What it's like to work at Flow

Posted by philbuk on May 20th, 2008

Flow Interactive is hiring. I thought maybe some insights into life at Flow might be interesting for everyone - and might persuade some of you to come work with us. If you've got a talent for user-centred design, you'll love it here.

Here are some quick snapshots.

Cakes, books and table football

Here are some Flow consultants eating cake. This happens every Friday. It's a great opportunity to exchange tips and ideas, as well as to wind down for the weekend. We also have a quarterly internal mini-conference called Holy Flowday, and weekly lunchtime sessions called Flowlite. It's a great way to learn.

Also note:

  • Football table: Esential kit for every Clerkenwell office.
  • Large shelf of UX books in the background: Not so often seen in Clerkenwell offices. We really value knowledge, innovation and best practice - not just cake and football.

Usability lab with testing underway

Here's a usability lab. We have three of them in various configurations and with good quality microphones and cameras, plus Morae or DVD recording. You can also see the magic mirror behind which observers can lurk. There is no better way to prove the value of user-centred design to a product team than letting them watch real target users trying out the design ideas. Project politics tends to evaporate.

We also use these rooms for conducting "experience labs" - sessions where we use all sorts of techniques and games to help target users show us the reality of their needs and behaviours. The very best way to work out what people need is often go and hang out with them. Contextual enquiry and ethnography are all about getting out of the lab - a very popular activity with Flowsters.

Sticky notes and a thinker

And finally, here's a project war-room. Research and design generate a lot of facts and ideas that need to be marshalled, soaked up and communicated. Flowsters are obsessed with using sticky notes for this purpose. So we do have a lot of project war rooms where individuals and groups can surround themselves with their work. We're convinced that this technique leads to better quality results.

So, fancy working at Flow? It's a chance to work on a real diversity of projects for top-grade clients, and do design the way it should be done. With a team who are passionate about UCD. In a great space. For a good salary. UCD heaven.

Trouble with email: this might help (marginally)

Posted by philbuk on May 20th, 2008

As mentioned in a previous post, many inboxes are overflowing and the situation looks set to get worse.

What's the answer:

  • Better discipline?
  • Email bankruptcy?
  • Choosing to use a different medium (like IM) for some conversations?
  • Better email clients?

Probably all of the above.

Xobni have had a go at improving outlook - by making attachments and emails easier to find, and by making conversations easier to refer back to.

XOBNI's mail add-on for outlook

Yet more information to process: xobni's coloured bar chart shows data about your email frequency.

It's nothing radical (just adding functionality that outlook needed to stay competitive with other email software), but the philosophy is that every little bit helps, I suppose. Reducing the time it takes to file things, and retrieve things makes emailing more efficient. You can process more information faster.

Trouble is, I don't think I can handle much more information. I appear to have reached my maximum rate of decision making. To to answer more queries and solve more problems in a day might well finish me off altogether. The bottleneck isn't in the mechanism of sending and receiving mail. The bottleneck is my brain's capacity to come up with worthwhile answers fast enough.

Anybody else feel like this?

Designing online conversations

Posted by philbuk on May 9th, 2008

The gag: take the interaction that you have with friends via facebook, and transpose it into a real life conversation. It's hilarious and cringe-provoking.

An old contact comes knocking on your door wanting to be your "friend" and brandishing compromising photos of you that he will share with everyone.

He's got compromising photos of you and he's going to share themConsternation as a friend comes round asking annoying questions

Watch the video on YouTube.

It highlights a couple of interesting points about designing online interactions.

When a new communications medium appears, it takes people a while to understand good etiquette. There are stories of people shouting at each other in the corridors when e-mail started to become widespread in companies in the early nineties. People said things to colleagues in emails and didn't think of the real-world consequences. Similarly, I heard a recent tale of people being fired for posting defamatory comments on an internal corporate blog without thinking that everyone would actually read the comments.

Designing an interactive product like a website is designing communication. And understanding the rules of etiquette is important. A few years back, e-commerce websites had a tendency to engage you in dialogues like this...

Customer: I'd like to buy these shoes.

Salesman: Certainly. Where did you hear about this shop? And when is your birthday? And would you like me to send you some email every week?

Not appropriate in real life, and interestingly, not appropriate online either.

Site designers are becoming much better at understanding the rules. It's now easy to unsubscribe from just about any email newsletter that's plaguing you. Most marketers have realised that even though email is a huge driver of traffic (driving 48 dollars of business for every dollar spent), unwanted emails drive no traffic, waste marketing time and resources and have a negative impact on a customers perception of their brands. In the UK, it's also illegal to send unsolicited email.

Gaining permission from your target customers is the trick. And that takes a long dialogue between customer and website, probably over several visits. Creating a dialogue that builds trust and engagement is one definition of good user experience design.

Thanks to Karl Sabino for the link.