WEBVTT

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﻿As you're designing, it's so easy just to design

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for the people that you know
and for the culture that you know.&nbsp;

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However, cultures differ. Now, that's true of many aspects of the interface;

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no[t] least, though, the visual layout of an interface and the the visual elements.

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Some aspects are quite easy just to realize
like language,

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others much, much more subtle.

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You might have come across, there's two... well, actually there's three terms because

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some of these are almost the same thing, but two terms are particularly distinguished.

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One is localization and globalization. And you

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hear them used almost interchangeably and probably also with slight differences

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because different authors and people will use them slightly differently.

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So one thing is localization
or internationalization.

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Although the latter
probably only used in that sense.

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So localization is about taking
an interface and making it appropriate

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for a particular place.
So you might change the interface style slightly.

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You certainly might change the language for it;

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whereas global – being globalized
– is about saying, "Can I make something that

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works for everybody everywhere?"

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The latter sounds almost bound to fail and often does.

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But obviously, if you're trying to create something that's used across the whole

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global market, you have to try and do that.

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And typically you're doing a bit of each in each space.

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You're both trying to design as many elements as possible so that they are globally relevant.

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They mean the same everywhere,
or at least are understood everywhere.

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And some elements where you do
localization, you will try and change them

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to make them more specific for the place.

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There's usually elements of both.

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But remembering that distinction,
you need to think about both of those.

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The most obvious thing to think about here
is just changing language.

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I mean, that's a fairly obvious thing and
there's lots of tools to make that easy.

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So if you have...
whether it's menu names or labels,

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you might find this at the design stage or in the implementation technique,

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there's ways of creating effectively

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look-up tables that says this menu item
instead of being

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just a name in the implementation, effectively
has an idea or a way of representing it.

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And that can be looked up
so that your menus change,

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your text changes and everything.
Now that sounds like, "Yay, that's it!"

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So what it is, is that it's
not the end of the story, even for text.

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That's not the end of the story.

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Visit Finland sometime. If you've never visited
Finland, it's a wonderful place to go.

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The signs are typically in Finnish
and in Swedish.

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Both languages are used.
I think almost equal amounts of people

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using both languages, their first language, and most will know both.

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But because of this, if you look at those lines,
they're in two languages.

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The Finnish line is usually about twice
as large as the Swedish piece of text.

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Because Finnish uses
a lot of double letters to represent

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quite subtle differences in sound.

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Vowels get lengthened by doubling them.

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Consonants get separated.

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So I'll probably pronounce this wrong.

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But R-I-T-T-A, is not "Rita"
which would be R-I-T-A .

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But "Reet-ta".
Actually,

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I overemphasized that, but "Reetta".
There's a bit of a stop.

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And I said I won't be doing it right.
Talk to a Finnish person,

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they will help put you right on this.
But because of this,

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the text is twice as long. But of course, suddenly the text isn't going to fit in.

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So it's going to overlap with icons. It's going to scroll when it shouldn't scroll.

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So even something like the size of the
field becomes something that can change.

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And then, of course,
there's things like left-to-right order.

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Finnish and Swedish
both are left-to-right languages.

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But if you were going to have, switch
something

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say to an Arabic script
from a European script,

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then you would end up with things
going the other way round.

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So it's more than just changing the names.

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You have to think much more deeply than that.
But again, it's more than the language.

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There are all sorts of cultural
assumptions that we build into things.

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The majority of interfaces are built...
actually the majority are built

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not even in just one part of the world,
but in one country,

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you know the dominance...
I'm not sure what percentage,

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but a vast proportion will be built,
not just in the USA,

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but in the West Coast of the USA.

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Certainly there is a European/US/American

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centeredness
to the way in which things are designed.

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It's so easy to design
things caught in those cultures

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without realizing
that there are other ways of seeing the world.

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That changes the assumptions,

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the sort of values that are built into
an interaction.

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The meanings of symbols,
so ticks and crosses,

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mostly will get understood and I do continue to use them.

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However, certainly in the UK,

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but even not universally across Europe.

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But in the UK, a tick is a positive symbol, means "this is good".

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A cross is a "blah, that's bad".

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However, there are lots of parts
of the world where both mean the same.

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They're both a check.
And in fact, weirdly, if I vote in the UK,

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I put a cross, not against the candidate I don't want but against the candidate I do want.

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So even in the UK a cross can mean the same as a tick.

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You know – and colors, I said I do redundantly code

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often my crosses with red and my ticks with green because red

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in my culture is negative; I mean, it's not negative; I like red (inaudible)

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– but it has that sense of being a red mark is a bad mark.

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There are many cultures where red is the positive color.

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And actually it is a positive color in other ways in Western culture.

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But particularly that idea of the red cross that you get on your schoolwork;

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this is not the same everywhere.

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So, you really have to have quite a subtle understanding of these things.

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Now, the thing is, you probably won't.

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And so, this is where if you are taking something into a different culture,

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you almost certainly will need somebody who quite richly understands that culture.

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So you design things so that they are

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possible for somebody to come in and do those adjustments

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because you probably may well not be in the position to be able to do that yourself.

