Design is about intent.
Intent means purpose; something highly designed was crafted with intention in every creative decision.
Frank Lloyd Wright explained that intent drives design with the credo “form follows function“; P&G calls this being “purpose-built.” The designer is the person who answers the question “How should it be?”
Overarching intent is easy. The hard part is driving that conscious decision-making throughout every little choice in the creative process. Good designers have a clear sense of the overall purpose of their creation; great designers can say, “This is why we made that decision” about a thousand details.
The opposite of design, then, is the failure to develop and employ intent in making creative decisions.
—
This doesn’t sound hard, but, astonishingly, no other leading tech company makes intentional design choices like Apple. Instead, they all commit at least one of what I term the Three Design Evasions:
The first evasion: Preserving
The easiest way to avoid a decision is to not ask the question in the first place. Anyone who’s ever led a business project knows the temptation of recycling precedent – why reinvent the wheel?
But great designers know that sacred cows must always be evaluated for slaughter.
“Sentimentality doesn’t make for good design.”
—
The second evasion: Copying
Copying others’ design choices is the most obvious way to abdicate forming your own intent and having to make decisions yourself.
—
The third evasion: Delegating
Delegating is by far the most subtle, pernicious, and widespread of the three evasions, particularly among tech companies. Under the guise of being “user-driven” or providing “choice,” delegators leave crucial design decisions up to the user. One can even subdivide this tactic into three distinct flavors:
A) Offering a wide range of product choice
Many of the most successful hardware companies seem incapable of deciding how their products should be, so instead they offer variety:
Take Samsung again, which offers over a hundred distinct smartphones and tablets; this “spray and pray” strategy is the norm, not the exception, in mobile devices.
Google is taking this a step further, developing a modular smartphone that would “allow” consumers to separately purchase and swap components in and out.
Of course, PC makers like Lenovo, HP, and Dell have long epitomized choice, each offering a bewildering array of configurations.
On the software side, Microsoft couldn’t choose whether to prioritize legacy functionality or mobile optimization, so it offers both Windows 8 in “Pro” tablets or the more limited Windows RT.
The banner of “choice” is always good PR, and may even be good product strategy for many companies. But it’s not design. Design means curating the choice for the consumer. John Gruber summarizes Apple’s starkly limited product line well:
“Apple offers far fewer configurations. Thus, [Apple products] are, to most minds, subjectively better-designed – but objectively, they’re more designed. Apple makes more of the choices than do PC makers.”
As an analogy, giving someone birthday money instead of taking the time to choose a gift seems eminently logical – why limit the recipient’s choices? But the gifts we remember most fondly are seldom checks.
B) Trying to offer an omni-functional product
Good designers create things with specific uses in mind, which implies making purposeful trade-offs. Another way to abdicate design is refusing to accept those trade-offs; it feels better to make something that could be anything for anyone. Seth Godin calls this a design copout – creating something that “helps the user do whatever the user wants to do,” instead of expressing the creator’s intent.
Once more, Samsung is a prime example; David Pogue summed up his review of the Galaxy S5 thus:
“… if you had to characterize the direction Samsung has chosen for its new flagship phone – well, you couldn’t. There isn’t one … Overall, the sense you get of the S5 is that it was a dish prepared by a thousand cooks. It’s so crammed with features and options and palettes that it nearly sinks under its own weight.”
This unwillingness to choose, to say no – to exert intent – is also exactly what plagued Microsoft’s Surface, its “no compromises” hybrid tablet/laptop. Unsurprisingly, this jack-of-all-trades device is still a master of none.
Does this mean good design is assertive, ultimately subjective, even restrictive? Absolutely. As Marco Arment put it,
“Apple’s products are opinionated. They say, ‘We know what’s best for you. Here it is. Oh, that thing you want to do? We won’t let you do that because it would suck.’”
C) Deciding based on user testing
The final flavor of Delegating is a favorite of Internet software and services companies: using A/B testing (or some variant) to see which designs elicit the best metrics from users. Witness the descriptions of how design decisions get made at leading firms:
Google: “We think of design as a science. It doesn’t matter who is the favorite or how much you like this aesthetic versus that aesthetic. It all comes down to data. Run a 1% test [on 1% of the audience] and whichever design does best against the user-happiness metrics over a two-week period is the one we launch.”
Amazon: “We’ve always operated in a way where we let the data drive what to put in front of customers … We don’t have tastemakers deciding what our customers should read, listen to, and watch.”
Facebook: “It doesn’t matter what any individual person thinks about something new. Everything must be tested. It’s feature echolocation: we throw out an idea, and when the data comes back we look at the numbers. Whatever goes up, that’s what we do. We are slaves to the numbers. We don’t operate around innovation. We only optimize. We do what goes up.”
This kind of user testing – often dressed up as “failing fast” or “experimenting” – can be useful, but it’s not design. You can safely bet that Apple has never tested 41 shades of blue on users to decide the right color for its website links.
http://rampantinnovation.com/2014/05/13/design-is-about-intent/



