The conviction we’re missing

I can’t get over touchscreens.

I can’t get over the move they made; the pivot — not in a Silicon Valley sense, but in a basketball-player-pivoting-toward-a-shot-sense. Touchscreens really made a move, a full step beyond the mouse and cursor, a move so foundational that I can’t get over it.

It’s about degrees of separation, right?

Mouses and cursors are a delightful thing. You, the lumbering mammal, push this hunk of plastic across a desk. Above that desk, on another, more ethereal plane, a cursor moves in perfect sync. There’s magic there, in the synchronicity. It feels good to use. It feels very close to direct.

But it’s not direct.

Touchscreens took that whole thing a quantum leap forward. They removed a degree of separation: now, you’re not moving the thing that moves the thing. You’re just moving the thing. With your own fingers. The same way you move other, real-er, stuff.

This pivot is profound, and it wasn’t easy. It took more than just the technology — on its own, multitouch was a gimmick. It took things like the way a scrollable view “bounces back” when you reach the end, or the way pinching on a thing expands it, as if it were a real, malleable material that could be stretched at will.

It took all of that. No one part is more important than the others. If you lose any of it — the tech, the bounce-back, the pinch, the Frames Per Second — you lose the whole thing.

Touchscreens. Multitouch. The iPhone.

When I say those words you’re thinking of technology or devices. But I’m thinking of a sea change in degrees of separation. Software is no longer a thing I use other tools to interact with. It’s the thing I interact with, the same way I interact with a sink full of dirty dishes so we can have dinner tonight.

If you want AR to happen, we need a similar sea change.

You can see the pieces lining up. The tech is nearly there, and shrinking every year. The UI ideas are doing that healthy thing where they pull from the past, but also let the future run wild. It’s all very untamed. That’s good. We have the ideas, the tech, and even the direction.

But we could use some conviction.

Somebody needs to be like the person who said “on the iPhone, every scrollable view will bounce back when you reach the end. Every single view. That way it feels like the thing you flicked had momentum, heft, and weight. That way it feels real.”

Somebody needs to be that person — but about AR.

Somebody needs to be the person who says: “When you let go of a piece of software (any piece of software) it falls. Every single time. That way it feels like the thing you let go of had weight, physicality, and an obedience to gravity. That way it feels real.”

Or maybe it’s: “When you nudge a piece of software with your finger, it slides across the surface it’s on — with friction and resistance. Every single time. That way it feels like the piece of software is present, and predictable; less like the future and more like a vase.”

Or even: “When we’re designing objects to add to a person’s living room, they can’t all look like capital-d Design Objects. They need to be varied, but down-to-earth; less Design Milk and more end-caps-at-Target. That way they can be part of a home.”

I’m not sure gravity is the thing, for what it’s worth. I’m not sure friction or aesthetics are, either. And there’s no reason to think it’s just one thing anyway: multitouch has pinch-to-zoom, bounce-back-on-scroll, swipe-to-unlock, and more.

In the same way quantum physicists can compare their model of the universe to experimental results and go, “yeah, something is missing here,” we should be able to look at the current AR interaction model and wonder: what else? What’s missing?

Because I am sure of this:

We’re never moving back a degree. We’re never moving back from directly manipulating software. Take all your ideas that aren’t that, and throw them out. Direct manipulation is table stakes.

The question for us is: what comes after that?

Should interfaces look good?

When I’m on my iPad, I’m restless. I flit between different websites and apps, reading a snippet here, and a tweet there, before moving on again. It’s meaningless to talk about my “focus” in this state. My focus couldn’t be less. Using an iPad (or a computer, or my phone) puts me in a restless, unfocused state, and it can be hard to escape — I’m too all over the place to even notice.

I’ve long viewed this as a personal failing. And look: it probably is. But I’ve worked in UX for a few years now, and if there’s one thing I’ve learned, it’s that when you’re designing for humans, you should be designing for all humans.

Including the restless ones. Including the ones who can’t stay focused.

Should the iPad be harder to use? Should it be slower? Should they remove split-screen multitasking? Can we go backward? Would that be enough?

The icons on the iPad’s home screen are colorful, inviting things. Tapping one whisks me into it — it grows and morphs to reveal the app within. There’s a strong sense of place, of spatial awareness; I know where I’m at, and I know how to get back to where I was, at all times.

These all sound like good things.

The iPad’s OS is chock-full of the kind of animations I adore. With a touch, it springs forth. With a swipe, it glides along. Opening things opens them; deleting things tosses them, literally, into a small trash can icon. The bin bobbles in place, to let me know it worked. Trash, trashed.

These all sound like good things.

It’s Saturday morning and I’m up early. I grind coffee, bring water to 172 degrees, and let it all steep. The day is filled with possibility. And thank God — it has to be; otherwise what was that whole week of work for?

I take my mug to the living room. I pick up my iPad; it scans every last centimeter of my face before unlocking the screen. This takes no time. I touch, swipe, and scroll. Content leaps forth.

I’m just going to read a bit before I start my day. Next thing I know, it’s the afternoon.

At work I’m a stickler for aesthetics. I don’t know why — my job is writing — but I’m a stickler anyway. If we don’t push ourselves, we’ll never be able to make something beautiful. We’ll be tempted to ship too quick. We’ll create UIs that weren’t loved over, and we won’t feel good standing by our own work.

Whoever designed the iPad’s OS could stand by it. It looks great. It feels loved over. But that same love, that same care, can eat up my entire Saturday morning. It eats up possibilities. It drains me of time, and I know that’s my fault, but I can’t help but think maybe it’s also the fault of a bunch of designers, doing their best to design something beautiful — but never questioning the value of that.

We’ve gotta design for people who aren’t ideal — because that’s most of us. We’ve gotta design for people who are just human. For people who are restless. For people who can’t stay focused.

Should interfaces look good? Should they be immediate, and beautiful? Should they let you glide, frictionlessly, between content and some more content?

Is that a good thing?