through its pages has fleshed out my sense of design history. For instance, one of my colleagues has a Dieter Rams-designed bookshelf in his office, and I’ve spent the past two years analyzing its structure in five-minute chunks during meetings there, but I never knew it was a Rams design. Now it makes much more sense to me. On the other hand, the three tomes of this collection seem to be full of content errors, at least based on the really basic errors I’ve found whenever the books talk about cars, such as:
- The pages about the Porsche 356A Speedster (Entry 461) are accompanied by a photo of the original 356 prototype, which is not a Speedster. Totally different cars from a design standpoint. One is mid-engine, the other hangs it off the back. To use the photos interchangeably not only wrong, it’s downright against the law.
- Entry 496, which is about the Fiat 500, is illustrated with a blueprint of the Fiat 600. It’s not wrong wrong, but it’s like putting a picture of a Lusitano in an essay about Shetland ponies.
- Entry 817 on the Fiat Panda ( a car I dearly love ) states that "[Giorgetto Giugiaro] began creating cars witih sharp edges and straight lines… the Panda is a testament to this particular style, with its box-like shape and large, square-shaped headlights, finished with five chromed lines diagonally gracing the front of the grille." The entry is, as you’d expect, illustrated with a photo of a Panda with the five chrome lines on the grille. Which is all fine and well, except for the fact that the original Giurgiaro design which went into production featured a metal grille with nineteen vertical air slats, with no chrome to be found. To say otherwise is to obfuscate the history of design. And, the original design was much cooler than the later chrome restyle.
- BMW 2002, entry 697. And I quote: "The models built between 1968 and 1973 had larger bumpers specifically for the US market…". No, actually, quite the opposite is true; the "big bumper" 2002 models came to the US from 1974 through the 1976 model year. Not quite a criminal assertion, but close. These details are just details, but they matter in a history book.
To be sure, it’s a fascinating and instructive set of books, but errors such as those above make me wonder if the utility of these types of works in the age of the Web is rapidly approaching zero. Aside from the fact that a three-volume compendium is likely to be difficult to compile, expensive to produce, buy, and sell, and take up a lot of shelf space, it just screams to be done on the web. As in a series of hyperlinked web pages. Perhaps as a wiki, maybe not, but something which could modified as need be when thousands of eyeballs dig up shallow bugs such as big bumpers on a 2002.
The Creation, by E.O. Wilson. The most important book I read in 2006. If Al Gore’s An Inconvenient Truth didn’t scare you, The Creation will. Wilson speaks from a position of great moral and scientific authority. While I’m confident that we can find a way to dramatically reduce greenhouse gas emissions over the next decade, I’m now more concerned than ever about the rate of species extinction on land and in the oceans. If you haven’t read Wilson’s book, you owe it to yourself to spend some time with his eloquent words and deep wisdom. And pass it along to a friend.
Cough cough, sniff sniff.
Memorable Ads, Impossible Dreams, and Being Innovative
My colleague Paul Bennett of IDEO has written an insightful and delightful essay for BusinessWeek: Most Memorable Ads of 2006
Here’s an excerpt from Paul:
We’re clearly at an inflection point. I’m not even a traditional ad-guy
and I’ve been asked to write this, so what does that say? We’re all
firmly in this together—marketers, designers, clients, agencies,
researchers, ethnographers, art directors and writers, all being sniped
at, out-thought, and remixed by consumers younger than our own kids.
Hard as it is to say, in most cases, they’re as good, if not better, at
this stuff than we are. Now, together, we must figure out where to go
from here. But before we get in to a whole spiral of circle drumming,
chest-beating and problem-solving, let’s take a quick tour of some of
the highlights of the last year.But first a warm-up of sorts: Honda’s Impossible Dream spot—which aired in December, 2005, and therefore doesn’t make the official 2006 list—deserves a mention for Not Being Afraid of the Joy of Great Storytelling,
for expansive locations, great nostalgic music, excellent casting, and
a fantastically simple premise. In it, a guy emerges from his trailer,
mounts a scooter, and then seamlessly moves from product to product,
stirring emotions, sweeping us along in his wake, and bringing a tear
to many an eye.
I’ve written before about Honda’s Impossible Dream ad in the context of what I like to call tangible brand mantras (you can see the ad by following that hyperlink). It’s an ad I can watch over and over (and I have – maybe 50 times; not as many viewings for me as the original Star Wars, but getting there). And it’s one which is authentic and true even though it’s so outrageous and funny. Honda is a company where the CEO knows whereof he speaks. It’s a company as capable of pulling off revolutionary innovation outcomes as it is innovating on a routine basis. It’s a group of people not afraid of thinking weird but right. And, above all, it’s a company which solves for happiness because, when one gets down to the bottom of it all, that’s what drives innovation.
Aesthetics matter… a great deal
As told in this great NYT article about the "Four Star Soup Kitchen" of chef Michael Ennes, aesthetics matter a great deal. Certainly more than we give them credit. The care and attention to detail which goes into a meal, for example, can be a source of great pleasure and meaning for both cook and diner. Even in the context of a so-called soup kitchen.
Of course, you needn’t trust me on this. Virginia Postrel has written a wonderful book on the subject, The Substance of Style, and you simple must check out her 2004 article titled Why Buy What You Don’t Need? The Marginal Appeal of Aesthetics. I use stories and arguments from her article in a yearly lecture I give at Stanford on the topic of meaning and the design of meaning. I love her take on Maslow’s hierarchy, and where she places aesthetics in the stack. And I think you already know I believe it’s Virginia who is right.
Fordor Beausage
Coop, whose blog Positive Ape Index was first brought to my attention by the inimitable Mr. Jalopy, has written a wonderful post about the wonders of beausage and hot rods: Jim "Jake" Jacobs’ 1934 Ford Fordor
Makes me want to trade in my modern daily ride for one of these things. Someday I will.
Unabashed Gearhead Gnarlyness
The Carreidas 160
Director’s Commentary: Basecamp Help
The good people of 37signals published a wonderful Director’s Commentary a couple of weeks ago in the form of a post called "Basecamp help". What’s a Director’s Commentary? It’s the voice over track on a DVD where the director explains everything that was going on when he shot a scene. They exist in the world of design thinking, too, as I wrote a while back:
Wouldn’t it be great if, in a similar fashion, we could hear and see
great designers talking about their craft? When I was a practicing
engineer designing tangible things, there were tens, even hundreds of
details embedded in my designs which I knew about, maybe the rest of my
team knew about, but which were essentially invisible to the world at
large. Which is fine; it isn’t the job of end users to be thinking
about the kinds of details and decisions that interest a professional
design thinker. But for students in training, and for other
professionals, what better way to truly appreciate the enormity of the
task of design than to take a walkthrough around a real design with
another real, living designer?
In his post, I admire the way Jason walks us through all the details that go into even a minor rework of a software interface item. In general, stuff from 37signals works really well, and it’s not due to luck or the alignment of the planets. They’re talented designers who sweat the small stuff.