Marney Morris on the Art of
Interactive Software Design
An Interview by John Gehl
Educom Review:
How do you explain your profession to someone who asks you what
you do?
Marney Morris:
Well, I'm an interactive designer, so I would want to know a little
more about that person before I answered. But I would primarily
say that I am a designer, working with a very bright team of other
designers to adapt information technology to learning. This new
medium has several advantages that we haven't had previously in
books or audiovisuals or anything that went before. First, there
is real-time delivery, so that you know what you are learning
is the latest. Second, there is collaboration, allowing you to
talk to anybody in the world about common interests. Third, there
is interactivity, so that when you take an action the medium can
respond with immediate feedback. Those three things combine to
make the new technology very different from any learning tool
or experience we've had before, except that provided directly
by other human beings.
ER:
What kinds of clients does your company do work for?
MORRIS:
We worked for worldwide clients, primarily with communications
companies like AT&T and Disney or retail companies like The Limited
and Clinique. I started the company in 1984 and so we did work
for most of the major hardware and software companies that were
just launching products. We did rollouts for Apple, Hewlett Packard,
and Microsoft's and Adobe's new products; we were there for most
of those beginnings.
ER:
Give us an example of what you did for any of them.
MORRIS:
Well, when companies needed a screen-based component to their
marketing or their rollouts, they would come to us. For instance
for Microsoft, when you went into a retail store, you would see
an attract loop about Excel or Word running on a computer. Then
you would click, and learn the features and benefits of the product.
What we really became masters of, was engagement, because you
could see people walk away from a screen, and you'd say, Oh, I've
got to change that; it didn't grab or interest them.
ER:
And how would you figure that out?
MORRIS:
Well, that's the most wonderful thing about designing for this
medium, because you would figure it out on the fly. We'd do things
for trade shows. We would set up a demo the first day, before
the show started, when everybody else was doing setup, and then
we'd watch people walk by and look at our demo. If they walked
away or they didn't like something, we could change it right then,
which you would never do with video.
ER:
What kind of thing would you change?
MORRIS:
Frequently we would shorten the text, we would change the timing,
we'd put things in a different order. We'd take some things out
if they didn't like them - why bother having them? The nice thing
about communication is that the more time you have to design a
piece, the briefer it can be. Lots of times we'd delete things
if they weren't sufficiently engaging. This real-time editing
with this medium is so wonderful. You just couldn't do it with
video or print. And one of the funniest things about designing,
you can ask the users and they will tell you just what they think,
they always will, and you can change it and ask again, Does this
work? Yes or no?
ER:
What was your background?
MORRIS:
I have a degree in physiology. My interest was in metabolism and
endocrine systems, which actually isn't that far off the mark
because a lot of what science teaches you to think rigorously,
and a lot of the systems that I was interested in translate into
computer systems, or the way computer programming is going. So
it's kind of the same thought process. I also have a degree in
fine art - painting. I pretty much put myself through college
doing graphic design. So it all merged together.
ER:
When did it merge, and how?
MORRIS:
It merged in 1983, the first time I used a personal computer.
All the lights just went on, and I knew this was what I wanted
to do. I moved back to Palo Alto, where I grew up, and started
a company. I never looked back.
ER:
What are the most important things you've learned since you started?
MORRIS:
I'm so lucky, because we have worked with some of the best people
in the industry. I mean, they really trained us. But what I've
learned personally is to trust your instincts and always trust
the user. Show them things and get response. We've also learned
a process of iteration, which is get things up on the screen as
quickly as you can and get them in front of people and change
them and change them and change them. It's the only way to design
for this medium.
ER:
You've seen a lot of other multimedia efforts that are out there
- what your general rating of their quality?
MORRIS:
Well, I think everything is an honest effort, because it is hard
to work in this medium. I think you have to view everybody's work
in terms of what they are learning. A lot of work is very heavy
on the technical side. And you just have to say, well, that's
what they were pursuing at that moment. Our work is much more
skewed towards the communications side. The technical requirements
brought an influx of technical people into multimedia, and we've
tried to move it more toward the communication side and let all
the technology fit beneath it. As technology evolves, you can
swap out the technology below the interface. We are interested
in the communication with the user - the top-level design. Of
course, we are very conscious of the technical design below because
you always have to design for your technical constraints. But
we always say that the primary thing is to connect with the user.
Technical stuff is secondary. And I think a lot of the work I
see is the other way around.
ER:
And that's just because the people who do this tend to be technical?
MORRIS:
Yeah. That's what's more interesting to them. Inevitably people
work on the part that's interesting to them. It's like photography.
A lot of photography magazines are devoted to lenses and cases
and all kinds of technical things. If I read a photography magazine,
it's Aperture or something more on the aesthetic side. There's
room for everybody, but that's how I would evaluate other people's
work - in terms of our sensibility, which is more on the communications
side and the visual side.
ER:
How big is your company now?
MORRIS:
Well when we were a service company, we were up to twenty-two
people. This was a year and a half ago. Now we're just doing one
product. We've pared down to nine people now and most are people
that I have worked with over the years. It's the dream team. It's
just the best group of people I've ever been privileged to work
with. And they are all very excited about this SprocketWorks project,
and I think that's why a couple of old employees are involved
- because they really wanted to work on this.
ER:
What kinds of people are they?
MORRIS:
We divide our company pretty clearly into designers and engineers.
That is not to say that they don't work closely together. But
the engineers are computer scientists and they have a strong background
in problem-solving in a technical language. And the graphic designers
all have graphic design degrees and are very brilliant in visual
language and visual communication. And both groups have such respect
for each other that they work together very well.
ER:
Well, tell us more about SprocketWorks.
MORRIS:
SprocketWorks. It's a learning product to help people form a model
of the world and how it works. For example, say you want to know
about classical music. You click on Topics and you see all of
the topics you might want to choose from. You click on Music.
You go to a time line of classical composers and as you drag across
the name of each composer, you hear his music. If you click on
his name, you see a screen with selections of his music that you
can click to hear. So very quickly you hear the music, you know
who the composer is, you see his relation in time, and you also
hear a body of his work. We have very little text in our product.
It's all about understanding the structure.
ER:
Give us another example.
MORRIS:
Another good example would be the Solar System. Choose Space as
the topic. You click on Solar System and you see all the planets
orbiting around the Sun. When you click on any planet you zoom
closer to it. We're reality based, so all the images are real
photographs. The more you click, the closer you go to the planet.
If you click out, you come back from the planet, out to the planet
orbits, then out to the Milky Way. So everything is designed to
be simple but to be the way information is organized most naturally.
Once you have a structure, you can go to lots of other places
- teachers, parents, encyclopedias - and learn detail. But we
just want to provide a structural map to start with.
ER:
Contrast it to the way the Web works, in general.
MORRIS:
Oh, well, the Web is just an exuberant place, isn't it? When I
described the solar system - all those beautiful planets in there
came from the Web, the NASA web site. The Web is a great place
to find anything you want to look for - but without a structure,
you could wander for days in the Web and never know whether what
you exactly wanted to see was right there! We feel that our greatest
contribution would be to create a general view of how the world
is structured before sending someone off to the Web to find all
the rich details about a subject. The Web is such a wonderful
collection of idiosyncratic efforts that you are never going to
see it all structurally defined.
ER:
So what you are adding, among other things, is structure?
MORRIS:
We are adding a mental structure. We are not trying to organize
the Web, because there are lots of browsers that are trying to
do that. But, yes, structure - a place to start. You know, most
learning is common sense. If you give people a place to start,
a place to stand, they can take it from there. For instance, if
you're interested in animals, you see a taxonomy structure on
our site and you can understand how animals all relate to one
another. You can see that dinosaurs are closer to birds than to
reptiles, and that sort of thing. Kind of see how everything fits.
ER:
Would you be willing to say that SprocketWorks lies somewhere
between the complete freedom of the Web and the rather strict
linear format of a course, or a textbook? In other words, you
are not just sending a learner to the library and saying there's
a lot of good stuff in there, or sending him or her to the Web
and saying there's a lot of good stuff out there and go find whatever
it is. You are taking it topic by topic and presenting it somewhat
the way a course or a textbook would.
MORRIS:
I think that's a good characterization. We'd like to take the
best of both worlds. So you have the structure of a course, but
you have the sense of freshness that you get on the Web.
ER:
Is it possible for someone simply not to click enough - and therefore
miss out on many of the ideas embedded in the material? Do you
worry about that?
MORRIS:
Yes, it's a big worry. We put SprocketWorks in front of people
all the time and if there's a place they don't click, we notice,
and we fix it. For a lot of our topics we have Forward and Back
arrows in the lower right corner and people wouldn't see them,
and we pondered about it for a long time - we didn't want the
arrows to blink or be annoying but we really wanted people to
know that there was more in there that they hadn't experienced.
For example, in our material on flying, you go to the instrument
panel of a plane and you roll over the instruments and you hear
what they are. And people went, Oh, that's nice, and then they
left without realizing that on the next screen you could roll
over the flaps of an airplane and make them move and hear what
they were called. So we put a little sprocket, because our product
is called SprocketWorks, in the lower right corner, and made it
turn there, which kind of works with the interface of the whole
product, and every time you see that sprocket turning, it attracts
your attention but it's not annoying. It's almost like a fish
in a fish tank. It's pleasant. You know it's there. And we found
that when we did that, people then see the arrows below it and
click to go ahead if they want to. I mean it's fine if they don't
want to click, but our job is to make sure that they know they
can click if they want to learn something more.
ER:
How did you choose the name SprocketWorks?
MORRIS:
Naming things is so hard. And I have to say I deferred to the
team. The guys who were working on Sprocketworks named it. We
worked with naming professionals and pestered everybody we knew
for ideas, but ultimately the SprocketWorks name stuck. I'm sure
a lot of things get named that way. I finally had to say, "You
guys have your hearts in it and this is a name you like and I'll
go with it. Fine." So SprocketWorks pretty much means that when
you get to the product you see all these sprockets turning around
and you can click on the one that says 'Topics' or the one that
says 'Go Online' or whatever. The whole thing kind of feels like
a happy machine. And sprockets turn out to be a good metaphor
for the things we are trying to do - seeing the relationships
among things.
ER:
So far, you've been working primarily at the elementary school
level, is that right?
MORRIS:
Well, initially we thought the age group would be 8 to 15. But
the funny thing is, when we've shown this product, we've found
that people of all ages like it. Three- and four-year olds like
it because the interface is so simple, and that text has voice
associated with it, so even if they can't read, they can interact.
And teenagers and college students like it because basic concepts
that might be frustrating to them can be made clear. For example,
we have a model of a cylinder filled with gas and you can compress
the volume, or let more molecules in, or turn on a Bunsen burner.
And you see the molecules speed up. Well, eventually, you can
blow it up if you want to. So it turns out to be fun for elementary
school kids, but very seminal for kids who are just learning basic
Chemistry. PV=nRT. I've been dreaming about this project since
I took Chem. I, which was a lot of years ago, because it was so
hard and frustrating for a lot of my classmates - and me, too,
sometimes - because there wasn't much conceptual modeling, mostly
equations and number problems. I've rambled a little bit, but
the point is, I think kids will use it from age 3 or 4 to college.
And then we have a lot of adults who say, "Forget kids; I want
this product for myself." So that's pretty wonderful.
ER:
And you're not tempted to go that way?
MORRIS:
Oh, yeah, we are; we've stopped saying there is an age group for
this product. We took the product over to our friends who have
a kids research company here in Silicon Valley and they said,
"Stop saying it's an age-group. Just put it out there and let
the market do what it will with it." That's pretty antithetical
to current software marketing strategy, but I think it's going
to work. We'll just have to see, but the response has been good.
ER:
You're teaching now at Stanford; what are you teaching?
MORRIS:
Interaction Design, in the engineering department. Terry Winograd
has put together a wonderful program there. For years he's been
bringing people in from the community to be guest lecturers, and
sometimes it evolves into having your own class. That's what happened
to me. It's an interesting group of students-undergraduates as
well as Ph.D. and Masters candidates. They are very keen and very
bright, and it's really a great experience. It's an interdisciplinary
course. The class is in engineering but people come over from
design, psychology, business, even art. It's more engineering
than anything else, but they do come from other places.
E.R.:
What do you find hardest to get across to students?
MORRIS:
You know, every group is different, because everyone has their
own concerns. So I think the hardest thing to figure out is not
how to get material across, but how to understand what the audience
really wants and needs. I always try to start with a basic structure,
but modify on the fly. Sensing who they are is the hardest thing.
ER:
Well, that's the hardest thing for you. What's the hardest thing
for them?
MORRIS:
Okay, let's see. I think the hardest thing for them is letting
go of their preconceptions. You know, the old 'every problem looks
like a nail if you have a hammer'. So, for example, an engineer
might think, Well, this is an engineering problem, or this is
a hardware problem. Not to generalize about engineers - some of
the best designers I've met are engineers. But I think that, in
general, the problem for any designer is letting go of your expectations
and really listening to the user and always taking it back out
to them and paying attention to their responses. We've had clients
that did user testing but they wouldn't look out the one-way mirror
at the people using the product. They'd be having lunch and talking
with each other! So even though they'd be going through the motions
of user-testing, they weren't really that interested in the users.
Of course, that's an exception; in most user-testing, people do
pay attention. But I would say that, to me, the most significant
thing is just letting go of your preconceptions and watching what
the user's actually doing. Being surprised and then adjusting.
ER:
Are interactive designers usually artists?
MORRIS:
Well, I think that people who study the visual arts have a big
advantage. We tend not to hire anyone who doesn't have a graphic
design degree. Well actually, we did hire two people from architectural
school and they were both great. But you really have to have a
solid graphic and visual language and a certain way of thinking,
I think, as a foundation for interactive design.
ER:
You mentioned people coming over from the business school. Are
they artists who just happen to be in the business school?
MORRIS:
No, those students have a different interest, rather than just
straight interaction design. And I think that - I'm conjecturing
here - most business students are interested in the area as a
market - you know, there's so much involved in launching a product
besides designing and building it - funding, marketing, sales
channel - all those business issues that revolve around software.
So maybe they are not wanting to be hands on professional designers,
but still finding it a very fascinating and interesting area.
ER:
Let's talk some more about your methodology. If you were going
to work with the people at, for example, the Medical School, to
develop a huge collection of modules on medicine, what would you
start doing? How would you do a project like that?
MORRIS:
The first thing we would do is find people in that school who
really cared about that subject and who were communicating it
already. This technology is fabulous for certain learning paradigms,
but so much learning is still based on all the other talents and
skills that people already have developed. For example, when we
started working with The Limited, which is a clothing company,
we talked to all the buyers and asked them, "What are you doing
now to work with the computer systems that you have?" We got what
they called their 'cheat sheets', these pencil-based sheets with
which they were actually doing their work. The best buyers had
two or three assistants who carried all these binders around and
erased and wrote in new things. We looked carefully at what they
were doing. And we asked them all what they liked about their
existing computer systems. So the very first place to start with
a large project is to find people who are already working with
those issues and look at how they are starting to solve them.
And then make their job easier by applying the technology to their
design. If I were going to be even more methodical about it, I
would say you would start by identifying all your parameters.
What are your technical limitations? Does it have to be on the
Web? Is this a CD? Is it in-house? Is it behind a firewall? You
start with your technical limitations and then you look at all
your resources. What is the whole scope of material that needs
to go in there? And then you consider the political issues. Who
do you have to please? Where is the funding coming from? When
do those deliverables have to be met so people will buy into it
and agree that you can move it on? Doing a large project always
involves a lot of agreement and requires studying people's expectations
and getting them excited about it. Because you want everybody
to participate and feel a part of it. That's a giant part of doing
a large project. So once you know all those things, you immediately
start putting things on screen and showing them to everyone who's
part of the project and getting their feedback and then making
changes. Always making changes!
ER:
Is it conceivable to you that you or someone you know will have
that kind of project - to create the materials for a substantial
part of a degree, let's say a medical degree?
MORRIS:
You know, it's interesting. I think that people are chipping away
at pieces of that. Things look very different now than when I
took anatomy at UC-Davis twenty years ago. I mean there are some
fabulous anatomy products in the consumer market. You can learn
more about anatomy than you ever could, even with real subjects,
because of the computer's image. Although sometimes there's no
substitute for tactile feedback. So people are solving subsets
of medical education right now with technology. The people that
have the best interfaces and do the best jobs might expand that
into other areas. So conceivably someone could do it all if they
are good and the market embraces them. But it's a very big task
and it's also valuable, I think, to have different points of view
in a whole curriculum.
ER:
How much effort does it take to produce some unit of learning?
What measure could you suggest in terms of explaining how much
effort goes into a product?
MORRIS:
You know, every project is different. So if you are doing a very
data-intensive project, you are going to need data-flow models,
data entry people, more block-and-tackle work. If you are doing
something like we are doing with SprocketWorks you need highly
creative people with a willingness to iterate. So, not to avoid
your question, but the answer is really very project-dependent.
We've always erred on the side of having fewer people who are
very talented because I think you are more nimble when you have
a smaller group. But over the years, we've learned to be realistic.
We try to work normal hours, because after the first few years
of business we realized that you can't deal in crisis all the
time. But I think that we do tend to have people work in a very
focused way and work well together, and that allows us to have
fewer people. I've seen a lot of projects that just had too many
people and they were bogged down exponentially because of that.
ER:
Has your company always had reasonably smooth sailing?
MORRIS:
Well, because we were a service company, it's been pretty smooth,
because there's not a lot of capital needed. But we had two periods
when we had to reinvent ourselves. And I think those were not
as smooth, because change is difficult. When we moved out of the
technology business and took on clients in other business areas,
that was hard. Our first client outside technology was Domino's
Pizza. That was a difficult transition because we started having
clients in the Midwest and New York, and I was traveling a lot,
and it really disrupted the way we had gotten used to working.
That was a big change. Doing SprocketWorks, instead of service
is our second big change. I think it's hard for any company to
change, but for us as designers it has been imperative. You have
to continually reinvent yourself or it doesn't stay interesting.
You have to keep solving problems that challenge you or you just
get stale.
ER:
And what's going to be your next reinvention?
MORRIS:
After Sprocket Works? I don't know. We picked a big one this time.
This can go on for awhile.
ER:
Put a scope on that. How big could it be?
MORRIS:
You mean in time?
ER:
No. In concept?
MORRIS:
We have a new brochure. It's at the printers. It's great. It's
tabloid size, and on the front it says, "Good news for parents
and teachers. Your job is simple. All you have to do is explain
everything in the known universe." Then you open it up and it
says "oh" in little letters.
ER:
You're done when you've finished the known universe.
MORRIS:
Yeah! My goal is for SprocketWorks to have a life of its own.
It's designed so that people will e-mail us and tell us what we
should improve and change and add. I hope people will want to
work on it when they see it - people with special interests -
and that communities will grow around it. So in scope - I want
it to have a life of its own. And if it does it will be a function
of the people who get involved. It could be really significant,
I think, for people who are looking for people with the same interests.
I'm taking a wait-and see approach. I'll be very excited to see
how it develops. We're just giving it a good foundation and watching
it and we'll see what happens.xx