Introduction
Planning, designing, developing and building the user interface for a system has a plethora of parallels to constructing a house. Just as an architect for a house needs to plan the structural support for the house as well as the aesthetic design of the house, the same applies to planning the user interface for a system. Planning must occur for the functional development of the system, as well as for the aesthetic design of the system. But it isn't just that simple. There are business and consumer needs which factor into the equation, so the architect has to work within the threshold of the construction company's needs as well as meeting what the new home owner will want. Again, parallels exist from an architect for a house to planning a user interface. Considerations for the user interface need to be made for the business needs as well as the needs of the consumers. Overall, throughout the process there is a concept lying in the center trying to find this balance; that concept is called "information architecture."
The two primary items on either side of the balancing act for information architecture are 1) creative design, and 2) functionality / interaction. The other smaller players in the game at varying levels can typically include, but are not limited to: marketing, software, engineering, language translations, copy writing, and upper-management.
Planning for Information Architecture
When building a house, there are usually blueprints, material lists, schedules/timelines, and budgets. The same documents need to be generated when building an interface. Each of these documents are very important to have listed and detailed. This allows the key stakeholders for the project, in addition to the individuals actually working on the project, to know exactly what needs to occur. Sounds like another field is involved here… called project management. However, for this discussion I'm not going to focus on project management in relation to user experience and/or information architecture. Let’s further dive into the process of drafting blueprints in regard to information architecture. To quote renowned architect Frank Lloyd Wright, "You can use an eraser on the drafting table or a sledge hammer on the construction site." Planning and concept development are essential, or perhaps you need to invest in a large quantity of sledge hammers (which from another aspect could result in a low morale among workers since now they are tearing apart what they just built).
User Experience vs Information Architecture
The two concepts of user experience and information architecture go hand-in-hand. However, if a "high-level" of one exists, that doesn't automatically mean that a "high-level" of the other will exist. I think Oliver Reichenstein, co-owner and manager of Information Architects (MA Philosophy; former senior brand consultant at Interbrand), describes this well in his following quote: "Architects design houses that lead to a spectrum of experiences, some foreseen, some not. But they do not design all possible experiences one can have in a house." In other words, an extravagant house can be designed and constructed; however, just because the architect designed for a room to be the dining room, the home owner could place a billiards table in that space instead of a dining room table.
The same is true for user interfaces. A quality interface can be produced with excellent information architecture, however all the possible use cases that could occur when in the hands of a consumer are almost impossible to conjure up. Yes, I'm stating that in my opinion, even a leading user experience expert would be challenged to account for all possible use cases for a given product or system. Although, through user testing and observing individuals, better use cases can be generated. To further explain, just because a team of designers and developers define a list of use cases, this does not mean that the consumer will use the system exactly as the use cases had described. This introduces a whole other topic where I've observed numerous occurrences of users essentially forming "hacked" methods of using an interface or system to achieve what they want the system to really be able to do in comparison to what the designers and developers plan with the use cases.
Recap
During the blueprint phase of planning, designing, developing, creating, and/or building a user interface, try to work out as many ideas and issues as possible. Build prototypes to test the concept and observe people interacting with the prototype. This is a cyclical, iterative process… make changes with a "pencil" and try to reduce/avoid the need for a "sledge hammer."
Find a balancing between what is visually pleasing on the screen and what is a natural interaction… in other words a middle ground between creative design and functionality / interaction with the goal to achieve a strong information architecture.