Don’t neglect your content. It is as vital as your users.

How an object-oriented approach helps you better understand your content and tailor it to your users’ needs.

Matthias Dittrich
UX Collective

--

Design for your content, as you do for your users! — cover image

We, as UX Designers, are the primary advocate for the user. Therefore, understanding their needs and goals is fundamental to our work. Being able to emphasize with them enables us to tailor an experience to their needs. Yet, in my experience, the content is of equal importance. It is the material our applications are made of. It’s the reason why users visit. Without a thorough understanding of its structure and properties, we can’t tailor the content to our users’ needs.

At the beginning of the year, I came across an article that echoed some of my late thoughts. It was titled: “Why Content Is Such A Fundamental Part Of The Web Design Process”, written by Matt Saunders. In his article, Matt states that the content is the material for UI designers. And that it could be disastrous to only use real content late in our process. I wholeheartedly agree. However, he sees the absence of a copywriter as the root cause.

For web design, this might be true. But for many applications, the content, or at least its structure, is defined via the back-end or other system. However, I notice a very similar behavior in product design. But, in my opinion, the issue is more profound. We, as designers, lost our drive to dig into the content.

As product designers, we spend a tremendous amount of time with our users. We make sure users are involved at every stage of the process. Yet when it comes to our content, we eventually define the type (text, image, video, or audio) and determine its superficial hierarch. I have been designing websites and applications for almost 20 years. In my experience, understanding the content is key. As Matt stated, it is our material. For me, UI design is bending the content to our users’ needs. Therefore, we need to know our material’s abilities, dependencies, and requirements. The UI works at the intersection between your content’s abilities and users’ needs.

To be specific, when I talk about the content, I don’t mean the words of a text or the subject of an image. I am not talking about the tone of voice or the story to be conveyed. Instead, I refer to the content as a structural object with its elements and their properties. For example, does this text come as one block, or is it further nuanced via separate elements like a headline, sub-line, and body copy with paragraphs? How long is the video? Is it related to an author? And what is the aspect ratio of the image(landscape or portrait)? How granular are the data points for a chart?

As I mentioned above, usually, there is a system that dictates the rules. It might be your back-end or an external API. Understanding its structure is key when selecting UI patterns and designing an application. Applying an object-oriented mindset helps to build the content inventory. It provides an approach to investigate the individual part and craft a UI around the content. Object-oriented thinking isn’t new, but it has come back into the spotlight thanks to Sophia V Prater. Her initial article: “OOUX: A Foundation for Interaction Design”, outlines how an object-oriented mindset helps to understand your content. And in return, build a strong foundation for your design.

Problem with standardization

In the early days of the internet, content was king. We crafted websites and applications from the content up. Every new website was a new design challenge. It was a playful time, but it came at the cost of huge usability issues.

With the introduction of mobile applications, there was a strong push for standardization. The new viewports created new challenges for consistency and coherence. In 2010, Brad Frost’s Atomic Design offered new ways to define and structure our work. There was a need for systematic designs. And when Google released Material Design in 2014, it ushered in the age of design systems. The reuse of UI patterns enabled designers to focus on user problems instead of crafting patterns. It reduced the learning curve for users. And last but not least, the standardization reduced development effort. So what is the problem with this development?

We don’t spend much time with the content. At best, this makes the design interchangeable. At worst, this creates a broken experience.

In theory, nothing! But, in reality, it feels like we went too far. For example, Christian Beck asks his article “Design Systems Create Bad Designers” why designers should even bother learning design principles if baked into the design system. I would expand on this: Why should a designer make an effort to understand the content if it is easier to copy a pattern somewhere else.

It seems that we rely too much on tech giants for our inspiration. In her article “The Risks of Imitating Designs (Even from Successful Companies)”, Kathryn Whitenton lists excellent examples where this might not have been the best idea. In addition, it seems like we copy patterns from other successful applications without questioning the context. In my experience, it is impossible to select the correct pattern without a good understanding of our content and its context. At best, this leads to an exchangeable UI. At worst, it creates a broken experience. In both cases, we miss the chance to make our content stand out.

The content is our material

The Bauhaus was one of the most influential design schools of the early 20th century. Material studies were at the core of its curriculum. Walter Gropius (the founder) believed that designers should use materials in the most honest way possible. To do so, they need to understand the strengths and weaknesses of the used materials.

To design a metal frame chair, you need to know how metal works. You need to know how thick it should be to carry the required weight. Understand how you bend it to get it into the desired shape? Experiment with how to finish it to achieve the desired look and feel? If you aim to mass-produce the chair, you need to go even further. You will need to understand how factories work. How many steps are needed to produce the chair? Which steps might be complicated or risk the quality. Without this knowledge, you can design beautiful chairs, but no one will be able to sit on them.

The content is our material. The back-end is our factory.

The same applies to digital products. If we come back to the article from Matt, the content is our material, and we need to understand the content the same way the students at the Bauhaus had to. We need to know how our content behaves. Understand how flexible it is. And experiment to know when it will break. Otherwise, you won’t be able to shape your content to your users’ needs.

A content-first approach

So how do you get to know your content? And which aspects of the content will impact the UI model and patterns? As I mentioned above, an object-oriented approach helps to structure the content. Instead of focusing on user flows, OOUX focuses on the content. It attempts to capture the user experience via distinct but relatable content objects and their elements. ORCA (Objects, Relationships, Call-to-Action, Attributes), introduced by Sophia V Prater, offers a great step-by-step process to capturing those entities (Have a look at the video down on the page).

Spending time studying your content will help you select more appropriate UI patterns. Also, it will lead to more relatable conceptual models, better usability, and a better user experience. Here is my approach to select patterns from the content up.

OOUX — content inventory (map all required objects and list their core contents, metadata, related objects and actions)

1. The content inventory

To avoid surprises further the road, you’ll need a good overview of your content. You need to know all content elements and understand how they relate.

Start by identifying the primary content objects of your application. Then go one level deeper and list their content elements. Start with the core content elements and metadata. Then map the nested objects. Lastly, you list all the actions (CTA — call to actions) the users will need to work with the object.

OOUX — content study (investigate each element of the object)

2. The content study

Once you have your inventory, it is time to look at each content element’s attributes. Every image, video, headline, or body copy has its specific properties, constraints, and requirements. Keep in mind that those attributes depend on the context and the back-end.

Here are some aspects I usually look into:

  • Origin: Where is the content coming from? Is it hardcoded? Does it come from a database? Is it user-generated or curated?
  • Appearance: What is the typical character count of a headline, a teaser, or body copy? What are the sizes and default aspect ratios of an image or video? Compared to the most common or the default, what is the variance you need to deal with? How often will those extremes occur?
  • Relationships: How do those elements relate to each other? Do they have a one-to-one relationship or one too many? Are there dependencies between one element and another? For example, a teaser could be an excerpt from the body copy.
  • Hierarchy: Are all related elements equal, or do some have a parent-child relationship?
  • Versions & state: Is the content changing over time, or will it stay static?
OOUX — instantiations (list all the different ways the object will be shown in the UI)

3. The object instantiations

Now that we know the content pieces and their constraints, let’s look at how they will play in concert. Content objects are used in many places and shapes throughout the application. For example, they could be shown as teasers or detail pages.

Identify and detail the required instances. Once you know where an object is shown in the application, list the content elements for each occasion. Ideally, you follow the content element prioritization of each object.

OOUX — pattern selection (use your knowledge to find the most suitable pattern or model for your object)

4. Select the correct pattern

Last but not least, we use all this knowledge to select the right UI pattern for each instance. The chosen pattern should fit the user and content requirements. The ideal UI pattern respects the content needs and enables users to reach their goals.

Ideally, patterns used for different instantiations of the same objects should feel coherent. So, for example, a teaser card should not feel too different from the detail page it links to.

Summary

The next time you design a new application, take your time and immerse yourself in the content. Consider using an OOUX approach to structure your content. Inspect the individual content elements. Identify the required instances and choose the pattern based on the content abilities and the users’ needs. Don’t just copy a UI model or pattern from another app, but use your knowledge to pick the right one. Tailor the UI to contents and users’ needs. As a consequence, your content will shine and connect with your users.

Content is our material. The UI is our tool to bend the content to our users’ needs.

We, as designers, need to get more serious about the content and its structure. The content is our material. The UI is our tool to bend the content to our users’ needs. If we don’t know our materials’ constraints, it will break. If we don’t know its advantages, we will never make it shine. Users are essential, but the content too.

--

--

Matthias Dittrich is a Creative Director at argodesign, a seasoned design leader, and an expert in (digital) product design.