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Fluid, Tactile, Non-linear
and Playful

Rethinking the methodology of website creation from an information architect's point of view



What is a website, really?

What is a website? Let's look at an analogy from old media. What is a novel? One way to look at a novel is as a stack of paper, with an assortment of words printed on each page.

While that may be a true, the physical appearance of a novel is really only one of its accidental characteristics. After all, that stack of paper could just as easily be a book on Javascript coding as The Great Gatsby. What really makes a novel is not the paper, or the words on the page, but the story. And the book itself is only half of what is needed to make a story - the other half is a reader. It is only once the words on the page are read that the book stops being merely a pretty doorstop and starts becoming a novel.

So what is a website? It seems that just as a novel could mistakenly be viewed as nothing more than a stack of paper, those of us who work in new media have fallen into the trap of thinking that websites are nothing more than stacks of data. This is the failing of many a modern information architect (those of us who dictate the structure of websites) - the belief that the job is essentially about arranging information in a certain way. Of course, that's not true. A website is no more a pile of information any more than a novel is simply paper - a website is a complex interaction between data and user, and it is only in that interaction that it has meaning and becomes real.

So an information architect shouldn't just be someone who "says what goes where". In reality, an IA is the interface between data and users, between coders and designers. That's why the best IAs come from multidisciplinary backgrounds - understanding all the pieces of the puzzle is essential to seeing the overall picture. As this interface, an IA should know that a website doesn't really exist in space (be it virtual, or in the two dimensional space represented on the computer monitor) but in time. It isn't a really a thing at all; it's an event, and a specific type of event - an experience.


Where is conventional information architecture going wrong?

Though a relatively new discipline, the job of an IA is well defined. The deliverables expected on any project are a sitemap (i.e. the underlying structure of the site) and wireframes (i.e. the conceptual framework for the interface). While having pre-existing models and methodologies for site creation is undoubtedly a good thing, the system as it stands is not flexible enough for the future of the web. The problem is that rather than asking of the current sitemap/wireframe system "Is this the right tool for the job?" we ask ourselves "How can I make this website experience fit into a conventional sitemap and wireframes?" And the answer is that sometimes a traditional sitemap/wireframe combination might not be the right tool or model needed, but because of the usual deadline constraints we simply make do with what we already know. We work arse-end first - an information architect is defined as someone who makes sitemaps, rather than a sitemap being defined as one of many things made by an information architect.

As a rule, traditional sitemaps have two axes to represent the structure of a site, with sections running horizontally, and pages within sections running vertically. A sitemap like this presupposes that the site being mapped is static and made up of easily categorisable stacks of information. Which is generally fine for representing content that conforms to a linear, hierarchical pattern.

However, not all sites fit into that mould. And even if a site does contain such logical and well ordered information (after the IA has tackled the client's raw content - obviously no site is comes pre-packaged in such a neat way, or else IAs like me would be out of a job) the question remains as to whether it should be modelled using the traditional methods. After all, users' experiences on the web are rarely ordered and methodical, but instead are far more cross-contextual and freeform. We should challenge the underlying assumption that presenting the content on a site in a hierarchical, linear way does in fact provide the optimum user experience.

IAs are guilty of working to old ideas - that users are going to treat websites as they would a shop or a library, with aisles and a card catalogue. Even if that were once true, as the web matures as a medium people use it in new and unexpected ways. And so the emphasis should shift from information to experience. What the optimum user experience is in any situation is always up for debate - we'd be sensible to observe and learn from as much user testing as possible.

Wireframes are also becoming outmoded, as they can fail to capture the rules of interaction that complex dynamic systems require. Often the key details of how a website is actually supposed to work - what connects to what, and what every button does - can become lost, especially on large projects, as the responsibility for recording that information falls between the IA, the technical architect and the business analyst (if there are any working on the project), the designers and the coders. Ultimately the IA should be the guardian of that knowledge, but that means the IA has got to stop thinking in terms of structuring information and start thinking about mapping an experience.


New challenges, new opportunities

The trick with experience is that it goes beyond the merely creating an accessible site, and a usable site, to creating a pleasurable, rewarding, satisfying and enriching site. The optimum experience is not necessarily the one that simply gets users from A to B the fastest (although that will always be a consideration) - it's also the most pleasurable.

So where do we go from here? In the future there are going to be an increasingly diverse range of experiences on the web, and wherever we go entails finding new approaches for the mapping and navigation of those experiences that move beyond the conventional, flat and linear sitemap/wireframes approach. These new approaches will, of course, co-exist with traditional IA deliverables - after all, there's no need to reinvent the wheel, and for some sites (those which require heavy logical structuring) a hierarchical sitemap will remain the right tool for the job.

So IAs should take the well founded principles of information architecture, and the best practice learnt through experience, and add to that an exploration of interaction (especially in non-linear, unordered, emotional experience). Out of this will come new maps, models, metaphors and navigational devices that are optimised for different types of experience (with some navigation and mapping techniques no doubt being bespoke to unique projects). The IA should continue in their critical role as the interface between code, design and users, but should also take their place at the heart of the creative team, and be unafraid to think outside the box.


Some areas to explore

In practical terms, here are some areas that I think it would be fruitful to explore, some ways of thinking about website experiences that may give us new models and tools for us to use, and some ways in which we could make website experiences richer and more rewarding overall.

Non-hierarchical, non-linear
Not all sites can be made to conform to the conventional horizontal sections and vertical pages sitemap structure. Think of social networking sites such as Friendster for example, where any given page is merely one point in a giant network, with no start or end point. What is the most effective way for users to navigate through such a network? How can we help them visualise the site as a whole?

Fluid, malleable, personalised
Why should a website have the same structure for all its users? Shouldn't there be ways that the site structure and navigation can be optimised for each individual, and to the nth degree? Could this work and still present the appearance of a unified site for all users?

Narrative
Would some sites benefit from a narrative structure? Could a site work more effectively if we think of a defined beginning, a predesignated conclusion, and the highs and lows of a gripping story in between? And this needn't be a linear narrative. After all, that's the beauty of hypertext in its purest form - the part it plays in the formation of non-linear branching narrative structures.

Fruitful mistakes, unpredictability
Why should we tightly define what the 'correct' route is through a site? There's more to a website experience than simply navigating from A to B. Perhaps, if we loosened up our strict ideas about error prevention, we could allow more for users to make fruitful mistakes, to find things that they didn't know they were looking for, but are happy to find. Think about how we often buy things in shops we didn't go in for - how can we replicate that on the web?

Chaotic, unordered, random, surprising
In relation to above, perhaps some sites need not be ordered or logical at all. At the end of the day, while we consider putting users in touch with mission critical information to be one of our top priorities, finding such information is rarely a key objective in an average web user's day. Instead they want to be surprised, to find new things, and be entertained. That is, in essence, the whole point of surfing the web.

Responsive, tactile, human
When we use a website, it's very much a case of us telling the site what to do. It doesn't do much itself really, beyond respond to our commands to bring forth certain information. Could we make a richer experience if the website could be more responsive, provide more feedback, and maybe even portray some sort of personality in its responses? How could we develop more tactile and responsive navigation devices?

Filmic, atmospheric, ambient
In terms of thinking about different ways to model a website experience beyond mere stacks of information, perhaps some sites could benefit from being visualised as an environment, something into which the user is placed, and surrounded. This isn't to mean that a site like this needs to be visualised as something three dimensional, but it would be immersive and atmospheric.

Musical
As a variation on the theme of Narrative above, perhaps we could take a musical approach to site structure, and view it as having a rhythm of its own, and 'melodic' themes that run throughout. Can a site's structure itself be a thing of balance, interplay, and ultimately great aesthetic beauty?

Playful, teasing, flirting
Returning to the idea of a site's personality, perhaps it can go beyond being helpful and start to become playful? Perhaps it teasingly returns deliberate misinformation every so often, before it delivers the information we really want, enriching the experience with the delicate interplay of pleasure and pain, desire and satisfaction.

Self-intelligent, code-lead, learning, deriving structure from within
Why should we enforce structure on a site at all? Perhaps the code knows better than we do what form it should take.

Necessarily incomplete, growing & multiplying systems
Many sites are necessarily incomplete - how can we map and model such systems to allow and encourage future growth without any further intervention? And not just in terms of adding a page here and there, but allowing for fundamental structural changes to occur.

The principle of folksonomy applied universally
Folksonomy is an increasingly popular concept whereby web users define their own taxonomy, usually for their own encyclopaedia projects. Why not let users collaborate and define their own taxonomy for a site? Why not go one step further and allow them to collaboratively define and mutate site structure and navigation? How could that work in practice?


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