Less content above the fold may encourage more exploration below the fold

The image below shows some recent eye tracking work with Bristol Airport. The screens show two different design treatments for the hero slot (the large, prominent image area) on the homepage.

The surprising thing we learned was that actually having less above the fold encouraged exploration below the fold.

Brisair

The image on the left has more crammed in above the fold, and the image on the right has less (one large content block as opposed to 2 smaller ones).

Facebook’s business model

Startups usually succeed because of a single major product or business innovation. Google is unusual in that they succeeded because of two major innovations: their core search product, and their keyword advertising business model. Back in 2000, when Google was wildly popular but generating no revenue, the  conventional wisdom was that their business model was uncertain. Then Overture invented keyword advertising and Google adopted the same model. This turned out to be both wildly profitable and also, remarkably, created a better experience for both advertisers and users.

Facebook relies on an old internet business model: display ads. Display ads generally hurt the user experience, and are also not very efficient at producing revenues. Facebook makes about 1/10th of Google’s revenues even though they have 2x the pageviews. Some estimates put Google’s search revenues per pageviews at 100-200x Facebook’s.

The good news for Facebook is there is a lot of room to target ads more effectively and put ads in more places. The bad news is that, if there is one consistent theme in both online and offline advertising, it’s that ads work dramatically better when consumers have purchasing intent. Google makes the vast majority of their revenues when people search for something to buy or hire. They don’t have to stoke demand – they simply harvest it. When people use Facebook, they are generally socializing with friends. You can put billboards all over a park, and maybe sometimes you’ll happen to convert people from non-purchasing to purchasing intents. But you end up with a cluttered park, and not very effective advertising.

The key question when trying to value Facebook’s stock is: can they find another business model that generates significantly more revenue per user without hurting the user experience? (And can they do that in an increasingly mobile world where display ads have been even less effective.) Perhaps that business model is sponsored feed entries, as Facebook seems to be hoping (along with Twitter and perhaps Tumblr). The jury is still out on that model. Personally, I have trouble seeing how insertions into the feeds aren’t just more prominent display ads. You still have to stoke demand and convert people from non-purchasing to purchasing intents. A more likely outcome is that Facebook uses their assets – a vast number of extremely engaged users, it’s social graph, Facebook Connect – to monetize through another business model. If they do that, the company is probably worth a lot more than the expected $100B IPO valuation. If they don’t, it’s probably worth a lot less.

 

The Digiday Dictionary

accountability: clicks
ad exchange: shitty media
ad network: shitty media
agency partners: vendors
authentic: fake
Bcc: asshole
Cannes: Spring Break with business cards
choiceful: scared of screwing up
clean, well-lit environment: expensive
content: ads
cross-device: works on iPhone
curation: stealing
data visualization: fancy bar chart
digital strategy: Mashable
DSP: ad network
earned media: press release
ecosystem: expensive (via @OH_DigitalMedia)
efficiency buy: shitty media
email blast: spam (via @OH_DigitalMedia)
engagement: clicks
exploit: use (via @OH_DigitalMedia)
FYI: I hate you
Gamification: manipulation
Google+:
ghost town
guru: asshole
harness: use (via @OH_DigitalMedia)
high-impact creative: flash banners
HTML5: it’s the year of mobile, right?
in-stream: interruption
incremental: rounding error
Internet advertising: banners
Klout score: bullshit
KPI: clicks
lean-back medium: worth watching
lean-forward medium: our CPMs are high
leverage: use
long tail: porn
mid tail: porn
mobile site: kind of works on your iPhone
monetization: equivalent to spamming consumers
niche: too small to matter
ninja: asshole
non-premium: shitty media
ongoing conversation: got rejected repeatedly (via @delray)
optimization: hasn’t worked yet
organic: fake
owned media: website
paid media: banners
paywall: we’re going broke
performance: clicks (via @razzmuzzen)
pitch: free ideas
platform: website
post-roll: invisible
pre-roll: roadblock
premium video: Hulu (via @ckronengold)
private exchange: we’re not getting ripped off
privacy: migraine
privacy advocate: asshole
procurement: cheap asshole
programmatic buying: servers are cheaper than people
PR: people who stalk the media
relationship building: Jeans Night
retargeting: stalking consumers on the Web
rockstar: asshole
ROI: clicks
RFP: bargain hunting
RTB: remnant
SMS: it’s called a text, grandpa
social graph: Facebook?
social strategy: give it to the intern
SoLoMo: MoBullShit
solution: bullshit, over-priced ad technology
stack: tech plumbing
strategy: PowerPoint
synergy: whose idea was this anyway?
transmedia: confusing and unpopular
transparency: somebody’s getting ripped off
verification: porn screenshot
viewable impressions: uh-oh
viral: upload it to YouTube
win-win: somebody’s getting ripped off

Publishers turning against apps

By the time Apple released the iPad in April of 2010, just four months after Steve Jobs first announced his "magical and revolutionary" new machines in San Francisco, traditional publishers had been overtaken by a collective delusion. They believed that mobile computers with large, colorful screens, such as the iPad, iPhone, and similar devices using Google's Android software, would allow them to unwind their unhappy histories with the Internet.

For publishers whose businesses evolved during the long day of print newspapers and magazines, the expansion of the Internet was tremendously disorienting. The Internet taught readers they might read stories whenever they liked without charge, and it offered companies more efficient ways to advertise. Both parties spent less.Tablets and smart phones seemed to promise a return to simpler days. Digital replicas of print newspapers and magazines (which could be read inside Web browsers or proprietary software like Adobe PDF readers) had never been popular with readers; but publishers reasoned that replicas were unpleasant to read on desktop computers and laptops.

The forms of tablets and smart phones were a little like a magazine or newspaper. Couldn't publishers delight readers by delivering something similar to existing digital replicas, suitably enhanced with interactive features, which would run in applications on tablets and smart phones? They argued that the new digital replicas would be better because applications run "natively" on the operating system of mobile devices, such as Apple's iOS, and can therefore have the functions of true software. (By contrast, a website is merely a series of HTML pages and scripts of computer code that run inside a browser, itself the real application. The Web's architects had meant sites to be more limited than apps.)

For traditional publishers, the scheme was alluring. They lost their heads. One symptom of the industry's euphoria was a brief-lived literary genre, the announcement of the iPad edition. A touching example of the form is this 2010letter by the editors of the New Yorker, published by Condé Nast, dashed off in a style that was uncharacteristically breathless: "This latest technology ... provides the most material at the most advanced stage of digital speed and capacity. It has everything that is in the print edition and more: extra cartoons, extra photographs, videos, audio of writers and poets reading their work. This week's inaugural tablet issue features an animated version of David Hockney's cover, which he drew on an iPad."

Publishers believed that because they were once again delivering a unique, discrete product, analogous to a newspaper or magazine, they could charge readers for single-copy sales and even subscriptions, reëducating audiences that publications were goods for which they must pay. They allowed themselves to be convinced that producing editorial content for the apps and developing the apps themselves would be simple. Software vendors like Adobe promised that publishers could easily transfer editorial created on print copy management systems like Adobe InDesign and InCopy directly to the apps. As for software development ... well, how hard wasthat? Most publishers had Web development departments: let the nerds build the apps.

Publishers hoped that the old print advertising economy could be revived. TheAudit Bureau of Circulations (ABC), the industry organization that audits circulation and audience information for magazines and newspapers around the world, promised it would consider the replicas inside apps in calculating "rate base," the measure of publications' total circulation, including subscription and newsstand sales. Rate base had been the metric for setting advertising rates in publishing before the emergence of keyword and banner advertising, which measures click-throughs and ad impressions. Advertising is the real business of media, but traditional publishers couldn't compete with Google and new-media companies for selling digital ads. Apps would interrupt that decline, returning media to its proper, historical structure: publishers could sell digital versions of the same ads that appeared in their print publications (perhaps with a markup if they had interactive elements), valued with the old measurement of rate base.

Expressed like this, the delusion is clear enough, but I succumbed myself—at least a little. I never believed that apps would unwind my industry's disruption; but I felt some readers would want a beautifully designed digital replica of Technology Review on their mobile devices, and I bet that our developers could create a better mobile experience within applications. So we created iOS and Android apps that were free for use; anyone could read our daily news and watch our videos, and people could pay to see digital replicas of the magazine. We launched the platforms in January of 2011. Complimenting myself on my conservative accounting, I budgeted less than $125,000 in revenue in the first year. That meant fewer than 5,000 subscriptions and a handful of single-issue sales. Easy, I thought.

Like almost all publishers, I was badly disappointed. What went wrong? Everything.

Apple demanded a 30 percent vigorish on all single-copy sales through its iTunes store. Profit margins in single-copy sales are thinner than 30 percent; publishers were thus paying Apple to move issues. Many responded by not selling single copies of their magazines. Then, for a year after the launch of the iPad, Apple could not figure out how to sell subscriptions through iTunes in a way that satisfied ABC, which requires publishers to record "fulfillment" information about subscribers. When Apple finally solved the problem of iPad subscriptions in iTunes, it again claimed its 30 percent share. From June of last year, Apple did permit publishers to fulfill subscriptions through their own Web pages (a handful of publishers, including Technology Review, enjoyed the privilege earlier); but the mechanism couldn't match iTunes for ease of use, and most readers couldn't be bothered to understand it. And while Google was more reasonable in its terms, Android never emerged as an alternative to the iPad: today, most tablet computers are Apple machines.

There were other difficulties. It wasn't simple, it turned out, to adapt print publications to apps. A large part of the problem was the ratio of the tablets: they possessed both a "portrait" (vertical) and "landscape" (horizontal) view, depending on how the user held the device. Then, too, the screens of smart phones were much smaller than those of tablets. Absurdly, many publishers ended up producing sixdifferent versions of their editorial product: a print publication, a conventional digital replica for Web browsers and proprietary software, a digital replica for landscape viewing on tablets, something that was not quite a digital replica for portrait viewing on tablets, a kind of hack for smart phones, and ordinary HTML pages for their websites. Software development of apps was much harder than publishers had anticipated, because they had hired Web developers who knew technologies like HTML, CSS, and JavaScript. Publishers were astonished to learn that iPad apps were real, if small, applications, mostly written in a language called Objective C, which no one in their WebDev departments knew. Publishers reacted by outsourcing app development, which was expensive, time-consuming, and unbudgeted.

But the real problem with apps was more profound. When people read news and features on electronic media, they expect stories to possess the linky-ness of the Web, but stories in apps didn't really link. The apps were, in the jargon of information technology, "walled gardens," and although sometimes beautiful, they were small, stifling gardens. For readers, none of that beauty overcame the weirdness and frustration of reading digital media closed off from other digital media.

Without subscribers or many single-copy buyers, and with no audiences to sell to advertisers, there were no revenues to offset the incremental costs of app development. With a couple of exceptions, publishers therefore soured on apps. The most commonly cited exception is Condé Nast, which saw its digital sales increase by 268 percent last year after Apple introduced an iPad app called Newsstand that promoted the New York publisher's iPad editions. Still, even 268 percent growth may not be saying much in total numbers. Digital is a small business for Condé Nast. For instance, Wired, the most digital of Condé Nast's titles, has 33,237 digital replica subscriptions, representing just 4.1 percent of total circulation, and 7,004 digital single-copy sales, which is 0.8 percent of paid circulation, according to ABC.

Today, most owners of mobile devices read news and features on publishers' websites, which have often been coded to detect and adapt themselves to smaller screens; or, if they do use apps, the apps are glorified RSS readers such as Amazon Kindle, Google Reader, Flipboard, and the apps of newspapers like the Guardian,which grab editorial from the publishers' sites. A recent Nielsen study reported that while 33 percent of tablet and smart-phone users had downloaded news apps in the previous 30 days, just 19 percent of users had paid for any of them. The paid, expensively developed publishers' app, with its extravagantly produced digital replica, is dead.

Here, the recent history of the Financial Times is instructive. Last June, the company pulled its iPad and iPhone app from iTunes and launched a new version of its website written in HTML5, which can optimize the site for the device a reader is using and provide many features and functions that are applike. For a few months, the FT continued to support the app, but on May 1 the paper chose to kill it altogether.

And Technology Review? We sold 353 subscriptions through the iPad. We never discovered how to avoid the necessity of designing both landscape and portrait versions of the magazine for the app. We wasted $124,000 on outsourced software development. We fought amongst ourselves, and people left the company. There was untold expense of spirit. I hated every moment of our experiment with apps, because it tried to impose something closed, old, and printlike on something open, new, and digital.

Last fall, we moved all the editorial in our apps, including the magazine, into a simple RSS feed in a river of news. We dumped the digital replica. Now we're redesigning Technologyreview.com, which we made entirely free for use, and we'll follow the Financial Times in using HTML5, so that a reader will see Web pages optimized for any device, whether a desktop or laptop computer, a tablet, or a smart phone. Then we'll kill our apps, too.

 

Designing bushy rather than branchy structures

Over the past few years we've noticed a pattern on the websites we've worked on:

  • Most of the visitors enter through search or referrals. By most I mean 80% to 90%.
  • Most visitors will see three or fewer pages. In other words, they will click (or tap) twice.
  • Less than 10% of visitors will see the home page, and fewer will start there.

We've started calling this the two-click (or tap) rule: Most people will enter in the middle of your site, click (or tap) twice, then leave. Unlike the three-click rule there's at least some evidence for it. [1]

The two-click rule has important implications for how we think about content and information architecture 

Instead of a site "tree" where everything connects to a main trunk, we're starting to think of sites as collections of bushes. These are small, dense bundles of content that exist semi-autonomously. They're connected through common design and, of course, hyper links, but the central trunk is no longer essential.

If most visitors are having rhizomatic--non-hierarchical, in and out—experiences--the top or two or three levels of site structure may be mostly irrelevant. In fact we've started asking ourselves if those top two or three levels, which often feature abstract labels that only make sense if you approach the content from a top-down point of view, are there just to make vestigial navigation and content management systems work. Could we get rid of them altogether? [3]

We're seeing many public sector sites move to search-driven experiences, and when it's done well we think this is a promising direction (though it does have some potential pitfalls).

nForm: http://nform.com/blog/2012/04/the-two-click-rule

 

The "Jumpstart Our Business Startups Act" will very nearly legalize fraud in the stock market.

Ostensibly, the law makes it easier for startup companies (particularly tech companies, whose lobbyists were a driving force behind its passage) attract capital by, among other things, exempting them from independent accounting requirements for up to five years after they first begin selling shares in the stock market.

The law also rolls back rules designed to prevent bank analysts from talking up a stock just to win business, a practice that was so pervasive in the tech-boom years as to be almost industry standard.

Even worse, the JOBS Act, incredibly, will allow executives to give "pre-prospectus" presentations to investors using PowerPoint and other tools in which they will not be held liable for misrepresentations. These firms will still be obligated to submit prospectuses before their IPOs, and they'll still be held liable for what's in those. But it'll be up to the investor to check and make sure that the prospectus matches the "pre-presentation."

http://www.readability.com/articles/y6axglx1

Valve Software's approach to building a creative business

The idea that a 10-person company of 20-somethings in Mesquite, Texas, could get its software on more computers than the largest software company in the world told him that something fundamental had changed about the nature of productivity. When he looked into the history of the organization, he found that hierarchical management had been invented for military purposes, where it was perfectly suited to getting 1,000 men to march over a hill to get shot at. When the Industrial Revolution came along, hierarchical management was again a good fit, since the objective was to treat each person as a component, doing exactly the same thing over and over.

The success of Doom made it obvious that this was no longer the case. There was now little value in doing the same thing even twice; almost all the value was in performing a valuable creative act for the first time. Once Doom had been released, any of thousands of programmers and artists could create something similar (and many did), but none of those had anywhere near the same impact. Similarly, if you’re a programmer, you’re probably perfectly capable of writing Facebook or the Google search engine or Twitter or a browser, and you certainly could churn out Tetris or Angry Birds or Words with Friends or Farmville or any of hundreds of enormously successful programs. There’s little value in doing so, though, and that’s the point – in the Internet age, software has close to zero cost of replication and massive network effects, so there’s a positive feedback spiral that means that the first mover dominates.

If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation. Hierarchical management doesn’t help with that, because it bottlenecks innovation through the people at the top of the hierarchy, and there’s no reason to expect that those people would be particularly creative about coming up with new products that are dramatically different from existing ones – quite the opposite, in fact. So Valve was designed as a company that would attract the sort of people capable of taking the initial creative step, leave them free to do creative work, and make them want to stay. Consequently, Valve has no formal management or hierarchy at all.

http://blogs.valvesoftware.com/abrash/valve-how-i-got-here-what-its-like-and-...

 

We shape our tools and our tools shape us.

As more of the tools we live with every day become digital instead of physical, our opportunity – and responsibility – as designers is multiplying. We live in a world of screens, and we are the ones who decide what goes on them. We are in a unique position to have an impact – one that lasts longer than the next redesign or the latest technology. What happens when we stop thinking of ourselves not just as developers or experience designers, and take up the mantle as a new generation of product designers for a digital world?

More: http://wm4.wilsonminer.com/build2011/