place in space (aka "how to design a concept model")

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IA SUMMIT 2016 @stephenanderson Stephen P. Anderson #IAS16 t presented by Place in Space AKA “How to Create A Concept Model”

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  • IA SUMMIT 2016

    @stephenandersonStephen P. Anderson

    #IAS16t

    presented by

    Place in SpaceAKA How to Create A Concept Model

  • How do you create a concept model?

  • Write down the numbers 1 through 9 on a sheet of paper. You will each take turns selecting numbers from the list (crossing off each number once it has been selected).

    The winner is the first person to have chosen exactly three numbers which add up to 15.

    For example if I selected 9, 6, 2 and you selected 3, 8, 4 then you would win because 3 + 8 + 4 = 15.

    Lets play a game1 2 3 4 5 6 7 8 9

  • Lets play a (different) gameConsider a 3 x 3 magic square:

    The rows, columns, and diagonals all add up to 15, and moreover every way of writing 15 as the sum of three numbers from 1 to 9 is represented.

    When you choose a number, draw an X over it; when I choose a number, circle it.

    4 9 2

    3 5 7

    8 1 6

  • 1 2 3 4 5 6 7 8 9

    4 9 2

    3 5 7

    8 1 6

    Why is Tic-tac-toe so much simpler?

    VS

  • 1 2 3 4 5 6 7 8 9

    4 9 2

    3 5 7

    8 1 6

    Tic tac toe is a model that more easily reveals patterns

    VS

  • Customer JourneysBusiness Model Canvas Gantt charts Site Maps

    Models we use that reveal patterns:

    9 Grids

    Charts & Diagrams Data Visualizations Abstract Patterns

    Models, Templates & Frameworks

    X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph

  • Jesse James Garretts Elements of UX

    Models others create to reveal patterns:

  • Models others create to reveal patterns:

    Stephen P. Andersons UX Hierarchy of Needs

    Meaningful

    Pleasurable

    Convenient

    Usable

    Reliable

    Functional (Useful)

    Focused on

    Experiences(People, Activities, Context)

    Focused on

    Tasks(Products, Features)

    2006 Stephen P. Anderson | poetpainter.com

    SUBJECTIVE / QUALITATIVE

    OBJECTIVE / QUANTIFIABLE

    Has personal significance

    Memorable experience worth sharing

    Super easy to use, works like I think

    Can be used without difficulty

    Is available and accurate

    Works as programmed

    Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology)

    Design for FLOW (boredom vs anxiety)

    Leverage Game Mechanics/Learning Theory (completeness)

    Have a Personality

    Create conversational and context aware interactions (Adaptive Interfaces; narrative IA structures)

    Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify

    Display information visually

    Reduce features and complexity

    Use language for more natural

    Add features that support desired ine browsing)

    Have a believable story

    Co-create value with customers

    Connect people in community

    Are part of a bigger system

    Appeal to emotional, spiritual, and

    Create a tolerance for faults at

    Are tied to a persons self-image, highly personal

    Creating Pleasurable Interfaces: Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006

    It is not enough that we build products that function, that are understandable and usable -we also need to build products that bring joy and excitement, pleasure and fun, and yes, beauty, to peoples lives.

    THIS IS THE CHASM THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS

  • Models others create to reveal patterns:

    Dan Roam explains health care in the US

  • Models others create to reveal patterns:

    Making sense of espresso drinks!

  • Models others create to reveal patterns:

    Chris Fahey, explaining whiskeys!

  • Other models that easily reveals patterns

  • Medical Chart

  • Medical Chart

  • INFORMATION

  • INFORMATION UNDERSTANDING

  • External Visual Representations are critical tools for making sense of complex information.

  • EXTERNAL VISUAL REPRESENTATIONS

    WHY?

  • create Persistent, Shareable Structures:

    Are persistent structures.

    Can be shared with others

    Can represent literal as we! as conceptual ideas.

    provide Perceptual, Computational Benefits:

    Relieve our short term memory

    Help us to spot patterns

    Are powerful as mental construction tools.

    allow us to more Easily Interact with Information:

    Can be modified.

    Can be rearranged (making it easier to explore many options)

    Can be reformulated

    EXTERNAL VISUAL REPRESENTATIONS

    WHY?

  • But, theres a problem:

  • Abstract PatternsCharts & Diagrams

    Customer Journeys

    Models, Templates & Frameworks

    Data Visualizations

    Business Model Canvas Gantt charts Site Maps

    Models we use that reveal patterns:

    Models others create to reveal patterns:

    Jesse James Garretts Elements of UX

    Stephen P. Andersons UX Hierarchy of Needs

    Dan Roam explaining Health Care

    9 Grids

    X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph

    Meaningful

    Pleasurable

    Convenient

    Usable

    Reliable

    Functional (Useful)

    Focused on

    Experiences(People, Activities, Context)

    Focused on

    Tasks(Products, Features)

    2006 Stephen P. Anderson | poetpainter.com

    SUBJECTIVE / QUALITATIVE

    OBJECTIVE / QUANTIFIABLE

    Has personal significance

    Memorable experience worth sharing

    Super easy to use, works like I think

    Can be used without difficulty

    Is available and accurate

    Works as programmed

    Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology)

    Design for FLOW (boredom vs anxiety)

    Leverage Game Mechanics/Learning Theory (completeness)

    Have a Personality

    Create conversational and context aware interactions (Adaptive Interfaces; narrative IA structures)

    Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify

    Display information visually

    Reduce features and complexity

    Use language for more natural

    Add features that support desired ine browsing)

    Have a believable story

    Co-create value with customers

    Connect people in community

    Are part of a bigger system

    Appeal to emotional, spiritual, and

    Create a tolerance for faults at

    Are tied to a persons self-image, highly personal

    Creating Pleasurable Interfaces: Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006

    It is not enough that we build products that function, that are understandable and usable -we also need to build products that bring joy and excitement, pleasure and fun, and yes, beauty, to peoples lives.

    THIS IS THE CHASM THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS

    Making sense of espresso drinks!

  • Abstract PatternsCharts & Diagrams

    Customer Journeys

    Models, Templates & Frameworks

    Data Visualizations

    Business Model Canvas Gantt charts Site Maps

    Models we use that reveal patterns:

    Models others create to reveal patterns:

    Jesse James Garretts Elements of UX

    Stephen P. Andersons UX Hierarchy of Needs

    Dan Roam explaining Health Care

    9 Grids

    X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph

    Meaningful

    Pleasurable

    Convenient

    Usable

    Reliable

    Functional (Useful)

    Focused on

    Experiences(People, Activities, Context)

    Focused on

    Tasks(Products, Features)

    2006 Stephen P. Anderson | poetpainter.com

    SUBJECTIVE / QUALITATIVE

    OBJECTIVE / QUANTIFIABLE

    Has personal significance

    Memorable experience worth sharing

    Super easy to use, works like I think

    Can be used without difficulty

    Is available and accurate

    Works as programmed

    Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology)

    Design for FLOW (boredom vs anxiety)

    Leverage Game Mechanics/Learning Theory (completeness)

    Have a Personality

    Create conversational and context aware interactions (Adaptive Interfaces; narrative IA structures)

    Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify

    Display information visually

    Reduce features and complexity

    Use language for more natural

    Add features that support desired ine browsing)

    Have a believable story

    Co-create value with customers

    Connect people in community

    Are part of a bigger system

    Appeal to emotional, spiritual, and

    Create a tolerance for faults at

    Are tied to a persons self-image, highly personal

    Creating Pleasurable Interfaces: Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006

    It is not enough that we build products that function, that are understandable and usable -we also need to build products that bring joy and excitement, pleasure and fun, and yes, beauty, to peoples lives.

    THIS IS THE CHASM THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS

    Making sense of espresso drinks!

    TheVisualModelswere handedarent always a good fit

  • Abstract PatternsCharts & Diagrams

    Customer Journeys

    Models, Templates & Frameworks

    Data Visualizations

    Business Model Canvas Gantt charts Site Maps

    Models we use that reveal patterns:

    Models others create to reveal patterns:

    Jesse James Garretts Elements of UX

    Stephen P. Andersons UX Hierarchy of Needs

    Dan Roam explaining Health Care

    9 Grids

    X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph

    Meaningful

    Pleasurable

    Convenient

    Usable

    Reliable

    Functional (Useful)

    Focused on

    Experiences(People, Activities, Context)

    Focused on

    Tasks(Products, Features)

    2006 Stephen P. Anderson | poetpainter.com

    SUBJECTIVE / QUALITATIVE

    OBJECTIVE / QUANTIFIABLE

    Has personal significance

    Memorable experience worth sharing

    Super easy to use, works like I think

    Can be used without difficulty

    Is available and accurate

    Works as programmed

    Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology)

    Design for FLOW (boredom vs anxiety)

    Leverage Game Mechanics/Learning Theory (completeness)

    Have a Personality

    Create conversational and context aware interactions (Adaptive Interfaces; narrative IA structures)

    Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify

    Display information visually

    Reduce features and complexity

    Use language for more natural

    Add features that support desired ine browsing)

    Have a believable story

    Co-create value with customers

    Connect people in community

    Are part of a bigger system

    Appeal to emotional, spiritual, and

    Create a tolerance for faults at

    Are tied to a persons self-image, highly personal

    Creating Pleasurable Interfaces: Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006

    It is not enough that we build products that function, that are understandable and usable -we also need to build products that bring joy and excitement, pleasure and fun, and yes, beauty, to peoples lives.

    THIS IS THE CHASM THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS

    Making sense of espresso drinks!

    TheVisualModelswere handedarent always a good fit

    Few people know exactlyHOW to usevisuals to explore difficult subjects

  • The good news:

  • Abstract PatternsCharts & Diagrams

    Customer Journeys

    Models, Templates & Frameworks

    Data Visualizations

    Business Model Canvas Gantt charts Site Maps

    Models we use that reveal patterns:

    Models others create to reveal patterns:

    Jesse James Garretts Elements of UX

    Stephen P. Andersons UX Hierarchy of Needs

    Dan Roam explaining Health Care

    9 Grids

    X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph

    Meaningful

    Pleasurable

    Convenient

    Usable

    Reliable

    Functional (Useful)

    Focused on

    Experiences(People, Activities, Context)

    Focused on

    Tasks(Products, Features)

    2006 Stephen P. Anderson | poetpainter.com

    SUBJECTIVE / QUALITATIVE

    OBJECTIVE / QUANTIFIABLE

    Has personal significance

    Memorable experience worth sharing

    Super easy to use, works like I think

    Can be used without difficulty

    Is available and accurate

    Works as programmed

    Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology)

    Design for FLOW (boredom vs anxiety)

    Leverage Game Mechanics/Learning Theory (completeness)

    Have a Personality

    Create conversational and context aware interactions (Adaptive Interfaces; narrative IA structures)

    Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify

    Display information visually

    Reduce features and complexity

    Use language for more natural

    Add features that support desired ine browsing)

    Have a believable story

    Co-create value with customers

    Connect people in community

    Are part of a bigger system

    Appeal to emotional, spiritual, and

    Create a tolerance for faults at

    Are tied to a persons self-image, highly personal

    Creating Pleasurable Interfaces: Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006

    It is not enough that we build products that function, that are understandable and usable -we also need to build products that bring joy and excitement, pleasure and fun, and yes, beauty, to peoples lives.

    THIS IS THE CHASM THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS

    Making sense of espresso drinks!

  • Abstract PatternsCharts & Diagrams

    Customer Journeys

    Models, Templates & Frameworks

    Data Visualizations

    Business Model Canvas Gantt charts Site Maps

    Models we use that reveal patterns:

    Models others create to reveal patterns:

    Jesse James Garretts Elements of UX

    Stephen P. Andersons UX Hierarchy of Needs

    Dan Roam explaining Health Care

    9 Grids

    X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph

    Meaningful

    Pleasurable

    Convenient

    Usable

    Reliable

    Functional (Useful)

    Focused on

    Experiences(People, Activities, Context)

    Focused on

    Tasks(Products, Features)

    2006 Stephen P. Anderson | poetpainter.com

    SUBJECTIVE / QUALITATIVE

    OBJECTIVE / QUANTIFIABLE

    Has personal significance

    Memorable experience worth sharing

    Super easy to use, works like I think

    Can be used without difficulty

    Is available and accurate

    Works as programmed

    Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology)

    Design for FLOW (boredom vs anxiety)

    Leverage Game Mechanics/Learning Theory (completeness)

    Have a Personality

    Create conversational and context aware interactions (Adaptive Interfaces; narrative IA structures)

    Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify

    Display information visually

    Reduce features and complexity

    Use language for more natural

    Add features that support desired ine browsing)

    Have a believable story

    Co-create value with customers

    Connect people in community

    Are part of a bigger system

    Appeal to emotional, spiritual, and

    Create a tolerance for faults at

    Are tied to a persons self-image, highly personal

    Creating Pleasurable Interfaces: Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006

    It is not enough that we build products that function, that are understandable and usable -we also need to build products that bring joy and excitement, pleasure and fun, and yes, beauty, to peoples lives.

    THIS IS THE CHASM THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS

    Making sense of espresso drinks!

    All of these models build upon a common set of underlying visual elements.

  • All of these models build upon a common set of underlying visual elements.

  • Using visual properties and spatial arrangement, to make sense of complex ideas.

    In a moment

  • But first

  • List some things youre working with that could benefit from a good visual model:

  • The world of Whiskeys, Bourbons,

    Rye, Cocktails, etc.

    List some things youre working with that could benefit from a good visual model: Choosing which

    board games do I want to buy!

    The world of artisan cheeses

    Gah! I enjoy the Marvel movies. How do I make sense of all the different comic book titles and storylines!

    shopping for a

    good VPN service

    how public key encryption works

    a way to assess the presidential

    candidates

    making sense of medical bills

    how to prepare the perfect cup

    of coffee!

    comparing Android Phones

    UX Prototyping tools

    understanding Legal Proceedings

  • Using visual properties and spatial arrangement, to make sense of complex ideas.

    HOW?

  • A visual model were all familiar with

  • !!

    !

  • !!

    !

  • !!

    !

    OBJECTS

  • !!

    !

    SUBSTRATE

    OBJECTS

  • OBJECTS

  • SUBSTRATE

    OBJECTS

  • TIME TIME TIME TIME

    VALUE

    VALUE

    VALUE

  • TIME TIME TIME TIME

    VALUE

    VALUE

    VALUE

    OBJECTS

  • TIME TIME TIME TIME

    VALUE

    VALUE

    VALUE

    SUBSTRATE

    OBJECTS

  • !!

    !

    SUBSTRATE

    OBJECTS

  • !!

    !

  • !!

    !

    WHICH DATA WHERE?

    - Geolocation- Places Ive been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.

  • !!

    !

    WHICH DATA WHERE?

    - Geolocation- Places Ive been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.

  • !!

    !

    WHICH DATA WHERE?

    - Geolocation- Places Ive been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.

  • !!

    !

    WHICH DATA WHERE?

    - Geolocation- Places Ive been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.

  • !!

    !

    WHICH DATA WHERE?

    - Geolocation- Places Ive been / would like to visit- If I went, *when* I went- Places with good food- Places that speak English (or not)- Relative strength of the do!ar- etc.

  • !!

    !

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS!

    !

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS

    Spatial Positioning: Spatial Properties:

    Visual Encodings

    !!

  • Things arranged into territories.

    SUBSTRATE

    OBJECTSVisual Encodings

    !!

    Things

  • SHAPE COLOR: INTENSITY ICONOGRAPHY PERSPECTIVE

    COLOR: HUE OPACITY OVERLAY OUTLINE OR SOLID

    SPATIAL POSITION TEXTURE OVERLAP ASPECT RATIO

    FORM: SIZE/AREA ROTATION JOIN FORM: ENCLOSURE

    LINE LENGTH LINE TREATMENT

    ETC!IF OUTLINE,

    THICKNESS OF STROKE

    Visual Encodings

  • Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good

    1, 2, 3; A, B, C text labels optional (alphabeticalor numbered)

    infinite Good Good Good Good

    length yes many Good Good

    size, area yes many Good Good

    angle yes medium/few Good Good

    pattern density yes few Good Good

    weight, boldness yes few Good

    saturation, brightness yes few Good

    color no few (< 20) Good

    shape, icon no medium Good

    pattern texture no medium Good

    enclosure, connection no infinite Good Good

    line pattern no few Good

    line endings no few Good

    line weight yes few Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/properties 2012-06

    Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good

    1, 2, 3; A, B, C text labels optional (alphabeticalor numbered)

    infinite Good Good Good Good

    length yes many Good Good

    size, area yes many Good Good

    angle yes medium/few Good Good

    pattern density yes few Good Good

    weight, boldness yes few Good

    saturation, brightness yes few Good

    color no few (< 20) Good

    shape, icon no medium Good

    pattern texture no medium Good

    enclosure, connection no infinite Good Good

    line pattern no few Good

    line endings no few Good

    line weight yes few Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/properties 2012-06

    ! #

    1, 2, 3; A, B ,C

    Representing Categories

    RepresentingPrecise Quantitative

    Perception

    RepresentingGeneral Quantitative

    Perception

    ShowingSequence

    Form: Orientation ! ! !Form: Line Length !Form: Line Width ! ! limitedForm: Size / Area ! !Form: Enclosure !Form: Shape ! limitedForm: Curvature !Form: Proximity !* !*Form: Added Marks ! limitedPattern Density ! limited ! limitedLine Pattern !Line Endings ! !Color: Hue ! !Color: Intensity (Saturation, Brightness, Opacity) ! !Spatial Position: 2-D Position ! ! !Motion

    limited !*Texture ! limitedRotation ! limited limitedPerspective ! limitedIconography ! !Outline or Solid

    limited

    Overlaylimited !

    Overlap ! limitedJoin

    limited !Aspect Ratio

    limited limited

    Labels ! ! ! !Transformation ! limited !Quantity

    limited !

  • Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good

    1, 2, 3; A, B, C text labels optional (alphabeticalor numbered)

    infinite Good Good Good Good

    length yes many Good Good

    size, area yes many Good Good

    angle yes medium/few Good Good

    pattern density yes few Good Good

    weight, boldness yes few Good

    saturation, brightness yes few Good

    color no few (< 20) Good

    shape, icon no medium Good

    pattern texture no medium Good

    enclosure, connection no infinite Good Good

    line pattern no few Good

    line endings no few Good

    line weight yes few Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/properties 2012-06

    Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good

    1, 2, 3; A, B, C text labels optional (alphabeticalor numbered)

    infinite Good Good Good Good

    length yes many Good Good

    size, area yes many Good Good

    angle yes medium/few Good Good

    pattern density yes few Good Good

    weight, boldness yes few Good

    saturation, brightness yes few Good

    color no few (< 20) Good

    shape, icon no medium Good

    pattern texture no medium Good

    enclosure, connection no infinite Good Good

    line pattern no few Good

    line endings no few Good

    line weight yes few Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/properties 2012-06

    ! #

    1, 2, 3; A, B ,C

    Representing Categories

    RepresentingPrecise Quantitative

    Perception

    RepresentingGeneral Quantitative

    Perception

    ShowingSequence

    Form: Orientation ! ! !Form: Line Length !Form: Line Width ! ! limitedForm: Size / Area ! !Form: Enclosure !Form: Shape ! limitedForm: Curvature !Form: Proximity !* !*Form: Added Marks ! limitedPattern Density ! limited ! limitedLine Pattern !Line Endings ! !Color: Hue ! !Color: Intensity (Saturation, Brightness, Opacity) ! !Spatial Position: 2-D Position ! ! !Motion

    limited !*Texture ! limitedRotation ! limited limitedPerspective ! limitedIconography ! !Outline or Solid

    limited

    Overlaylimited !

    Overlap ! limitedJoin

    limited !Aspect Ratio

    limited limited

    Labels ! ! ! !Transformation ! limited !Quantity

    limited !

  • Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good

    1, 2, 3; A, B, C text labels optional (alphabeticalor numbered)

    infinite Good Good Good Good

    length yes many Good Good

    size, area yes many Good Good

    angle yes medium/few Good Good

    pattern density yes few Good Good

    weight, boldness yes few Good

    saturation, brightness yes few Good

    color no few (< 20) Good

    shape, icon no medium Good

    pattern texture no medium Good

    enclosure, connection no infinite Good Good

    line pattern no few Good

    line endings no few Good

    line weight yes few Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/properties 2012-06

    Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good

    1, 2, 3; A, B, C text labels optional (alphabeticalor numbered)

    infinite Good Good Good Good

    length yes many Good Good

    size, area yes many Good Good

    angle yes medium/few Good Good

    pattern density yes few Good Good

    weight, boldness yes few Good

    saturation, brightness yes few Good

    color no few (< 20) Good

    shape, icon no medium Good

    pattern texture no medium Good

    enclosure, connection no infinite Good Good

    line pattern no few Good

    line endings no few Good

    line weight yes few Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/properties 2012-06

    ! #

    1, 2, 3; A, B ,C

    Representing Categories

    RepresentingPrecise Quantitative

    Perception

    RepresentingGeneral Quantitative

    Perception

    ShowingSequence

    Form: Orientation ! ! !Form: Line Length !Form: Line Width ! ! limitedForm: Size / Area ! !Form: Enclosure !Form: Shape ! limitedForm: Curvature !Form: Proximity !* !*Form: Added Marks ! limitedPattern Density ! limited ! limitedLine Pattern !Line Endings ! !Color: Hue ! !Color: Intensity (Saturation, Brightness, Opacity) ! !Spatial Position: 2-D Position ! ! !Motion

    limited !*Texture ! limitedRotation ! limited limitedPerspective ! limitedIconography ! !Outline or Solid

    limited

    Overlaylimited !

    Overlap ! limitedJoin

    limited !Aspect Ratio

    limited limited

    Labels ! ! ! !Transformation ! limited !Quantity

    limited !

  • Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good

    1, 2, 3; A, B, C text labels optional (alphabeticalor numbered)

    infinite Good Good Good Good

    length yes many Good Good

    size, area yes many Good Good

    angle yes medium/few Good Good

    pattern density yes few Good Good

    weight, boldness yes few Good

    saturation, brightness yes few Good

    color no few (< 20) Good

    shape, icon no medium Good

    pattern texture no medium Good

    enclosure, connection no infinite Good Good

    line pattern no few Good

    line endings no few Good

    line weight yes few Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/properties 2012-06

    Example Encoding Ordered Useful values Quantitative Ordinal Categorical Relationalposition, placement yes infinite Good Good Good Good

    1, 2, 3; A, B, C text labels optional (alphabeticalor numbered)

    infinite Good Good Good Good

    length yes many Good Good

    size, area yes many Good Good

    angle yes medium/few Good Good

    pattern density yes few Good Good

    weight, boldness yes few Good

    saturation, brightness yes few Good

    color no few (< 20) Good

    shape, icon no medium Good

    pattern texture no medium Good

    enclosure, connection no infinite Good Good

    line pattern no few Good

    line endings no few Good

    line weight yes few Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/properties 2012-06

    ! #

    1, 2, 3; A, B ,C

    Representing Categories

    RepresentingPrecise Quantitative

    Perception

    RepresentingGeneral Quantitative

    Perception

    ShowingSequence

    Form: Orientation ! ! !Form: Line Length !Form: Line Width ! ! limitedForm: Size / Area ! !Form: Enclosure !Form: Shape ! limitedForm: Curvature !Form: Proximity !* !*Form: Added Marks ! limitedPattern Density ! limited ! limitedLine Pattern !Line Endings ! !Color: Hue ! !Color: Intensity (Saturation, Brightness, Opacity) ! !Spatial Position: 2-D Position ! ! !Motion

    limited !*Texture ! limitedRotation ! limited limitedPerspective ! limitedIconography ! !Outline or Solid

    limited

    Overlaylimited !

    Overlap ! limitedJoin

    limited !Aspect Ratio

    limited limited

    Labels ! ! ! !Transformation ! limited !Quantity

    limited !

  • Things arranged into territories.

    SUBSTRATE

    OBJECTSVisual Encodings

    !!

    Things

    CATEGORY PRECISE QUANTITATIVE INFO. GENERAL QUALITATIVE INFO SEQUENCE Visual Encodings

  • SUBSTRATE

    OBJECTS!

    !Things arranged into territories.

    Spatial Positioning: Spatial Properties:

    CATEGORY PRECISE QUANTITATIVE INFO. GENERAL QUALITATIVE INFO SEQUENCE Visual Encodings

  • Abstract PatternsCharts & Diagrams

    Customer Journeys

    Models, Templates & Frameworks

    Data Visualizations

    Business Model Canvas Gantt charts Site Maps

    Models we use that reveal patterns:

    Models others create to reveal patterns:

    Jesse James Garretts Elements of UX

    Stephen P. Andersons UX Hierarchy of Needs

    Dan Roam explaining Health Care

    9 Grids

    X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph

    Meaningful

    Pleasurable

    Convenient

    Usable

    Reliable

    Functional (Useful)

    Focused on

    Experiences(People, Activities, Context)

    Focused on

    Tasks(Products, Features)

    2006 Stephen P. Anderson | poetpainter.com

    SUBJECTIVE / QUALITATIVE

    OBJECTIVE / QUANTIFIABLE

    Has personal significance

    Memorable experience worth sharing

    Super easy to use, works like I think

    Can be used without difficulty

    Is available and accurate

    Works as programmed

    Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology)

    Design for FLOW (boredom vs anxiety)

    Leverage Game Mechanics/Learning Theory (completeness)

    Have a Personality

    Create conversational and context aware interactions (Adaptive Interfaces; narrative IA structures)

    Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify

    Display information visually

    Reduce features and complexity

    Use language for more natural

    Add features that support desired ine browsing)

    Have a believable story

    Co-create value with customers

    Connect people in community

    Are part of a bigger system

    Appeal to emotional, spiritual, and

    Create a tolerance for faults at

    Are tied to a persons self-image, highly personal

    Creating Pleasurable Interfaces: Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006

    It is not enough that we build products that function, that are understandable and usable -we also need to build products that bring joy and excitement, pleasure and fun, and yes, beauty, to peoples lives.

    THIS IS THE CHASM THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS

    Making sense of espresso drinks!

  • Abstract PatternsCharts & Diagrams

    Customer Journeys

    Models, Templates & Frameworks

    Data Visualizations

    Business Model Canvas Gantt charts Site Maps

    Models we use that reveal patterns:

    Models others create to reveal patterns:

    Jesse James Garretts Elements of UX

    Stephen P. Andersons UX Hierarchy of Needs

    Dan Roam explaining Health Care

    9 Grids

    X Y Matrices Venn Diagrams Cycles ComparisonsBubble ClustersStacked Bar Graph Line Graph

    Meaningful

    Pleasurable

    Convenient

    Usable

    Reliable

    Functional (Useful)

    Focused on

    Experiences(People, Activities, Context)

    Focused on

    Tasks(Products, Features)

    2006 Stephen P. Anderson | poetpainter.com

    SUBJECTIVE / QUALITATIVE

    OBJECTIVE / QUANTIFIABLE

    Has personal significance

    Memorable experience worth sharing

    Super easy to use, works like I think

    Can be used without difficulty

    Is available and accurate

    Works as programmed

    Prioritize Aesthetics (no, not Graphic Design) (visual, behaviors, sounds, psychology)

    Design for FLOW (boredom vs anxiety)

    Leverage Game Mechanics/Learning Theory (completeness)

    Have a Personality

    Create conversational and context aware interactions (Adaptive Interfaces; narrative IA structures)

    Elicit Desire (Limited availability, limited access, curious and seductive experiences)Simplify, organize, and clarify

    Display information visually

    Reduce features and complexity

    Use language for more natural

    Add features that support desired ine browsing)

    Have a believable story

    Co-create value with customers

    Connect people in community

    Are part of a bigger system

    Appeal to emotional, spiritual, and

    Create a tolerance for faults at

    Are tied to a persons self-image, highly personal

    Creating Pleasurable Interfaces: Getting fom Tasks to Experiencespresented by Stephen P. Anderson | Nov 8, 2006

    It is not enough that we build products that function, that are understandable and usable -we also need to build products that bring joy and excitement, pleasure and fun, and yes, beauty, to peoples lives.

    THIS IS THE CHASM THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS

    Making sense of espresso drinks!

    JUST SCREENS & PAPER?!

  • Before the page, there was space itself. Perhaps the simplest way to use space to communicate is to arrange or rearrange things in it.

    %om Visualizing Thought Barbara Tversky

  • Close family members and friends sit nearer to one another than strangers.

    The flatware tray in a drawer of most kitchens allows arranging the knives together in one pile and separating

    them from the pile of forks and the pile of spoons.

    Written text is spatially arranged to reflect the organization of thought, spaces between words and sentences, larger

    spaces between paragraphs.

    [We put] the letters to be mailed by the door or the bills to be paid on the top of the desk

    [We line] up the ingredients for a recipe in order of use

    %om Visualizing Thought Barbara Tversky

  • Close family members and friends sit nearer to one another than strangers.

    The flatware tray in a drawer of most kitchens allows arranging the knives together in one pile and separating

    them from the pile of forks and the pile of spoons.

    Written text is spatially arranged to reflect the organization of thought, spaces between words and sentences, larger

    spaces between paragraphs.

    [We put] the letters to be mailed by the door or the bills to be paid on the top of the desk

    [We line] up the ingredients for a recipe in order of use

    %om Visualizing Thought Barbara Tversky

    LITERAL MODELS VS

    CONCEPTUAL MODELS (ITS THE SAME VISUAL LANGUAGE)

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS

    Spatial Positioning:

    !!

    Things arranged

  • ARRANGEMENT (PROXIMITY)

  • 2003 2004 20062005 2007 2008 2009 20102002 2011 2012

  • ARRANGEMENT (PROXIMITY)

  • SEQUENCE

  • 2003 2004 20062005 2007 2008 2009 20102002 2011 2012

  • 2003

    2004

    2006

    2005

    2007

    2008

    2009

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS!

    !Things arranged

    Spatial Positioning: ARRANGMENT PROXIMITY

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS!

    !into territories.

    Spatial Properties: SHAPE BOUNDARIES RELATIONSHIPS ATTRIBUTE INTENSITY

  • SHAPE

  • BOUNDARIES

  • Roger Caillois

  • RELATIONSHIPS

  • ATTRIBUTE INTENSITY

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS!

    !into territories.

    Spatial Properties: SHAPE BOUNDARIES RELATIONSHIPS ATTRIBUTE INTENSITY

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS!

    !

    Spatial Positioning: ARRANGMENT PROXIMITY

    Spatial Properties: SHAPE BOUNDARIES RELATIONSHIPS ATTRIBUTE INTENSITY

  • Useful as a deconstruction tool

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS!

    !

    Spatial Positioning: ARRANGMENT PROXIMITY

    Spatial Properties: SHAPE BOUNDARIES RELATIONSHIPS ATTRIBUTE INTENSITY

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS!

    !

    Spatial Positioning: ARRANGMENT PROXIMITY

    Spatial Properties: SHAPE BOUNDARIES RELATIONSHIPS ATTRIBUTE INTENSITY

    CATEGORY PRECISE QUANTITATIVE INFO. GENERAL QUALITATIVE INFO SEQUENCE Visual Encodings

  • Putting it all together

  • Identify the thing(s)1.

    Inspect the properties of each thing

    2.

    Arrange the things (based on identified properties)

    3.

    Clarify the territories4.

    Keep (or remove) the things, as appropriate

    5.

  • comparing Android Phones

    Samsung Galaxy S6

    Samsung Galaxy S7

    Samsung Galaxy S6 Edge

    Samsung Galaxy S7 Edge

    Samsung Galaxy Note 5

    Google Nexus 6P

    Sony Xperia Z5 Compact

    LG V10

    Alcatel OneTouch Idol 3 (5.5)

    Motorola Moto G Late 2015

    etc.

    Identify the thing(s)1.

  • how to prepare the perfect cup

    of coffee!

    comparing Android Phones

    Samsung Galaxy S6

    Samsung Galaxy S7

    Samsung Galaxy S6 Edge

    Samsung Galaxy S7 Edge

    Samsung Galaxy Note 5

    Google Nexus 6P

    Sony Xperia Z5 Compact

    LG V10

    Alcatel OneTouch Idol 3 (5.5)

    Motorola Moto G Late 2015

    etc.

    beans:water ratiowater temperaturebrew timesugar?cream?

    - Chemex - Aeropress - French Press - Syphon - Hario V60 - Moka pot - Percolator

    beansgrind sizebrew method / filter

    Identify the thing(s)1.

  • Identify the thing(s)1.

  • Identify the thing(s)1.

    play, fun, and games,

  • Identify the thing(s)1.

    play, fun, and games,

    Kite-flying

    Solitaire

    Crossword puzzles

    Racing

    Wrestling

    Athletics

    Boxing

    Billiards

    Fencing

    CheckersFootball

    Chess

    Contests, Sports in general

    Counting-out rhymes

    Heads or tails

    Betting

    Roulette

    Lotteries

    Childrens initiations

    Games of illusion

    Tag

    Disguises

    Masks

    Children whirling

    Horseback riding

    Swinging

    Waltzing

    Skiing

    Mountain climbing Tightrope walking

    Traveling carnivals

    Theater

  • Chess

    Inspect the properties of each thing

    2.

  • Chess

    2 players

    competitive

    strategicturn-based

    played on a board,with pieces

    no chancenot simple

    Inspect the properties of each thing

    2.

  • Kite-flying

    Solitaire

    Racing

    Wrestling

    Athletics

    Boxing

    Billiards

    Fencing

    Football

    Contests, Sports in general

    Counting-out rhymes

    Heads or tails

    Betting

    Roulette

    Lotteries

    Childrens initiations

    Games of illusion

    Tag

    Disguises

    Masks

    Children whirling

    Horseback riding

    Swinging

    Waltzing

    Skiing

    Mountain climbing

    Tightrope walking

    Traveling carnivalsTheater

    Arrange the things (based on identified properties)

    3.

    Checkers

    ChessCrossword puzzles

    Tumult

    Agitation

    Immoderate Laughter

    ludus structured activities with explicit rules (games)

    paidia unstructured and spontaneous activities (playfulness)

    (not regulated)

    ***

  • Kite-flying

    Solitaire

    Racing

    Wrestling

    Athletics

    Boxing

    Billiards

    Fencing

    Football

    Contests, Sports in general

    Counting-out rhymes

    Heads or tails

    Betting

    Roulette

    Lotteries

    Childrens initiations

    Games of illusion

    Tag

    Disguises

    Masks

    Children whirling

    Horseback riding

    Swinging

    Waltzing

    Skiing

    Mountain climbing

    Tightrope walking

    Traveling carnivalsTheater

    Chance

    Clarify the territories4.

    Checkers

    ChessCrossword puzzles

    Tumult

    Agitation

    Immoderate Laughter

    Mimicry VertigoCompetition

    ludus structured activities with explicit rules (games)

    paidia unstructured and spontaneous activities (playfulness)

    (not regulated)

    ***

  • AGONCompetition

    ALEAChance

    MIMESIS Roleplay

    ILINXVertigo

    PAIDIAunstructured and spontaneous

    activities (playfulness)

    LUDUSstructured activities with

    explicit rules (games)

  • Identify the thing1.

    Inspect the properties of each thing

    2.

    Arrange the things (based on identified properties)

    3.

    Clarify the territories4.

    Keep (or remove) the things, as appropriate

    5.

  • Things arranged into territories.

    SUBSTRATE

    OBJECTS!

    !

    Spatial Positioning: ARRANGMENT PROXIMITY

    Spatial Properties: SHAPE BOUNDARIES RELATIONSHIPS ATTRIBUTE INTENSITY

    CATEGORY PRECISE QUANTITATIVE INFO. GENERAL QUALITATIVE INFO SEQUENCE Visual Encodings

  • poetpainter.com/tiles

    Example Encoding

    Ordered Useful values Quantitativ

    e Ordinal Categorical Relational

    position, placementyes infinite

    Good GoodGood Good

    1, 2, 3; A, B, C text labels option

    al (alphabeticalor numbered)

    infinite GoodGood Good

    Good

    lengthyes many

    Good Good

    size, areayes many

    Good Good

    angleyes medium

    /few Good Good

    pattern densityyes few

    Good Good

    weight, boldnessyes few

    Good

    saturation, brightnessyes few

    Good

    colorno few (<

    20)Good

    shape, iconno medium

    Good

    pattern textureno medium

    Good

    enclosure, connectionno infinite

    Good Good

    line patternno few

    Good

    line endingsno few

    Good

    line weightyes few

    Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/prope

    rties 2012-06

    Example Encoding

    Ordered Useful values Quantitativ

    e Ordinal Categorical Relational

    position, placementyes infinite

    Good GoodGood Good

    1, 2, 3; A, B, C text labels option

    al (alphabeticalor numbered)

    infinite GoodGood Good

    Good

    lengthyes many

    Good Good

    size, areayes many

    Good Good

    angleyes medium

    /few Good Good

    pattern densityyes few

    Good Good

    weight, boldnessyes few

    Good

    saturation, brightnessyes few

    Good

    colorno few (<

    20)Good

    shape, iconno medium

    Good

    pattern textureno medium

    Good

    enclosure, connectionno infinite

    Good Good

    line patternno few

    Good

    line endingsno few

    Good

    line weightyes few

    Good

    Properties and Best Uses of Visual Encodings

    Noah Iliinsky ComplexDiagrams.com/prope

    rties 2012-06

    ! #

    1, 2, 3; A, B ,C

    Representing

    Categories

    Representing

    Precise Quantitative

    Perception

    Representing

    General Quantitative

    Perception

    Showing

    Sequence

    Form: Orientation! !

    !

    Form: Line Length

    !

    Form: Line Width!

    ! limited

    Form: Size / Area

    ! !

    Form: Enclosure!

    Form: Shape! limited

    Form: Curvature

    !

    Form: Proximity!*

    !*

    Form: Added Marks

    ! limited

    Pattern Density! limited

    ! limited

    Line Pattern!

    Line Endings!

    !

    Color: Hue!

    !

    Color: Intensity

    (Saturation, Brightness, Opacity)

    ! !

    Spatial Position: 2-D Position

    ! !!

    Motion

    limited !*

    Texture! limited

    Rotation! limited

    limited

    Perspective

    ! limited

    Iconography!

    !

    Outline or Solidlimited

    Overlay

    limited !

    Overlap!

    limited

    Join

    limited !

    Aspect Ratiolimited

    limited

    Labels! !

    ! !

    Transformation!

    limited !

    Quantity

    limited !

  • DESIGN FOR UNDERSTANDING

  • Thank you!

    getmentalnotes.com

    Design for

    Understanding

    Stephen P. Anderson @stephenanderson www.poetpainter.com | www.slideshare.net/stephenpa