John Boyd for designers

The first time I came across military strategist John Boyd’s ideas was probably through Venkatesh Rao’s writing. For example, I remember enjoying Be Somebody or Do Something.

Boyd was clearly a contrarian person. I tend to have a soft spot for such figures so I read a highly entertaining biography by Roger Coram. Getting more interested in his theories I then read an application of Boyd’s ideas to business by Chet Richards. Still not satisfied, I decided to finally buckle down and read the comprehensive survey of his martial and scientific influences plus transcripts of all his briefings by Frans Osinga.

It’s been a hugely enjoyable and rewarding intellectual trip. I feel like Boyd has given me some pretty sharp new tools-to-think-with. From his background you might think these tools are limited to warfare. But in fact they can be applied much more broadly, to any field in which we need to make decisions under uncertain circumstances.

As we go about our daily lives we are actually always dealing with this dynamic. But the stakes are usually low, so we mostly don’t really care about having a thorough understanding of how to do what we want to do. In warfare the stakes are obviously unusually high, so it makes sense for some of the most articulate thinking on the subject to emerge from it.

As a designer I have always been interested in how my profession makes decisions. Designers usually deal with high levels of uncertainty too. Although lives are rarely at stake, the continued viability of businesses and quality of peoples lives usually are, at least in some way. Furthermore, there is always a leap of faith involved with any design decision. When we suggest a path forward with our sketches and prototypes, and we choose to proceed to development, we can never be entirely sure if our intended outcomes will pan out as we had hoped.

This uncertainty has always been present in any design act, but an argument could be made that technology has increased the amount of uncertainty in our world.

The way I see it, the methods of user centred design, interaction design, user experience, etc are all attempts to “deal with” uncertainty in various ways. The same can be said for the techniques of agile software development.

These methods can be divided into roughly two categories, which more or less correspond to the upper two quadrants of this two-by-two by Venkatesh. Borrowing the diagram’s labels, one is called Spore. It is risk-averse and focuses on sustainability. The other is called Hydra and it is risk-savvy and about anti-fragility. Spore tries to limit the negative consequences of unexpected events, and Hydra tries to maximise their positive consequences.

An example of a Spore-like design move would be to insist on thorough user research at the start of a project. We expend significant resources to diminish the amount of unknowns about our target audience. An example of a Hydra-like design move is the kind of playtesting employed by many game designers. We leave open the possibility of surprising acts from our target audience and hope to subsequently use those as the basis for new design directions.

It is interesting to note that these upper two quadrants are strategies for dealing with uncertainty based on synthesis. The other two rely on analysis. We typically associate synthesis with creativity and by extension with design. But as Boyd frequently points out, invention requires both analysis and synthesis, which he liked to call destruction and creation. When I reflect on my own way of working, particularly in the early stages of a project, the so-called fuzzy front end, I too rely on a cycle of destruction and creation to make progress.

I do not see one of the two approaches, Spore or Hydra, as inherently superior. But my personal preference is most definitely the Hydra approach. I think this is because a risk-savvy stance is most helpful when trying to invent new things, and when trying to design for play and playfulness.

The main thing I learned from Boyd for my own design practice is to be aware of uncertainty in the first place, and to know how to deal with it in an agile way. You might not be willing to do all the reading I did, but I would recommend to at least peruse the one long-form essay Boyd wrote, titled Destruction and Creation (PDF), about how to be creative and decisive in the face of uncertainty.

Mirroring mental models — games modelling players

Will Wright demoing Spore at TED 2007

Today I sent in the slides of my Euro IA Summit presentation for the proceedings. The rough outline of my talk is done, the most important thing now is to find the proper examples to illustrate all the fuzzy theoretical thinking. That means (at least for me) doing a lot of Flickr photo searches. This time I’ll also be experimenting with using some short video-clips. Games are better seen in motion after all (and best experienced through play of course). Chronicling my thinking on the subject of playful IAs on this blog has been very helpful in organising my thoughts by the way, I’ll definitely try it again the next time I need to do a talk.

On mental models

One idea I managed to squeeze into the presentation in addition to the stuff I’ve been blogging about so far is about mental models. I think it was Ben Cerveny who mentioned in his Reboot 7.0 talk (MP3) that some of the pleasure of playing games is derived from the gradual mental model building a player goes through. The player uses the visual layer of a game to learn about the underlying structures. When a player masters a game, the visual layer more or less fades away and becomes a symbolic landscape through which he manipulates a far richer model of the game in his mind.

From a UX perspective because usually when designing web sites and apps we try to adhere to existing mental models as much as possible to prevent confusion and frustration. This is a very valid approach of course. However, regardless of how well done the UX design, there will always be some mental modelling on the user’s part. Best make this as engaging as possible I guess. This, again, is where games come in.

Will Wright acknowledges the fact that players build models of a game but he proposes to take it one step further. In an old(ish) talk at Accelerating Change 2004 he proposed the idea that a game can construct a model of the player as well. Parallels with online recommendation engines are apparent here. As Wright points out, in games (as in web environments) everything can be measured. This way, the experience can be tailored to a player/user. He’s applying this principle in the upcoming Spore, where game content (created by other players) is dynamically included based on inferred player preferences.

It can be argued that certain web professionals are way ahead of the games industry in this field. Perhaps there are some interesting opportunities for collaboration or career moves here?