Quick post tonight before I head off to bed. James and I are knitting the Beta 1 interface together, and I thought an excerpt from this email to the team worth posting.
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I used Time Machine to restore a file for the very first time! Thank god I plugged it in tonight as an afterthought - I accidentally overwrote the gradient png when saving another slice, and as fate would have it I didn’t have an original PSD of the gradient (was a modified long one). So, popping into Time Machine and restoring the file probably saved me 20 minutes.
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Being a ‘pixel perfect’ designer has taken a little getting used to, especially when coming from an environment where design time was limited. I’ll briefly explain.
For most small-to-medium enterprise websites on a modest budget, I adhere to what I call “the Threshold of Appreciation” – that being, clients that fell into this bracket wouldn’t value the additional amount of time and detail put into their designs anyway, so my strategy was to adopt broad strokes in the application of good design, but not to sweat the tiny details.
It’s effectively Pareto Theory for design, in that 80% of a site design can be achieved in 20% of an entire design project timeline. The fine details would consume the remaining 80% of the time, however there are a limited number of people who care about (and are able to) perceive the 20% increase in detail.
This 80% is the theoretical Threshold of Appreciation. It is entirely possible for a designer to sweat out 8 hours when the client would well have been happy with seeing the results of (and paying for) 2. Of course, we’re taking for granted that you’d have to be a halfway-decent designer to be able to knock out something efficiently in a short time.
And good design isn’t difficult to do, really. Good designers understand conventions and use them well; they also tend to have a catalogue of templates in their heads, ready to be dropped onto the screen.
Back in the years when my job requirements (and workload) were more design-focused, getting something out that looked amazing within a matter of hours was a challenge I enjoyed. Clients with large design budgets were few and far in between, and the opportunities to tinker with in-house interfaces were even fewer.
So where I adhered to the Threshold for the Alpha, designing the Beta was initially a fraught affair. It was a little more difficult being pixel perfect than I’d anticipated, and getting through it took me nearly three days of isolation and thoughts such as:
- I’m spending way too much time on this.
- What if I don’t have the ideas to be able to come up with the detail required? O god.
- I feel fidgety; am I spending too much time on this?
- Nothing’s coming! I’m a fraud! *bawls*
- Okay this bit’s good enough. No it’s not.
- Yes it is.
- No it’s not.
- I’m thinking too much and not pushing enough pixels! Push!
- This feels completely indulgent so it must be wrong.
But I think I’m getting better now, and am understanding that putting that little bit extra in is now part of my job description, and not something that I have to sneak into a project whilst sitting in the office in the early hours of the morning or on weekends (so he says, sitting here at 1.56am on Sunday morning – hah! But hey, it’s our baby after all). Moreover we should view the extra as mandatory, not optional.
There’s a distinct difference between designing a simple, consumer-friendly site or store versus designing an application. Again, conventions come into play: most web users are familiar with common tasks such as shopping online and navigating a content-heavy website. Unlike websites and e-commerce stores, our site is our product. When it comes to proposing an opinionated system for managing finances, it’s imperative that our users get the idea as quickly as possible – otherwise we’re going to find acquiring customers pretty difficult.
Some time back I attended a cooking class (my one and only to date) – and while I have fond recollections of making hand-made pasta and preparing a tom-yum soup entree, the lesson I took away from the experience was a slice of wisdom from the chef.
“A gourmet meal,” she said while whisking some eggs, “must have three components. First, it must smell divine – this is your diners’ first experience. Then, it must look stunning. These two factors combined will whet the appetite. And finally, it must taste heavenly. This will bring your diners back for more.”
I believe these principles are beautifully analogous to what we’re doing. Much like a good meal, the three factors that will keep a user coming back to PocketSmith are all related to the experience: it must look good, work well, and give the user some information of substance. And design is the pivot point of our user experience.
So PocketSmith’s design is highly important on two fronts. Firstly, the user interface has to be great. Not just good, but great. We want our users to enjoy working with the app, and nothing lets a great web application down more than a poor user experience. The interface is a big part of this, and the best bits lie in the details. The challenge for us here is to convey meaningful information in a succinct but powerful manner, and to simplify processes as much as possible.
A source of inspiration for me during this process has been Edward Tufte’s Visual Display of Quantitative Information (I was given an autographed copy of this two years ago by someone who evidently had some remarkable foresight). Check out Tufte’s thoughts on the iPhone (1.x) in this video; I wonder if I’m the only one who thinks he sounds like Steven Wright.
Secondly, we’re working to establish a strong and unique brand appeal, which makes the task more challenging for us. Adopting the status quo for application design is the path of least resistance – and sure, while the risk and associated design time is low, your product will look like every other one that’s out there. Remember how designers have conventions? Well we’re shying away from the common look and feel of web 2.0 applications as well as one of its relevant subsets, web-based financial planning applications.
This one’s a little more difficult, and the brief has been a little tough for me. It’s way past my bedtime but I’m on a good rant here, so don’t feel sorry for me – I feel sorry for you! And will consequently touch on the brand.
The name ‘PocketSmith’ was selected for a number of key reasons. It comprises two common English words, making it easy to pronounce, remember and spell (imagine trying to market a product called “blargoo”, or “zoowee”, or… some relatively meaningless web 2.0 name).
It’s also a more elegant way to talk about one’s finances – for example, to be “hit in the pocket” is a turn of phrase that describes an expensive endeavour; being “out of pocket” sounds more elegant than say, “I’m f-ing broke”; a ‘pocketbook’ is a purse or a wallet. A smith is a craftsperson. So, a ‘PocketSmith’ is a craftsperson adept in helping one manage their finances.
Given the old-worldly nature of the name, the design brief practically wrote itself. We would attempt to build a financial planning application that hints towards the 20’s and 30’s; sepia tones, art deco, jazz. Maybe steampunk, but not overdone. Something that will visually stimulate our users, but still remain relevant, not date (too quickly) and most importantly, still deliver the goods. All the while realising the art deco has limited appeal.
And yes, James and I have played Bioshock, and while it’s a stunning sensory experience, be thankful we weren’t complete in applying inspiration from this source as it would have without a doubt, freaked our users out. I have yet to read Ayn Rand, but perhaps someday soon. Even so, perhaps a tad ostentatious to claim her as a source of inspiration.
So there it is! Maybe I should have crowdsourced this one, lol.
All in all, the design for Beta 1 is looking pretty good, and is a cut above (high above) the Alpha. There’s been a bit of a push and pull between ’sensible’ and ‘toeing the line’; after all, when an application is somewhat themed it doesn’t take much for it to become a visual cheese-fest. And I’ll trust our Beta respondents to be honest about their impressions.
So what, actually, do pixel-perfect designers do? Well they are anything like myself, we spend hours staring at the screen, poring over the layout as it slowly grows. Just staring, and not so much pushing pixels. Because a lot of the work, it seems, is done in the head – and this requires a lot of hard looking. Also, as evidenced above, there are internal battles to be fought.
3.34am. Goodnight! And don’t forget, kids – Time Machine rocks

















