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example.com0 points · 0 comments · 13 years ago · calinet6
But those who care about the details achieve truly high quality results overall. It extends to all areas of the design, not just to the parts you can't see.
In the movie "Who Framed Roger Rabbit," there's a scene in a dark room where Roger Rabbit (an animated character) flies across the room, knocks a hanging lamp around, and the lighting becomes so dynamic that all the shadows move around including the animated character's shadow. Here's the scene in question: http://www.youtube.com/watch?v=_EUPwsD64GI
This was such a small detail that it would have been forgivable if the animators had left it out entirely: if they had not moved the lamp, kept the shadow steady, no one would have really noticed the difference. It would have been 100 times easier to animate and the effect wouldn't really have been that different.
But they did it anyway. The term was later coined, and "bump the lamp" is used throughout Disney (and probably other organizations) to mean something akin to "go the extra mile"—but I see it as having a special significance to design.
You're right, most people won't notice. By that logic, you could cut corners a lot of other places too. You could be lax about button colors matching exactly, or per-pixel sharpness on the map and buttons. No one would probably notice.
But if you go for every detail like it was the most important detail, you have the possibility of reaching a level of design quality that is superlative, and some people will notice. Others will not notice directly, but will see that the piece exudes style and quality subconsciously, due to the attention to small details. If you carry this into other areas of your work—programming, customer service, market strategy, marketing, and more—then you have a chance to create something of true quality.
If you don't pay attention to detail at that level, well, you might have the chance to actually get something done. Yes, it's a balance, like everything else. But you have to know that it won't be quite as good, and understand that yes, you are sacrificing something, even if you can't see it.
ender7
skrebbel
I mean, in terms of the 80/20 rule (the last 20% of quality costs 80% of the time), we're not talking about turning an 80% thing (i.e. typical in-house enterprise software) into a 90% thing here. Hell, even going for 95% is something I believe we should all go for, and fight our colleagues, bosses and project managers, and customers for. But the OP's example is more like turning 99.5% into 99.8%.
jenius
To add what little I can to this, the reason that drives me to go to these lengths is the craft. Design, like code, is a craft. A good craftsman just does not leave mistakes in their work purposely. Whenever I do this it slowly drives me crazy until I either go back and fix it, or drop the project entirely (if there are a lot of mistakes and/or things I don't really like), usually citing some reason like 'it's too messy' or 'i lost interest'.
For me, design and programming are not all about a/b testing, 100% time efficiency, etc. A lot of it is about art -- making something you know is great and shipping it. When you know something is wrong with your work as an artist, it will bother you until it's fixed.
nnq
chacham15
1. A work of art is created by definition to be beautiful. While a beautiful UI is awesome and definitely something to strive for, it is not the end goal.
2. A UI can be changed after its release. Unlike art, you can release a UI and then later change details that are important.
3. Most companies do not have the manpower or time to actually get to the place where the entire product is pixel-perfect. pg's mantra is: "release early." This means that not everything is going to be perfect and you have to decide what corners can be cut and which cannot. (You cannot simply state, I am going to cut NO corners).
4. A UI is likely to change. When you first release a UI you dont really know how it is going to be used. Therefore, as the OP suggests the improvement from 95%-98% really does seem like a pre-optimization.
That said, the UI should make the experience easier in that it aids the function. I would take it a little beyond that where you want something attractive to look at, but it doesnt necessarily need to be in the v1. As the UI matures over time beauty in design becomes a more important goal.
jaredcwhite
edent
msutherl
The fact of the matter is that people usually do notice, if only subconsciously. If you show someone a clip from a Disney movie and a clip from a Hanna-Barbera cartoon, they will be able to tell that the animation quality is much crappier in the latter. They won't be able to tell you why, but on a visceral level they will be able to feel the difference. [1]
This visceral feeling of "quality" is what gives Apple's brand such cachet. Sure, their skeumorphism can be tacky, but it's never slapdash. Their apps always run at the highest framerates, and their touch interactions and animations have always been tweaked to a level that their competitors can't match.
Now, if you asked someone what the difference was between Mobile Safari on an iPad Mini and Chrome on a Nexus 7, no one would say "the scrolling is much smoother on the iPad, and the variance in framerate is much lower as well, which contributes to a feeling of responsiveness and playfulness", but those features still contribute dramatically to the "feeling" you get when using one of the two devices.
Now, sometimes it really doesn't matter. The example in the OP seems particularly silly. However, don't underestimate the value of "bumping the lamp" when it comes to design or interaction development. People will notice.
[1] The answer to the "why" has many parts, but mostly involves the fact that Disney animation runs at 24fps while HB cartoons ran at 12fps or even 6fps. Disney animation involves characters that are carefully articulated and that move realistically and with a sense of weight behind them. Also, the general quality of animation and camera work was just better -- look, there are a lot of reasons. They all add up to the difference between Scooby Doo and The Little Mermaid.