12 May 2015, 19:29
part one). Let’s check them out.(here is
freude am fahren
First up is the family car:source: netcarshow.com
It stands for general software. It is comfortable, safe and general‐purpose. All you need to use it is a minimum of skills, familiarity and practice—in the case of cars this is covered by qualifying for a driving licence.
In the case of software, we are talking casual and enthusiast use. A good
example is web browsers. One can start using them with a minimum of skills and
practice. After gaining some experience one can comfortably
drive use a browser on a daily basis. If a pro web browser
exists, then it has escaped my radar.
(It would make a very interesting project, a pro web browser. But first a product maker would have to stand up with a solid vision of pro web browsing; its user groups; and some big innovation that is valuable for these users.
When I think of creative pro interfaces, I think of this:source: imgbuddy.com
The rally car. It is still a car, but… different. It is defined by performance. And from that, we can learn a couple of things.
First, creative pros work fast. They ‘wield the knife’ without doubt. A telltale sign of mastery is the speed of execution. I have this in mind all the time when designing for creative pros.
I vividly remember one of the earliest LGMs, Andy Fitzsimon went on stage and demonstrated combining pixel and vector in one image. The pace was impressive, Andy was performing nearly two operations per second.
Bam bam bam bam. At a tempo of 120 beats per minute; the solid tempo of marching bands and disco. That is the rhythm I aim to support, when designing for creative pros.
command and control
Second, creative pros really know their material, the medium they work with. They can, and need to, work with this material as direct and intimate as possible, in order to fulfil creative or commecial goals. This all can be technology‐assisted, as it is with software, but the technology has to stay out of the way, so that it does not break the bond between master and material.
The material I am talking about is that of film, graphics, music, animation, garments, et cetera. These can be digital, yes. However data and code of the software‐in‐use are not part of a creative pro’s material. Developers are always shocked, angry, then sad to learn this.
Thus Metapolator, has been designed for font designers and typographers who know what makes a font and what makes it tick. They know the role of the strokes, curves, points, the black and the white, and of the spacing. They are experienced in shaping these to get results. It is this material that—by design—Metapolator users access, just that it is organised such that they can work ten times faster.
dog eat dog
Third, it’s a competitive world. Creatives pros are not just in business. Also in zero‐budget circles there are real fun and/or prestigious projects where exactly those with proven creative performance, and ability to deliver, get asked.
Tools and software are in constant competition, also in the world of F/LOSS. It is a constant tussle: which ones provide next‐generation workflows with more speed and/or more room for creativity? Only competitive tools make masters competitive.
Now that we got the picture, here is the conflict. The rules—the law and industry mores—that make good family cars may be a bad idea to apply to rally cars. And what makes rally cars competitive, may simply be illegal for family cars.
Every serious software platform has its HIG (human interface guidelines). It is the law, a spiritual guide and a huge source of security for developers. That is, for general software. It is only partly authoritative for software for creative pros. Because truly sticking to the HIG, while done all in good faith, will render creative pro software non‐competitive.
vorsprung durch technik
Rally cars contain custom parts, handmade from high performance materials like aluminium, titanium, carbon, etc. This is expensive and done because nothing off‐the‐shelf is sufficient.
Similarly creative pro software contains custom widgets, handmade at great expense—in design and development. For a decade I have witnessed that it is a force of nature to end up in that situation. Not for the sake of being cool or different, but all in the name of performance.
So, with loose laws and a natural tendency for custom widgets, can you do just what you like when you make creative pro software? Well no. It is tough, you still have to do the right thing. If this situation makes you feel rather lost, without guidance, then reach out and find yourself an interaction designer who really knows this type of material. Make them your compass.
To illustrate all this, let’s look at some of my designs for Metapolator.
Speed, baby! Big handles to select and move individual points on the skeleton of a glyph (i.e. direct control of the material). During a brainstorm session with Metapolator product visionary Simon Egli, he noticed how the points could be connected by rigid sticks to big handles.
I worked out the design with big (fast) handles available for furious working, but out of the way of the glyph, so it can be continuously evaluated (unbroken workflow).
This is a custom slider set for freely mixing master fonts—metapolation—to make new fonts. In this case four fonts, but it has been designed to easily scale up to nine or more; a Metapolator strength (vis‑à‐vis the competition).
One of the sliders—‘Alternate’—is in an “illegal” configuration; it is reversed. This is done to implement the rule that the mix of fonts has to always add up to 100%. There is special coupled behaviour between the sliders to ensure that.
The design of this part included a generous amount of exploration and several major revisions. Standard widgets and following the HIG would not deliver that every sliders setting maps to one unique font mix. Apart from a consistency goal, that is also about maximising input resolution. So I broke some rules and went custom.
This is also a metapolation control. In this case a three‐dimensional one involving eight master fonts. Working with that many fonts is really a pro thing; you have to know what you are doing and have the experience to set up, identify and pick the ‘good font’ results.
The long blue arrow is a font family, with nine or so fonts as members. The whole family can be manipulated as one entity (i.e. placed and spanned in this 3‑D space) as can each member font individually.
Final example: complex selections. Across three different fonts and three different glyphs, several points have been selected. Now they can be manipulated at the same time. That is definitely not consumer‑grade.
If that looks easy, I say ‘you’re welcome.’ It takes serious planning ahead in the design to allow this interaction; for the three fonts to appear, editable, at the same time; for deep selections within several glyphs to be possible and manageable—the big handles‑on‐sticks help also here.
In short: if there is one thing that I want you to take away from this blog post, then it is that image of the rally car. How different its construction, deployment and handling are. Making software for creative pros means making a product that is definitely not consumer‑grade.
That’s it for part two. Stay tuned for part three: 50–50, equal opportunities.