
Content Strategy has recently emerged as “the next big thing” for digital designers and marketers. More than ever, businesses and brands are seeking to provide utility to customers, prospects and partners in the digital channel. At the same time, the proliferation of the mobile web and social media are redefining how we access, consume and engage with content online. As a result, there’s been a collective awakening to the importance of defining, designing, delivering and maintaining compelling content on the web.
Content strategy often requires a systems approach, emphasizing the structural whole as well as the sum of the parts. Unfortunately, there isn’t an easy or standard way to express this organizational structure. We can outline the high-level goals of the content strategy, and we can enumerate the necessary constituent parts (the content itself, people, processes, resources, etc.) But we don’t have a good way to document and describe how these parts relate to each other and the overall goals of the system.
The Content Flow Diagram (CFD) is a modelling technique designed to fill this gap.
CFDs can help us visualize and think about a strategic content system’s macrostructure. There are 5 basic elements:
The primary structure of the CFD is the flow, consisting of a subject (usually an actor), a process, and an object (usually an entity), connected by a path. Here is an example of a typical flow:

Notice that in this case the process Create references Guidelines as a resource. This convention is helpful because it shows who will be using a given resource and for what purposes.
When a flow maps one entity onto another (i.e. there isn’t an actor involved), the process encapsulates a functional requirement for the underlying system:

It is often useful to show how resources are generated and maintained. This is achieved by designating a resource as the object of a flow:

Although the five basic elements outlined above are sufficient to describe a wide range of strategic content systems, there are a few additional elements that can give us even more descriptive power.
It is also possible to layer on other dimensions of information through visual cues like colour, shading, line weight, etc. For example, one might use colour to indicate update frequency—e.g. evergreen content vs. responses to social media events that occur regularly.
Here is a more comprehensive example showing one possible (and fairly basic) content strategy for enabling online customer support (click to view larger version):
Content flow diagrams help us apply systems thinking to our content strategies by standardizing notation and making things visual and concrete. This modelling technique can be used casually—as in sketching ideas out on a whiteboard—or as a formal mode of documentation.
Content strategists should try to make their CFDs as intuitive and simple as possible, in order to promote collaboration. However, the CFD is a network diagram that can very easily grow in complexity. Therefore, it is often wise to break the overall system into logical pieces and model these separately, noting external connections where appropriate. Additionally, we can keep CFDs simple and purposeful by focusing on three primary questions:
The CFD is one tool among many within the broader practice of content strategy. For example, one might conduct research, define high-level goals, generate resources such as templates, guidelines, policies etc. before or along-side the CFD. That said, the fact that content strategy is so multifaceted and multidisciplinary makes a systems-focused tool like CFDs even more necessary and helpful.
I hope that others find our contribution to this topic helpful and look forward to further improving and refining this technique.
Last year, I gave a presentation at MeshU that took a behind the scenes look at how we arrive at design decisions. We’ve since taken clients through variations of this presentation, which is always evolving because it corresponds to such a perennial and fundamental question in our field.
I’ve always appreciated it when fellow UXD practitioners talk candidly about what works and doesn’t work for them. Insights and methods pioneered by others have helped us improve our process here at T+L a lot. Maybe our spin on things will be helpful to you and your team.
During a recent pitch, one of our clients asked us to come back and explain how we “bridge art and science” when making design decisions. I think this is an intriguing way to pose the question (and it speaks to how clients are becoming more engaged and sophisticated in what they’re looking for from a design shop).
Let’s start by defining our terms (Slides 1 through 20). Here are a few conventional ways to differentiate between art and science when it comes to user experience design (please note that I’m speaking in stereotypical terms here): In terms of focus, an artistic process is concerned with issues of look-and-feel, whereas a scientific approach focuses on deeper, more systematic issues like underlying architecture. In terms of methodology, art relies on intuition and experience, whereas science depends on rigorous investigation and analysis. In terms of validation, an art-led process often rests on subjective or personal evaluation, whereas a process that’s grounded in science relies on rigorous testing using quantitative metrics.
Although perhaps a helpful starting point, this model doesn’t tell the whole story. In fact, we can flip things around (Slide 8) and take a look at the other side of the coin: over the last 6 years, some of the most influential academic research in HCI has demonstrated the importance of emotional, relational and aesthetic affordances in design; when you factor-in experience, intuition is often an important check on incomplete or distorted data that might otherwise mislead; and there is certainly an “art” to testing in appropriate and productive ways.
In other words, rather than this binary opposition of art vs. science, a better model is perhaps something more like a continuum. There are two extremes we want to avoid. At one end, we have deterministic design—the idea that we can be entirely predictive, almost in a Newtonian physics kind of sense, mapping out causality for everything, no matter how complex or layered. At the other end we have open-ended design—where decisions are more or less arbitrary. The first alternative has turned out to be pretty unrealistic; the second is just a cop-out. We’ve tried to strike a balance between these two extremes and have gravitated towards evidence-based design as our happy medium.
Evidence-based design (EBD) is a term that comes from the medical world. Evidence-based medicine is the “conscientious, explicit and judicious use of current best evidence in making decisions about the care of individual patients.” Transposed into our context, we like the idea of EBD because it acknowledges the fundamental reality that design is about making choices, and that the goal is to do this on an informed basis. We don’t have to maintain the pretence of a magical process that guarantees optimal results, but neither are we given free license to design whatever we want: our decisions become accountable to the best available evidence whenever possible.
EBD is not just about gathering up data at the beginning of a project: it’s about infusing design decisions with data-driven insights throughout the entire process. Slides 16-20 visualize this goal in terms of a typical agency process (actually, our process). In practice, there’s typically a gap between the define (or research or discovery or whatever you want to call it) and design stages. This is a fundamental challenge—you can have the best researchers on the planet, but if their observations and insights don’t carry over to impact and influence design decisions they’ll do you little good.
So how do we bridge the gap? For us, the secret has been to build our process around a rhythm of open exploration and refinement. Slides 22-28 visualize this approach (thanks to Brendan Schauer et al. from Adaptive Path for the inspiration). We oscillate between a ‘go wide’ mode where we investigate, explore and experiment, and a ‘refine down’ mode where we focus and prioritize. When this happens over and over again, we get these critical points of inflection that keep us grounded (evidence-based) and moving forward (design).
OK, let’s take a look at a real life example. Slides 29-48 provide a glimpse behind the scenes of our work on thestar.com redesign. We start by going wide and essentially scavenge for as many design inputs as possible. These vary project by project, but at a minimum we’ll need to get a handle on demographics, psychographics, behavioural profiles for target users; a concrete understanding of what is and isn’t working on the current site; business goals, needs & requirements; and a comprehensive competitive analysis.
All we have at this point is raw data—we need to turn this stuff into evidence and insights we can actually use. Borrowing from Subject to Change, we believe that inputs become evidence when they are durable (you can kick them around and mash them up), actionable (there are clear implications for design), and impactful (they actually start to change the way designers think about the problem itself). So how do you get there? This is where the art part comes in…
In the beginning, we aggregate stuff in one place, organize loosely and share it among the team. Tools like wikis are good for this exercise. Next we start to look for patterns and find corroborating data—multiple pieces that tell a coherent story. We then construct and test narratives for things we heard from stakeholders. These narratives help us get at the context behind the requirements. We then create focusers—models (visual, conceptual, personal etc.) that help us focus and filter. Two focusers that we often use are personas (architypal users) and design principles (mini mission statements). Focusers are important because they allow us to find the signal in the noise, develop a common language and conceptual framework, and make our assumptions explicit. Because they’re so elemental, they can inform design decisions on a case-by-case basis throughout the entire process.
Sketching has always been central to our process, but we’re starting to formalize this step and make it more collaborative and inclusive. In the case of The Star, we generated about 150 initial sketches (going wide) for 10 key templates (which we refined down in detailed IA). Prototyping is another technique that allows us to explore and test ideas and assumptions. Critical and complex elements in the UI make great candidates here.
Finally, we need to develop a plan of attack for knowledge gaps or areas of uncertainty. For example, with The Star we noticed some anomalies in the analytics data. When we took a look at the competitive set (with a little help from Image Spark), we didn’t see very much alignment in how other media outlets were using certain areas on the page. So, we developed a fairly wide-range of alternative modules for split/multivariate testing.
So there you have it: a relatively geeky look at the case for, and our approach to, evidence-based design. I hope that some of these ideas and examples ring true with you. What do you think? I’d love to hear what others are doing in their design practices and processes.
Last year, when Brandon essayed about Sketchboards on the Adaptive Path blog, Derek and I became instant fans. Since then we’ve played around with variations of the method at T+L—sort of hedging it with our existing process—so I was really looking forward to this session.
First we talked about the sketch part in 2 stages:
Swimlanes is an early-process documentation method created by Yvone Shek and the folks at nForm. As the image above demonstrates (here’s a closer look), multiple perspectives on a given use-case or design scenario are laid out in separate tracks, or “swim-lanes.” The idea is to capture and visualize implications of high-level requirements over time and in a parallel fashion.
This is good because multiple stakeholders (business people, designers, project mangers, technologists) can see and give feedback on what they need to make happen/accomodate to, leading to a potentially more balanced and inclusive discussion.
To my mind, the key challenge here is making such a sophistic and integrated document like this flexible and agile. (We talked about the speed factor a lot, but I’m more concerned about the rigidity factor.) For more details on Swimlanes, check out Yvone’s original post here.
Next up: Five Sketches, Or Else! design process
Photo credit: mastermaq
Had the opportunity to attend this month’s Torchi event, featuring two guests from Microsoft. Lisa Anderson, MS Surface User Experience Director, talked about the fundamental shift from command line interfaces to GUIs, to what she called Natural User Interfaces (NUIs, I guess). Some really cool theoretical thinking in her presentation but it would have also been nice to get into a more concrete discussion about where they’re headed with Surface. I guess we’ll just have to wait for the SDK and interface guidelines spec. Lisa talked about how they’re trying to make the interface “disappear” by leveraging intuition and allowing interaction through direct manipulation. But there must be at least some standardized interface elements built into the Surface and I’m really keen to learn what these are and how they work.
Jansen Harris’ discussion about his work heading up the Office User Experience Team was also really interesting and much more concrete. No matter how you feel about Microsoft’s past performance when it comes to innovating the user experience, it’s hard to deny that they did a great job with the latest Office suite (and this has been borne out both critically and in terms of revenues generated). 3 things Jansen mentioned that stuck with me:
In general, I was impressed by how much grunt-work the team put into validation and evaluation throughout the design process. Rather than testing for testing’s sake or gathering data just to justify pre-ordained decisions, they used evidence to answer very focused, well-defined questions.
Quick plug: ToRCHI events happen monthly and are usually worth coming out to. Great guests and good discussion.
ALA’s Indi Young writes about stepping out of your problem-solver shoes and into the actual shoes of your problem-facer.
Thinking from the potential customer’s perspective is a Zen-like exercise. It requires you to drop your problem-solving role completely, and spend time—at least two hours, or maybe two weeks—engrossed in the world of this person. Stop thinking of them as a “user” of the thing you provide. Think about how and why they accomplish what they want to get done, not how or why they might use your stuff.
While there are lots of posts I’ve read throughout the years that champion designing with empathy, Young is able to do it with some great examples.

Expanding the horizons and expanding the parameters,
Expanding the rhymes of sucker MC amateurs
~ The Beastie Boys, The Sounds of Science, 1989
I’ve always thought it’d be cool to be a scientist—a real scientist, with the lab coat and the beakers and whatnot. You could win friends and influence people (and pwn enemies) anytime, anywhere.
Sometimes I get the impression that I share this secret ambition with web and UI designers at large. After all, making design decisions that are “only” based in a team’s collective experience, thoughtfulness, observation, trial and error, etc. leaves those decisions open to critique. But grounding/couching your work in some sort of rigorous-sounding, quantifiable, testable result: that’s science…you can’t beat that!
Now, don’t get me wrong. Testing your design in appropriate ways can be invaluable (I’ll talk more about this in another post). But I really take issue with the idea that User Testing, per se, leads to great design. I’ve seen just the opposite happen.
I think this is the case because we’re trying to appropriate a tool that loses its power and actually becomes counter-productive when used outside of the context it was designed for. We’re borrowing from the experimental design paradigm in cognitive science, which is a scholarly discipline closely related to the applied field of HCI. But have you ever seen an actual experiment in cog sci? When I performed and ran a few of these back in school, they usually worked something like this:
Now this kind of experiment is obviously very narrowly focused in its scope, and necessarily so. There are a bunch of reasons why, but the two main ones are these: reliability and validity. For an experiment to be reliable means that repeating it over and over again yields the same result. For an experiment to be valid means that it gives cogent answers (even if they’re only partial answers) to the questions you asked in the first place.
Interactive experiences like websites are complex phenomena. They don’t naturally lend themselves to the kind of experimental protocol described above because user performance varies greatly from person to person and from session to session. There are so many potentially confounding variables in play that reliability suffers. (The model experiment above tries to eliminate this problem by paring down the user’s task to a few basic actions.) You’re measuring 10th order effects and it becomes nearly impossible to establish causal connections between design characteristics and user performance.
If we do streamline things so that we’re just measuring one or two explanatory variables vs. 50 (say, by temporarily removing elements from the design), the experiment becomes more reliable, but less valid. That is to say, the results—while repeatable—can’t really be generalized to answer the type of questions that we want to ask in the first place (questions like ‘is this design easy to understand and use’), because we’re not truly testing the design.
Sometimes usability researchers will employ something called a “talk aloud protocol” to try and tap into the cognitive processes underlying user performance in a given scenario. This involves asking users who are testing a given design to explain what’s going through their heads as they move through some sort of task flow.
Again, I have real problems with this pseudo scientific approach to evidence-based design. For one, the act of talking about what you’re doing changes the nature of that experience. But more importantly, most people can’t accurately report on why they do what they do—that’s why there are such a fields of inquiry as cognitive science and psychology in the first place!
I don’t want to be overly cynical here, but do want to caution usability professionals and interaction designers in general: user testing can be helpful, but also misleading. It can also be a powerful political gambit or rhetorical expedient. If you’re going to test something, make sure you’re asking the right kinds of questions. User testing can be used to tune or optimize design, but cannot and should not substitute for creativity or thoughtful trial and error.

5 years ago this month Jon and I sat down to discuss the future of our careers in this industry. It was a transitional period for us, we had both become unemployed due to an all-to-common-for-the-time office shut down. We were faced with a choice: Get a job at another agency or start our own company with the clients who were abandoned by our previous employer. Our decision to go out on our own became clear after interviewing with a few of the usual suspects. The interviews revealed that all of these companies were more or less saying the same things, were structured the same way, and were delivering similar work. We felt there was a better way.
We didn’t want to rely on the legacy of past employers as the basis for our new company. Instead, we wanted to challenge the existing formula that so many others were using.
Here are a few of the things we decided to implement from day one:
Partners on every piece of business
We hated it when we used to pitch business and then not get to work on it because as senior creative staff we were moved on to the next pitch. We wanted clients to work with the people who pitched the business. This also ensured that we only pitched business we actually would want to work on.
Small agile teams
No more teams of 20 people where you had no idea what 12 of the people did.
No technology builds
We believed that building technology (infrastructure, data and application layer) is a totally different business from designing user experience. In our experience you can’t be great at both, so we decided we would focus on being great at defining and designing user experience, not building it.
90% of employees to be creative (CD,AD,GD,CW,etc)
We wanted a company built by creative people for creative people.
No account managers
Account managers typically create a layer between the client and the people doing their work. We want our clients to work with the people doing the work. Putting clients in contact with the team, leads to better work. No more broken telephone or account managers promising things that couldn’t be delivered.
2 Billing rates (Partners + Associates)
We were sick of these ridiculous rate sheets that agencies had. 20 different titles with 20 different billing rates. If you want to know our rates I can tell you over the phone.
Most of the above has remained unchanged. Along the way we added a couple of Partners, hired more Associates, took on some technology (i.e. front-end builds) and created a group that specifically deals with digital marketing programs. The growth has been steady and the vision remains unchanged.
Doing something new and different takes courage and commitment – especially when your a prospective client or staff member. We want to thank everyone involved with Teehan+Lax over the past 5 years. Thanks for believing in what we we’re building – For taking a chance to try something different.

I read yesterday that Yahoo! launched a site called the Yahoo! Suggestion Board. In a nut shell it’s a message board for 14 of their web properties where users can suggest improvements, errors or complain about how it rips off Digg by using a similar voting mechanism.
The site does indeed use a Digg-style voting mechanism to promote suggestions. This seems to have caused some uproar from the Digg community. To me, the Digg-style voting mechanism is just that, a mechanism. Yahoo! needed a way to have its user-base decide what’s important, and they looked to see what existed that could help them.
As designers, I think we all look to multiple sources to see how similar problems have been solved – I consider it part of the design process. It is by no means how we solve every problem, but it’s certainly a valuable exercise. Sometimes a good idea inspires innovation. Other times, using a mechanism (in this case a voting tool) in use by another site is simply the best answer.
Pattern-based design seems to be getting a lot of interest in the UI community lately, and is being taken fairly seriously by some high profile players like yahoo.
Just to refresh, design patterns are general repeatable solutions to commonly occurring problems. There’s a putative measure of objectivity or optimality attributed to design patterns, distinguishing them (in theory at least) from what are often called “best practices,” which tend to be derived through convention.
To sort things out in my own head, I came up with this visual scheme for slotting patterns into the interaction designer’s toolbox. Obviously, this is not the only way to slice things up:

I had a bit of trouble deciding what should go in the top-right box. By quality attribute, I mean desirable traits like learnability, modularity, explorability—the “ilities” of design, which I think are both fairly abstract and context-dependent or subjective. These are sometimes called soft goals or non-functional requirements in systems design.
Back to design patterns. We’ve commented here before that we tend to be cautious about methodologies that are borrowed from other disciplines; we need to constantly ask ourselves, how will this help us improve our work?
Design patterns in software engineering are meant to be used in a deductive, rationalistic fashion. So you have this general problem or requirement, X, design pattern Y solves X, therefore use Y. Now, when I reflect on my own process—and I’ve got reason to believe that I’m not alone here—I find that it’s more organic than that, more inductive than deductive, more bottom-up than top-down.
Obviously, there’s a balance to be achieved. When a project is in the initial bootstrap phase and I’m trying to make the jump from abstract requirements to a concrete design solution, I’ll often perform a sort of breadth-first search in my head/on foolscap. During this phase, I’ve found design patterns to be helpful, allowing me to quickly frame up the design problem in concrete terms.
I think that pattern-based design has the potential to move interaction design forward, but we need to sort out how this will jive with established methodology that works in the other direction (e.g. scenario-based or iterative design), and also how to balance the value of standards and conventions with improvisation and innovation.
Learn more about UI design patterns: