Why Inner Excellence Creates Outer Success
Why Inner Excellence Creates Outer Success written by John Jantsch read more at Duct Tape Marketing
Listen to the full episode: Overview In this episode of the Duct Tape Marketing Podcast, John Jantsch interviews Jim Murphy, high-performance coach, speaker, and creator of the Inner Excellence Methodology. Jim has coached world-class athletes, Olympians, and business leaders, helping them master the inner game that leads to breakthrough results. He shares the story behind […]
Why Inner Excellence Creates Outer Success written by John Jantsch read more at Duct Tape Marketing
Listen to the full episode:
Overview
In this episode of the Duct Tape Marketing Podcast, John Jantsch interviews Jim Murphy, high-performance coach, speaker, and creator of the Inner Excellence Methodology. Jim has coached world-class athletes, Olympians, and business leaders, helping them master the inner game that leads to breakthrough results. He shares the story behind his book’s viral moment with NFL star AJ Brown, the practical spiritual approach to peak performance, and why detaching from outcomes is the secret to true excellence—on the field, in business, and in life.
About the Guest
Jim Murphy is a high-performance coach, author, and creator of the Inner Excellence Methodology. With a background as a professional athlete and decades of experience coaching Olympians, pro athletes, and top business leaders, Jim’s work blends science, spirituality, and practical tools for living—and performing—at your best. His book, “Inner Excellence: Train Your Mind for Extraordinary Performance and the Best Possible Life,” has sold over half a million copies and is available in more than 25 languages.
- Website: interexcellence.com
- Book:
- Retreats & Newsletter: VIP Newsletter Signup
- Instagram: @interexcellence
Actionable Insights
- Viral validation: Wide receiver AJ Brown’s sideline reading of “Inner Excellence” sparked global interest, taking the book from niche to worldwide bestseller.
- Lasting results come from mastering your inner game—moving beyond tactics to focus on mindset, heart, and presence.
- Detach from outcomes: The best performers focus on the process and personal growth, not just external results or wins.
- Redefine success: Go beyond achievements and ask, “Who do I want to become? What do I truly value? How do I want to live?”
- Freedom to fail is essential for high performance—joy, excitement, and learning are key to resilience and breakthrough.
- Inner Excellence applies equally to athletes, business leaders, and entrepreneurs: the inner game is universal.
- Daily practices for entrepreneurs and marketers: Learn and grow every day, give the best you have, be present and grateful, focus only on what you can control.
- Embracing vulnerability and humility (accurate self-view, not over or under-inflated ego) leads to greater confidence, peace, and fearlessness.
- Lasting change happens when you strip away “doing” and shift toward “being”—starting with speaking the truth and expanding beliefs about what’s possible.
Great Moments (with Timestamps)
- 01:30 – AJ Brown’s Sideline Reading Goes Viral
How an NFL star’s ritual turned “Inner Excellence” into a bestseller overnight. - 04:37 – From Minor League Struggles to Mindset Breakthrough
Jim’s journey from pro baseball disappointment to coaching and creating his method. - 06:41 – Letting Go of Outcome Control
A Ryder Cup client story and the power of trading “small lollipops” for a bigger vision of success. - 09:11 – Fear of Failure and Redefining Success
Why baseball teaches resilience and how to focus on what truly matters. - 10:49 – The Inner Game for Athletes and Executives
How mindset mastery is the same for business leaders as for pro athletes. - 12:08 – Daily Practices for Entrepreneurs and Marketers
The four goals: Learn and grow, give your best, be present and grateful, focus on what you control. - 14:21 – Vulnerability, Humility, and Embracing Failure
How accurate self-view and “letting go” drive real breakthroughs. - 17:25 – Shifting from Doing to Being
Why speaking the truth and expanding your beliefs unlocks new levels of possibility. - 18:46 – How Viral Success Changed (and Validated) the Work
Jim reflects on confidence, humility, and seeing himself as a messenger, not the “originator.”
Insights
“Detach from outcomes. Go for the whole candy store: fullness of life, not just small tangible wins.”
“Redefine success. Ask who you want to become, what you value, and how you want to live—not just what you want to achieve.”
“Freedom to fail and the joy of learning are essential for high performance—whether on the field or in business.”
“Humility is an accurate view of self—neither overinflated nor underinflated. Let go of ego, and you can be fearless.”
“The most important change is shifting from doing to being—stripping away what isn’t true and expanding what you believe is possible.”
John Jantsch (00:00.773)
Hello and welcome to another episode of the Duct Tape Marketing Podcast. This is John Jantsch and my guest today is Jim Murphy. He’s a high performance coach, author, speaker, and the creator of the Inner Excellence Methodology. He’s coached world-class athletes, Olympians, and business leaders, helping them achieve breakthrough results by mastering their inner game. His own journey from minor league baseball player to elite coach led him to develop a practical spiritual approach to peak performance.
that goes beyond tactics and into mindset, heart, and presence. We’re going to talk about his book, Interpresence, or I’m sorry, Interexcellence, Train Your Mind for Extraordinary Performance and the Best Possible Life. So Jim, welcome to the show.
Jim (00:44.194)
Thanks, John.
John Jantsch (00:45.851)
Few years ago, I had Captain Sullivan on the show. You may recall he is the airline pilot that landed his airplane after taking off in New York City in the Hudson River. Do you remember that a few? Sully, right. And then I turned it into a movie. Of course he had a book. So I had to start that show, you know, as he said, well, I have, you know, I have to tell that story, you know, every time I now am asked to talk about, you know, how that went. So he certainly had the story down. Not nearly as dramatic, but.
Jim (00:57.336)
So weak.
John Jantsch (01:15.451)
You have a bit of an AJ Brown story. want to, I’m sure people are asking you and I’m sure you love telling it. You’re probably getting tired of telling it, but you want to tell us kind of your kind of moment happened. Gosh, what was that now? Eight, nine months ago.
Jim (01:30.254)
Yeah, John, I’m very grateful to tell it. So on January 12th, uh, AJ Brown was a, he’s a wide receiver for the Philadelphia Eagles. It’s a wild card game Packers versus the Eagles. Um, Sunday night football, the only NFL game on and, um, in middle of the game, he’s reading the football reading, reading inter excellence on the sidelines during the football game. And so the TV station zooms in on it’s like, what is AJ Brown doing? And then, oh my gosh, he was reading a book and Kevin Brown and
John Jantsch (01:37.051)
me.
John Jantsch (01:57.435)
you
Jim (01:59.81)
Tom Burkhart made a big deal about it afterwards. They asked him, what were you doing? Were you bored? Were you? He said, no, it’s a book that I read before I bring to every game. Read it before the game to get centered and read it after every drive to get re centered. My teammates call it the recipe. And so that was the first time I actually heard about him doing this. I saw a picture of him on social media of like a month earlier, but I had no context. didn’t know anything about it. And so I found out what the rest of the world.
that he was doing this at that time. And just an amazing thing for him to do to be true to himself, that find something that helps him be better at what he does and to be more fearless and show all of us that we all have time to read.
John Jantsch (02:40.687)
Well, and then of course the punchline, I suppose, what happened to you next?
Jim (02:48.424)
a few things, john, a few things. Yeah, my world changed a lot. The you know, the message that selfless is fearless, as you know, spread around the world now, love, wisdom and courage. And so the book had sold maybe seven or eight or 9000 copies in nine years. mean, sorry, 16 years, initially was was published in 2009 by McGraw Hill. And then I
John Jantsch (02:49.563)
Hehehehehe
Jim (03:18.329)
put out a revised edition self-published in 2018 or 2020. And then so that’s the book AJ Brown has been reading. And since then, it’s sold, I don’t know, close to half a million copies, I would say.
John Jantsch (03:32.123)
So, I’m curious, how did you print the books without that sort of immediate demand?
Jim (03:42.21)
Yeah, so it’s amazing how the world is now with Amazon and they print on demand. so if
John Jantsch (03:44.645)
Yeah, yeah.
John Jantsch (03:48.527)
Yeah, but they were able to print on that kind of demand. Yeah, yeah.
Jim (03:52.27)
Well, apparently they did run out at some point. So they’ve got print centers all over the world. And so there was a time when the demand was so high, it’s sold tens of thousands of copies every day for the first few weeks that they did run out at one point.
John Jantsch (04:09.435)
Yeah, that’s a crazy story. Well, good for you. know, frankly, I love to hear stories like that. Persons out there doing their work and you know, as a magical moment happened, I think we all deserve it. You start the book talking about your own struggles as a minor league player, the mindset, you know, performance anxiety, self doubt. Would you say that that was instrumental to you developing kind of your own framework?
Jim (04:37.78)
yeah, yeah, absolutely. My whole life since I was a little kid, I obsessed about being a superstar. I was going to play in the NFL like A.J. Brown or I was going to be in the NBA or Major League Baseball. And so when I got drafted by the Cubs, it was a dream come true. But I had a vision problem that was with me for my entire professional career. I played five years in the minors and then eventually had to retire because of it. And my identity was completely wrapped up in my role as a pro athlete. And when I lost it, I felt like I lost everything. And so
I got a job with him. asked got out asked to coach a high school baseball team in inner city Seattle and I had no interest in coaching but I took the job was driving a truck for FedEx and we went undefeated and I realized wow I love coaching. Who knew? And then so I went on this journey to become a pro baseball coach. I got went to grad school got a job with the Texas Rangers two weeks after graduation. So now I felt like I was somebody again and then I quit six months into the first season and so.
devastated again my identity, you know, I was somebody and I lost it and then somebody again I lost it and so I kind of got tired of this merry-go-round of feeling like I was someone and no one and end up leaving for the desert to go live a life of solitude to figure out what to do with my life and that’s where Interactionless was born. I spent five years full-time writing and researching how to have peace and confidence under the most pressure and what I found John was that that The path to having the most peace and confidence under the most pressure is the same path of building an extraordinary life
when filled with deep contentment, joy and confidence, independent of circumstance. It’s a wholehearted path where you understand what the human heart deeply needs and wants and how to get it.
John Jantsch (06:15.611)
So you started touching on this idea of your identity and you spend a lot of time or one of the core principles really is kind of this idea of letting go of the need to control the outcome, which is, you know, being very attached to the outcome. Can you, do you have a client story, executive athlete, I suppose you don’t want to name names, but where, you you help somebody kind of overcome that control of the outcome.
Jim (06:41.582)
Yeah, I’ll tell you. When I was at the Ryder Cup years ago, it’s one of the biggest events in golf pro golf. You have the team USA versus Team Europe. And one of the players top 10 in the world said Jim, I’m too attached to the results of my my performance. You know, I get too tense. What can I do? And I said, Well, imagine there’s a little kid who loves lollipops, and he’s got a lollipop and you want to take it from him, but you don’t want to struggle. Is there any way you could get him to give you the lollipop?
by volunteering it to give it to you. And he said, you know, I don’t know. And I said, well, what if you had a bigger lollipop and asked him to trade? And he said, he’d probably trade. What kid wouldn’t trade a small lollipop for a bigger one? I said, that’s what you need. Your lollipop is too small. Your lollipop is, I just want to get birdies and I want to win the tournament. And I, you know, I want to be successful. I want to get some tangible results. That’s way too small. First of all, you don’t even know if that’s good for you to get birdies and
Good results and have more success. Is that going to be good for you in the long run and your family? You don’t know what you need is to pursue fullness of life and develop yourself in that way, which we know is good for you where you feel fully alive and make that your your Pursuit go for the whole candy store. Don’t settle for these little these 10 these tangible things that you don’t even know if will make you happy let alone fulfilled
John Jantsch (08:06.651)
You talk a lot about fear. You identify a number of them. Um, one of them of which is true. don’t care what you’re doing. Fear of failure shows up in a lot of people’s lives when they pursue anything. Um, I’m curious. I’m a huge baseball fan. That’s, that’s my sport. Um, and you know, it’s very cliche to say, but I’ll say it anyway. You know, the best baseball players fail 70 % of the time, right? In the, in the, uh, hitting world. Um,
So, so how does, I mean, how do they get through that and you know, that, that idea of I’m, afraid to fail, but you know, and, what’s weird about it is 20 hits in a season might make the difference between being seen as a failure or being seen as, as a superstar. So, you know, how do you, how do you, how do, how did you, or how do you see baseball players in particular? This would apply to all athletes, I suppose, but I just.
I feel like baseball has more failure in it than any other sport. So, you know, how do, how do you, they deal with that?
Jim (09:11.534)
You got to redefine success to something that’s meaningful to you and then break it down into smaller components Specifically, how do I want to feel in my life? How do I want to live? Who do I want to become? Who am I meant to become? And What is my purpose? What do I value most if you’re not clear on those things then the default is I just need more success I need more base hits and But that’s too far out of your control. It’s just you
John Jantsch (09:37.115)
Mm-hmm.
Jim (09:40.844)
Now you’re just happy if you get hit, sad if you don’t, and stressed when you need it, and you’re never gonna be your best when you’re stressed. We need to have freedom to fail to be your best. There needs to be an element of joy and excitement to be your best. In order to have that joy and excitement, we need to focus on the reason why you want the base hit. Why do you want the base hit? Well, so I can have a good batting average. Why do I want that? So I can become an all-star. Why do you want that?
So I can make more money. What do you want that? Well, I want a great life. Really. I want a more comfortable life. Well, what is it that you really want? Is it just a $10 million house on the water? Is that what you want? Or is it what you think that will give you, which is great experiences and deep enriching relationships where you’re learning and growing and making a difference, where you feel fully alive? Is that what you okay? That’s what you want? Well, I’m going show you how to go for that directly and let everything else be added to you.
John Jantsch (10:33.932)
So we have been talking mostly about athletes, but you coach a lot of business leaders who are certainly not performing in the same way. Is it any different or is it really basically get down to the same bottom line?
Jim (10:49.582)
Exact same thing. I don’t teach people what to do, how to do their job. Unless it’s pro baseball, I might have had a few couple things there, but it doesn’t matter if you’re a CEO of Google or you’re a pro athlete or Olympic swimmer or anybody. It’s really how do you be fully engaged in the moment when you’re performing unattached to what you’re trying to do? How can you expand what you believe is possible? How can you perform with freedom and passion?
John Jantsch (10:58.361)
Yeah.
Jim (11:18.848)
unattached to what you’re trying to do. And that’s, that’s everything I’m telling you about is really clarifying these things that are most meaningful to you and, pursuing them.
John Jantsch (11:28.123)
So athletes today, I mean, obviously they’ve trained their body. mean, that’s kind of a lot. That’s, that’s what comes with the deal. Increasingly, you’re seeing sports psychologists. You know, you’re actually seeing people in the dugout, uh, that are, you know, mindset related. Business owners don’t necessarily, well, a lot of them don’t train their body like an athlete, even though they need to perform, but they certainly don’t have the same idea of training their mind. Are there exercise? I know there are exercises in your system. Uh, you want to talk a little bit about.
ones that are really geared towards entrepreneurs or even have a lot of marketers on this show that would help them train their mind.
Jim (12:08.684)
Yeah, well, with the InterEx Lancers, the number one goal every day is to learn and grow. If you want to be great at business, we need to be creative. We can’t be attached to the results and circumstances. We need to think clearly. We have to have a clear mind and unburdened heart. If you want to be great at anything, business included, we can’t be caught up in the past and future. so learn and grow every day is the number one goal. And then within that, we have four daily goals.
Give the best of what you have some days it’s not going to be good. Be present, be grateful, focus on your routines and only what you can control.
John Jantsch (12:46.575)
There certainly is, you talk openly about the spiritual elements of what you teach, presence, gratitude, acceptance, in addition to like performance metrics. Do you ever, especially with business leaders, do you ever get any skepticism, pushback that, just like give me the tools, give me the, you I don’t need that woo-woo stuff.
Jim (13:09.68)
yeah, yeah. Pro athletes, business leaders. Yeah, definitely. If you’re a high achiever, then you don’t want the woo woo. You want tangible results. You don’t want to mess around. You don’t want to waste your time. And I get it. The question is if something is really important to you, if this is the biggest year of your career, maybe your free agent or maybe you have a massive deal you’re working on or just trying to get a job and you need the money.
The more important it is to you, then the more important the process of how you live and what you do every day is, you know, then it’s more important. So the question is, what’s the best process for you to be your best every day? And that’s what InterEx is, is I present to you what I think, what I’ve learned is the best process for the majority of people to be fully engaged in the moment, heart, mind and body on a test and what they’re trying to do.
John Jantsch (14:02.297)
You talk about in the book embracing, excuse me, vulnerability and even failure in some cases. You want to talk a little bit about whether it’s on your own personal life or with the client where you’ve helped, we’re embracing that imperfection has kind of led to a breakthrough.
Jim (14:21.922)
Yeah, I define humility as an accurate view of self, not overinflated and not under inflated. And so
John Jantsch (14:25.563)
Right.
Jim (14:34.382)
pro athletes and most people they come to me because they’re underperforming and essentially they come to me wanting they’re obsessing about things that they want can’t control and then they just try harder and then the trying harder causes them to be more tense more anxious and worse performance and so then they just that causes more stress and then they feel like they need to become more needy and so it’s just this endless loop and so essentially
They’re coming to me for low level needs and desires. Become world number one. Be the best in the industry. That’s a low level need is, well, one, I call it low level because you don’t even know if it’s good for you, let alone gonna make you happy. Say you got a million followers or $10 million or $10 million house on the water. Is that gonna make you happy? You might think so and hopefully, but it may not. And so, but that’s people come to me because I’ve helped people achieve extraordinary success.
John Jantsch (15:09.275)
Mm-hmm.
Jim (15:32.438)
generally most people their first year together, they have the best year of their careers. It’s because we focus on developing themselves as people giving inner strength and inner peace, let everything else be added to them. So, this is the crucial thing.
John Jantsch (15:48.773)
So how do you balance the fact that, especially in the field that you’re working with, mean, that people are taught their entire lives to strive for excellence, to hustle, to work harder, to outwork everybody else. I how do you balance that? Because you’re not, I mean, they obviously have to have the skills they have to put into work, but you’re telling them something completely different than what society is probably pumping in.
Jim (16:14.998)
Yeah. Society says the only thing that matters is the results, bottom line, black and white, zero sum score. Like it’s either win or lose. There’s only only so many pieces to the pie. And I’m saying, we live in an unstable, unfair world that has a lot of, horrible things in it. And, if you don’t have a clear system, you’re going to get sucked into negativity and because of all the instability and even evil and violence.
So we need to have a clear system to make sure we’re focusing on who you can become and what’s possible in your life. And so, Inter Excellence is about developing the habits of thought and action every day where you can be fully engaged in the moment more often, unattached to the results of what you’re trying to do. And we do that by training your heart to love most what’s most empowering.
John Jantsch (17:03.493)
So I’m guessing a fair amount of people you work with need like you need to strip some stuff away, you know, because they come to you with being full on being doing. What’s kind of the first step to get somebody to shift their mindset from that, you know, away from doing and more towards, I guess you would call it being.
Jim (17:25.762)
how they speak. The first thing we do is we make sure that we’re speaking the truth. That’s Inter Excellence has nine disciplines and one of the disciplines is to speak the truth about the past to create possibilities in the future. So people come to me and they want to perform better. they’re, they often will talk to me about how they’re struggling with something. And, but the thing is your subconscious is what’s running your life and creating these beliefs that are limitations on what’s possible.
It’s really, really hard to outperform your beliefs, the subconscious comfort level with what you feel is possible in your life. And so, Inter-Excellence is largely about expanding what you believe is possible by getting yourself to see possibilities and feel it as if it’s real. And so we need to be able to come to edge of our feelings and beliefs and not resist those moments where we’re super uncomfortable.
John Jantsch (18:18.393)
Because your work went from being exposed to X amount of people to a much larger X, has that changed just because I’m guessing you’re getting a lot more feedback, you have more people reaching out to you saying, hey, I want a piece of you. Has that changed not you, but has that changed anything, how you think about your system, how you think about the work, or is it only validated?
Jim (18:46.894)
Oh yeah, it’s changed a lot. My life has changed a lot. Um, I think of what if I would have died January 11th or before, you know, I, the majority of the things in the book that I wrote 16 years ago are the same. And it was selling one to two copies a day before January 12th. And then, um, you know, now it’s like I said, it’s going to be in 26 or 27 languages and it’s sold half a million copies or whatever. And so, um,
John Jantsch (18:58.255)
Right.
Jim (19:14.646)
what’s changed is is well, I want to more definitely more confidence in the message. Like in the past, I you know, I believed in the message for sure. But there’s always a wonder like, why don’t more people? Why isn’t the book more popular? didn’t understand it. And so now it’s just kind of that’s really cool. But I don’t think of myself as as the originator of this.
John Jantsch (19:32.304)
Yeah.
Jim (19:41.876)
or even author. I’m just a lowly messenger. And so because it’s so extraordinary, everything that’s happened, it’s, I mean, it’s, there’s no way that I could say, I did this. And so the moment we start to think that I’m doing it and that I’m somebody because I’m doing these great things, then we start to get afraid of, what if I make mistakes? But when you can take yourself completely out of the picture,
John Jantsch (19:52.123)
Thanks
John Jantsch (20:06.521)
Yeah.
Jim (20:10.904)
there’s no concern for self, then you can be fearless. God’s given me this gift that I realized, you know, at the very most I’ve added maybe one or 2 % to anything good that’s happened in the last six months. And since I know that there’s no like, I’m somebody now. I know I’m nobody.
John Jantsch (20:30.873)
Yeah. Well, Jim, I appreciate you taking a moment to share with our listeners. Is there some place you would invite people to connect with you? Obviously the book’s available everywhere, but if people want to learn more about your coaching or just really, you know, anything, explore anything deeper from the book.
Jim (20:53.09)
Yeah, I would go to interexcellence.com and sign up for the newsletter. We have a VIP newsletter that talks about our retreats and workshops. We’ve got a retreat coming up in Mexico here very soon. and then social media, Instagram, InterExcellence, InterExcellence, Jim Murphy, and other social media outlets. You’ll find me.
Jim (21:16.28)
Thanks so much, John.
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Fright Night Predicted the Two Sides of Nerd Culture 40 Years Ago
Nerds ruled the 1980s, or so it seemed. Not only did geeks get their own franchise with Revenge of the Nerds, but they also were mainstays in movies such as The Breakfast Club, Sixteen Candles, and also films not starring Anthony Michael Hall. So it’s no surprise that the 1985 vampire film Fright Night would […]
The post Fright Night Predicted the Two Sides of Nerd Culture 40 Years Ago appeared first on Den of Geek.
This article contains spoilers for Star Trek: Strange New World season 3 episode 6.
Star Trek: Strange New Worlds season 3 episode 6 “The Sehlat Who Ate Its Tail” concluded with one the great classic science fiction twists. The feared and near-mythical scavenger ship the Enterprise encounters, the one that had been flying through the galaxy wiping out planets and spaceships with abandon, was not a mysterious new alien threat, but in fact a long-lost space mission originally launched from Earth.
It’s not exactly a new twist (even before Planet of the Apes did a variant on it, numerous versions of it had appeared in The Twilight Zone and beyond), and in this installment it even bordered on being a little problematic. The episode did leave you wondering if Kirk would have been quite so upset about those 7,000 deaths if the space helmet had opened to reveal a new kind of bumpy forehead.
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But it also gave us a glimpse into a fascinating period in Star Trek’s future history. The 21st century of the Star Trek universe is littered with lost and doomed space missions. In Kirk’s very first adventure on screen, “Where No Man Has Gone Before,” he encountered the flight recorder of the SS Valiant, and later the space probe Nomad. The Next Generation’s crew came across the wreckage of the doomed NASA spacecraft Charybdis (as well as the corpse of its sole surviving crewmember trapped in a reconstruction of an old pulp novel). Even Voyager ran into the long-lost Mars mission Ares IV (presumably making The Martian movie’s Ares III mission Trek canon), and the experiment warp probe Friendship One.
But even among these jaunts into the galaxy, this scavenger ship stands out thanks to what we see when the viewscreen zooms in on the remaining Earth-originating features of the ship.
We see a familiar emblem now known as the “Starfleet Delta” (there’s a whole other article to be written about the history of that) and the letters and numbers “XCV-100.” Those numbers give that ship a lineage that leads to none other than the USS Enterprise NCC-1701 herself.
“All these ships were called Enterprise”
The first time those numbers appear together on screen (although too small for you to actually read) are in Star Trek: The Motion Picture. An alien entity has possessed a member of the ship’s crew (later it would turn out this entity was yet another Earth probe that had gone astray, this time the Voyager VI probe). In search of peace and understanding, the entity is given a tour of the Enterprise, including the ship’s recreation room (not to be confused with the holodeck, which was also called the recreation room in Star Trek: The Animated Series and the recent “A Space Adventure Hour.” Here the entity is shown a wall of pictures, including a sailing ship, the real-world aircraft carrier the crew would eventually break into in Star Trek IV, the prototype NASA space shuttle (which in real life was named after the fictional starship), and the Enterprise we know and love. Between those spaceships was another, never-seen-before spaceship, some previously unseen part of the Enterprise lineage.
A small, cylindrical capsule on the end of a long rod, surrounded by a pair of large ring shapes. If viewers had been able to look closely enough, they would have seen the name Enterprise XCV 330. It was a tiny, blink-and-you’ll-miss-it detail, so naturally Trekkies have been obsessing over it for decades.
Put a Ring on It
That picture has its origins right at the very beginning of Star Trek’s story, when Matt Jefferies (the man who the famous “Jefferies Tubes” are named after) was sketching out potential outlines for what would eventually become the Enterprise. You could go through those sketches and find cool outlines for a dozen new sci-fi shows, but one shape that kept recurring was the idea of a ship with a large set of rings at the back – sometimes with a saucer at the front, sometimes with other shapes. But one of those discarded sketches, sketch “22L” would go on to have a far longer continuing mission.
Mark Rademaker is a digital artist who has worked on a wide range of Star Trek projects, including several based around that very sketch.
“About 10 years later sketch 22L got picked up again when Gene was developing a new series called ‘Starship’,” Rademaker tells us. “That series never came to fruition. But for that series Matt Jefferies did make some more detailed interior and exterior blueprints and artwork of the ‘22L’ version.”
This new show was not going to be Star Trek, which meant its interior would have some extensive differences, even if ultimately those differences might turn out to be more cosmetic.
Instead of a bridge based around one man in a chair, it was based around people sitting in a circle around a computer console – a design with ideas that would still find their way into Star Trek: The Next Generation’s early set designs.
“People would not transport to a planet, but step into the ‘metafier’ (The dome on the right side of the command module) and ‘project’ themselves onto a planet,” Rademaker says. “I assume this was another cost saving mechanic, just like a transporter.”
When Starship failed to materialize, another attempt to relaunch Star Trek with the spinoff Phase II turned into a movie production and that design finally found its way into Star Trek canon.
“When they were building the ship wall in the rec room, Gene [Roddenberry] asked Rick Sternbach to do a high contrast ink version of a Matt Jefferies’ painting, to add onto this wall,” says Rademaker.
The Space Cruise Liner
For a long time that detail would remain a tantalizing tidbit of canon. For decades the only further information fans would have on the ship was the Star Trek Spaceflight Chronology. Published in 1980, written and edited by Stan Goldstein and Fred Goldstein, and illustrated by Rick Sternbach, this book was for years the “official” history of the Star Trek universe.
This chronology, which ran from the earliest days of spaceflight to the Enterprise as depicted in the Star Trek movies, described the ring-ship Enterprise as “Declaration Class,” operating from 2123 to 2165 as an interstellar cruise liner, with three theaters, three nightclubs, and a zero-gravity gymnasium, among other things. The book also claimed it was the first kind of ship to be equipped with a subspace radio.
That was where the ship remained in canon for decades, until 2001, with the launch of a new show chronicling the adventures of the Enterprise that came before the one in the Original Series.
Probably correctly deciding that the show’s hero ship would need to be more recognizably “Star Trek” than the historic ring ship, the show opted for a different design, one that for some reason never made it to the rec room wall of the 1701.
Back into the Canon
But while the Enterprise that would appear in Star Trek: Enterprise was reassuringly saucer-and-warp-nacelle based, the show would also need other ship designs. For the first time, Vulcan starships would play a major role in the show, and such iconic aliens needed an iconic starship design.
Like many designers before and since, their first idea was to dive into Matt Jefferies’ wastepaper basket.
As designer Doug Drexler said later, “My main impetus was to get another classic [Matt] Jeffries concept on Star Trek as a signature ship. So the Enterprise Vulcan spaceship design ethic came from Matt Jeffries ring ship for Gene Roddenberry’s Starship!”
Enterprise would go a step further in cementing the ring ship’s place in the canon with the episode “First Flight.” This episode provided a flashback to the early days of the warp program, where 80 years after Zefram Cochrane achieved Warp 1, Earth was still trying to get to Warp 2. We saw young Jonathan Archer competing to be the first person to command an actual starship, and are introduced to Club 602, the San Francisco bar where all the Starfleet flyboys hang out. The bar is decorated with various photos and insignias celebrating the history of flight and spaceflight, and in another blink-and-you’ll-miss-it appearance, the Enterprise XCV-330 mission patch, with a picture of the enigmatic ring ship, is right up there on the board.
Which raises the question, once again, of how the XCV-330 fits into Star Trek’s chronology.
“My personal theory: Somewhere between 2055 and 2110, XCV ships were developed,” suggests Rademaker. “I assume the XCV-330 was a human design based on some sub-light XCV platform but engineered to combine it with a Vulcan low warp ring template. It might be a later and perhaps even the final version of this line of ships. This would explain the rings, a rather dated cylindrical and thin internal layout, and a long neck so the crew is far away from the danger bits.”
Relaunching the XCV-330
Rademaker has had plenty of time to think about this. He first came into contact with the ship in a professional capacity when he met Andrew Probert, who among other things designed the Enterprise for The Motion Picture and The Next Generation, as well as the XCV-330 for Star Trek’s “Ships of the Line” calendar.
“Andrew and I mailed back and forth about the general shapes and a lot about the details, with Andrew sketching over my renders to illustrate what direction to take,” Rademaker remembers. “This collab with Andrew really opened my eyes, I improved a lot because of it.”
The work caught a few eyes, including that of modeling company QMx. They asked Rademaker for a file of the 3D model so that they could use it to create an “Artisan model”.
“Later, when I sat in the cinema, I found out that QMx used the model to do a prop for Into Darkness!” Rademaker says.
The miniature appears on Admiral Marcus’s desk, between the real-life Ares V rocket and Zefram Cochrane’s experimental warp ship “The Phoenix.” This places it before humans achieve lightspeed. According to the QMx website (which is sadly no longer online), this Enterprise was “Earth’s first sublight, interplanetary, and interstellar space vehicle.”
Rakemaker’s model would continue its voyages, with Eaglemoss using it as the basis for their own Enterprise XCV-330 miniature. Most recently, in 2023, 100 years before the launch of this Enterprise according to the Spaceflight Chronology, Rademaker was recruited to work on the ring ship once again.
“I was just about to do a refit on this ship to make it compatible with my current render software when Mike Okuda reached out and asked me if I could model the bridge for the Roddenberry Archive. Great gig!” Rademaker says.
You can visit Rademaker’s reconstruction of this Enterprise, inside and out, at the Rodenberry Archive, including an explorable 3D reconstruction of its bridge and “metafier” room, based on Jefferies’ blueprints from the defunct Starship show.
The model even gave the ship its first actual appearance, depicting its eventual demise in the short film “Memory Wall.” Rademaker has also continued working with the ring ship shape for NASA. You see, the workings of Star Trek’s warp drive are very close to the ideas of physicist Miguel Alcubierre. His theoretical “Alcubierre drive” would be driven by an engine that is most likely, you guessed it, ring shaped.
“In 2011 Dr. Harold ‘Sonny’ White (Then working at NASA) asked me to modify the XCV-330 to create a ship for STEM outreach,” Rademaker shares. “We eventually decided to do a whole new ringship that would conform better to his theory. (The IXS-110 aka IXS Enterprise.) The idea was never to present that ship as an actual new NASA Starship, more like a good motivator for students to get into STEM/STEAM, but the media decided otherwise. It was good fun.”
The Continuing Voyages
The ring ship design is finding its way into Star Trek shows for the first time as well. As Star Trek: Lower Decks drew to a close last year, with what is now a Hugo award-winning finale. The story featured an alternate 21st century, parallel universe traversing ship called the USS Beagle. Its design was clearly a variation of the Enterprise XCV-330, with some extra solar panels and added details, and a nifty new landing mechanism.
And finally, we come to the XCV-100 in last week’s episode of Strange New Worlds. It gives us a lot of clues about how the ring ship Enterprise fits into Star Trek history. If this ship has a ring like the Enterprise, that is obscured, and the ship appears much bigger than the ship in Rademaker’s models.
“The XCV-100 was not a warp capable ship, and the larger size was a requirement for their mission. The XCV-330 compared to the 100 seems to be a scaled down version but with very similar parameters of the nose/front end, like that was an optimized shape for some reason,” Rademaker hypothesizes. “Or maybe they just made this shape in a couple of sizes. Not unheard of in shipbuilding, some hulls in terms of hydrodynamics can be scaled up from for example 60 to 120 meters, without significant changes in characteristics.”
In the brief glimpse we get of the ship, we notice the ID number, the American flag, and the iconic Starfleet delta (many decades before Starfleet could have actually been established).
“The 100 probably was constructed somewhere between 2055 and 2063. Hence it still shows a US like flag alongside an UESPA logo that we also see on the Friendship One probe that was launched in 2067,” Rademaker suggests. “However, that probe does not carry any nation flags on the outside. That makes me assume that 2067 is when UESPA is well established and Earth’s unification in terms of space related things has been formalized.”
We even see the crew’s spacesuits, which are clearly based on the prototype of NASA’s “Z2” spacesuit being developed for a potential Mars mission. In that way, the XCV-100 is a missing link, a very concrete connection between Pike’s starship Enterprise, and our own time’s NASA space program (however much longer that might last).
Look closer though, and there’s a bit more to it than that. Through “The Sehlat Who Ate Its Tail” we are told the legends and rumors about this scavenger ship. Even the Gorn call it a monster.
As Scott describes it, “Its needs are bottomless. All it does is consume and make itself bigger. The bigger it gets, the more it requires. Then it moves on to devour the next resource, like it will never stop.”
When he says it, we think he’s describing an alien monster. Something consumes, destroys and assimilates everything it encounters, like the Doomsday Machine from TOS, or the Borg.
But of course, it turns out he’s describing us – humans as they exist in the 21st century, viewed by the inhabitants of Star Trek’s perfect future.
To a paraphrase another old Enterprise, it’s a long road getting from here to there…
New episodes of Star Trek: Strange New Worlds premiere Thursdays on Paramount+, culminating with a finale on Sept. 11.
The post Strange New Worlds’ XCV-100 Is a Missing Link in Star Trek History appeared first on Den of Geek.
McKenna Grace and Jojo Regina Open Up About Sisterhood, Survival, and What We Hide
Sometimes the most compelling stories are those told from perspectives we rarely consider. That’s exactly what screenwriter and director Dan Kay set out to do with What We Hide, an emotionally driven film that examines the ripple effects of addiction through the eyes of its youngest witnesses and those left to pick up the pieces […]
The post McKenna Grace and Jojo Regina Open Up About Sisterhood, Survival, and What We Hide appeared first on Den of Geek.
This article contains spoilers for Star Trek: Strange New World season 3 episode 6.
Star Trek: Strange New Worlds season 3 episode 6 “The Sehlat Who Ate Its Tail” concluded with one the great classic science fiction twists. The feared and near-mythical scavenger ship the Enterprise encounters, the one that had been flying through the galaxy wiping out planets and spaceships with abandon, was not a mysterious new alien threat, but in fact a long-lost space mission originally launched from Earth.
It’s not exactly a new twist (even before Planet of the Apes did a variant on it, numerous versions of it had appeared in The Twilight Zone and beyond), and in this installment it even bordered on being a little problematic. The episode did leave you wondering if Kirk would have been quite so upset about those 7,000 deaths if the space helmet had opened to reveal a new kind of bumpy forehead.
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But it also gave us a glimpse into a fascinating period in Star Trek’s future history. The 21st century of the Star Trek universe is littered with lost and doomed space missions. In Kirk’s very first adventure on screen, “Where No Man Has Gone Before,” he encountered the flight recorder of the SS Valiant, and later the space probe Nomad. The Next Generation’s crew came across the wreckage of the doomed NASA spacecraft Charybdis (as well as the corpse of its sole surviving crewmember trapped in a reconstruction of an old pulp novel). Even Voyager ran into the long-lost Mars mission Ares IV (presumably making The Martian movie’s Ares III mission Trek canon), and the experiment warp probe Friendship One.
But even among these jaunts into the galaxy, this scavenger ship stands out thanks to what we see when the viewscreen zooms in on the remaining Earth-originating features of the ship.
We see a familiar emblem now known as the “Starfleet Delta” (there’s a whole other article to be written about the history of that) and the letters and numbers “XCV-100.” Those numbers give that ship a lineage that leads to none other than the USS Enterprise NCC-1701 herself.
“All these ships were called Enterprise”
The first time those numbers appear together on screen (although too small for you to actually read) are in Star Trek: The Motion Picture. An alien entity has possessed a member of the ship’s crew (later it would turn out this entity was yet another Earth probe that had gone astray, this time the Voyager VI probe). In search of peace and understanding, the entity is given a tour of the Enterprise, including the ship’s recreation room (not to be confused with the holodeck, which was also called the recreation room in Star Trek: The Animated Series and the recent “A Space Adventure Hour.” Here the entity is shown a wall of pictures, including a sailing ship, the real-world aircraft carrier the crew would eventually break into in Star Trek IV, the prototype NASA space shuttle (which in real life was named after the fictional starship), and the Enterprise we know and love. Between those spaceships was another, never-seen-before spaceship, some previously unseen part of the Enterprise lineage.
A small, cylindrical capsule on the end of a long rod, surrounded by a pair of large ring shapes. If viewers had been able to look closely enough, they would have seen the name Enterprise XCV 330. It was a tiny, blink-and-you’ll-miss-it detail, so naturally Trekkies have been obsessing over it for decades.
Put a Ring on It
That picture has its origins right at the very beginning of Star Trek’s story, when Matt Jefferies (the man who the famous “Jefferies Tubes” are named after) was sketching out potential outlines for what would eventually become the Enterprise. You could go through those sketches and find cool outlines for a dozen new sci-fi shows, but one shape that kept recurring was the idea of a ship with a large set of rings at the back – sometimes with a saucer at the front, sometimes with other shapes. But one of those discarded sketches, sketch “22L” would go on to have a far longer continuing mission.
Mark Rademaker is a digital artist who has worked on a wide range of Star Trek projects, including several based around that very sketch.
“About 10 years later sketch 22L got picked up again when Gene was developing a new series called ‘Starship’,” Rademaker tells us. “That series never came to fruition. But for that series Matt Jefferies did make some more detailed interior and exterior blueprints and artwork of the ‘22L’ version.”
This new show was not going to be Star Trek, which meant its interior would have some extensive differences, even if ultimately those differences might turn out to be more cosmetic.
Instead of a bridge based around one man in a chair, it was based around people sitting in a circle around a computer console – a design with ideas that would still find their way into Star Trek: The Next Generation’s early set designs.
“People would not transport to a planet, but step into the ‘metafier’ (The dome on the right side of the command module) and ‘project’ themselves onto a planet,” Rademaker says. “I assume this was another cost saving mechanic, just like a transporter.”
When Starship failed to materialize, another attempt to relaunch Star Trek with the spinoff Phase II turned into a movie production and that design finally found its way into Star Trek canon.
“When they were building the ship wall in the rec room, Gene [Roddenberry] asked Rick Sternbach to do a high contrast ink version of a Matt Jefferies’ painting, to add onto this wall,” says Rademaker.
The Space Cruise Liner
For a long time that detail would remain a tantalizing tidbit of canon. For decades the only further information fans would have on the ship was the Star Trek Spaceflight Chronology. Published in 1980, written and edited by Stan Goldstein and Fred Goldstein, and illustrated by Rick Sternbach, this book was for years the “official” history of the Star Trek universe.
This chronology, which ran from the earliest days of spaceflight to the Enterprise as depicted in the Star Trek movies, described the ring-ship Enterprise as “Declaration Class,” operating from 2123 to 2165 as an interstellar cruise liner, with three theaters, three nightclubs, and a zero-gravity gymnasium, among other things. The book also claimed it was the first kind of ship to be equipped with a subspace radio.
That was where the ship remained in canon for decades, until 2001, with the launch of a new show chronicling the adventures of the Enterprise that came before the one in the Original Series.
Probably correctly deciding that the show’s hero ship would need to be more recognizably “Star Trek” than the historic ring ship, the show opted for a different design, one that for some reason never made it to the rec room wall of the 1701.
Back into the Canon
But while the Enterprise that would appear in Star Trek: Enterprise was reassuringly saucer-and-warp-nacelle based, the show would also need other ship designs. For the first time, Vulcan starships would play a major role in the show, and such iconic aliens needed an iconic starship design.
Like many designers before and since, their first idea was to dive into Matt Jefferies’ wastepaper basket.
As designer Doug Drexler said later, “My main impetus was to get another classic [Matt] Jeffries concept on Star Trek as a signature ship. So the Enterprise Vulcan spaceship design ethic came from Matt Jeffries ring ship for Gene Roddenberry’s Starship!”
Enterprise would go a step further in cementing the ring ship’s place in the canon with the episode “First Flight.” This episode provided a flashback to the early days of the warp program, where 80 years after Zefram Cochrane achieved Warp 1, Earth was still trying to get to Warp 2. We saw young Jonathan Archer competing to be the first person to command an actual starship, and are introduced to Club 602, the San Francisco bar where all the Starfleet flyboys hang out. The bar is decorated with various photos and insignias celebrating the history of flight and spaceflight, and in another blink-and-you’ll-miss-it appearance, the Enterprise XCV-330 mission patch, with a picture of the enigmatic ring ship, is right up there on the board.
Which raises the question, once again, of how the XCV-330 fits into Star Trek’s chronology.
“My personal theory: Somewhere between 2055 and 2110, XCV ships were developed,” suggests Rademaker. “I assume the XCV-330 was a human design based on some sub-light XCV platform but engineered to combine it with a Vulcan low warp ring template. It might be a later and perhaps even the final version of this line of ships. This would explain the rings, a rather dated cylindrical and thin internal layout, and a long neck so the crew is far away from the danger bits.”
Relaunching the XCV-330
Rademaker has had plenty of time to think about this. He first came into contact with the ship in a professional capacity when he met Andrew Probert, who among other things designed the Enterprise for The Motion Picture and The Next Generation, as well as the XCV-330 for Star Trek’s “Ships of the Line” calendar.
“Andrew and I mailed back and forth about the general shapes and a lot about the details, with Andrew sketching over my renders to illustrate what direction to take,” Rademaker remembers. “This collab with Andrew really opened my eyes, I improved a lot because of it.”
The work caught a few eyes, including that of modeling company QMx. They asked Rademaker for a file of the 3D model so that they could use it to create an “Artisan model”.
“Later, when I sat in the cinema, I found out that QMx used the model to do a prop for Into Darkness!” Rademaker says.
The miniature appears on Admiral Marcus’s desk, between the real-life Ares V rocket and Zefram Cochrane’s experimental warp ship “The Phoenix.” This places it before humans achieve lightspeed. According to the QMx website (which is sadly no longer online), this Enterprise was “Earth’s first sublight, interplanetary, and interstellar space vehicle.”
Rakemaker’s model would continue its voyages, with Eaglemoss using it as the basis for their own Enterprise XCV-330 miniature. Most recently, in 2023, 100 years before the launch of this Enterprise according to the Spaceflight Chronology, Rademaker was recruited to work on the ring ship once again.
“I was just about to do a refit on this ship to make it compatible with my current render software when Mike Okuda reached out and asked me if I could model the bridge for the Roddenberry Archive. Great gig!” Rademaker says.
You can visit Rademaker’s reconstruction of this Enterprise, inside and out, at the Rodenberry Archive, including an explorable 3D reconstruction of its bridge and “metafier” room, based on Jefferies’ blueprints from the defunct Starship show.
The model even gave the ship its first actual appearance, depicting its eventual demise in the short film “Memory Wall.” Rademaker has also continued working with the ring ship shape for NASA. You see, the workings of Star Trek’s warp drive are very close to the ideas of physicist Miguel Alcubierre. His theoretical “Alcubierre drive” would be driven by an engine that is most likely, you guessed it, ring shaped.
“In 2011 Dr. Harold ‘Sonny’ White (Then working at NASA) asked me to modify the XCV-330 to create a ship for STEM outreach,” Rademaker shares. “We eventually decided to do a whole new ringship that would conform better to his theory. (The IXS-110 aka IXS Enterprise.) The idea was never to present that ship as an actual new NASA Starship, more like a good motivator for students to get into STEM/STEAM, but the media decided otherwise. It was good fun.”
The Continuing Voyages
The ring ship design is finding its way into Star Trek shows for the first time as well. As Star Trek: Lower Decks drew to a close last year, with what is now a Hugo award-winning finale. The story featured an alternate 21st century, parallel universe traversing ship called the USS Beagle. Its design was clearly a variation of the Enterprise XCV-330, with some extra solar panels and added details, and a nifty new landing mechanism.
And finally, we come to the XCV-100 in last week’s episode of Strange New Worlds. It gives us a lot of clues about how the ring ship Enterprise fits into Star Trek history. If this ship has a ring like the Enterprise, that is obscured, and the ship appears much bigger than the ship in Rademaker’s models.
“The XCV-100 was not a warp capable ship, and the larger size was a requirement for their mission. The XCV-330 compared to the 100 seems to be a scaled down version but with very similar parameters of the nose/front end, like that was an optimized shape for some reason,” Rademaker hypothesizes. “Or maybe they just made this shape in a couple of sizes. Not unheard of in shipbuilding, some hulls in terms of hydrodynamics can be scaled up from for example 60 to 120 meters, without significant changes in characteristics.”
In the brief glimpse we get of the ship, we notice the ID number, the American flag, and the iconic Starfleet delta (many decades before Starfleet could have actually been established).
“The 100 probably was constructed somewhere between 2055 and 2063. Hence it still shows a US like flag alongside an UESPA logo that we also see on the Friendship One probe that was launched in 2067,” Rademaker suggests. “However, that probe does not carry any nation flags on the outside. That makes me assume that 2067 is when UESPA is well established and Earth’s unification in terms of space related things has been formalized.”
We even see the crew’s spacesuits, which are clearly based on the prototype of NASA’s “Z2” spacesuit being developed for a potential Mars mission. In that way, the XCV-100 is a missing link, a very concrete connection between Pike’s starship Enterprise, and our own time’s NASA space program (however much longer that might last).
Look closer though, and there’s a bit more to it than that. Through “The Sehlat Who Ate Its Tail” we are told the legends and rumors about this scavenger ship. Even the Gorn call it a monster.
As Scott describes it, “Its needs are bottomless. All it does is consume and make itself bigger. The bigger it gets, the more it requires. Then it moves on to devour the next resource, like it will never stop.”
When he says it, we think he’s describing an alien monster. Something consumes, destroys and assimilates everything it encounters, like the Doomsday Machine from TOS, or the Borg.
But of course, it turns out he’s describing us – humans as they exist in the 21st century, viewed by the inhabitants of Star Trek’s perfect future.
To a paraphrase another old Enterprise, it’s a long road getting from here to there…
New episodes of Star Trek: Strange New Worlds premiere Thursdays on Paramount+, culminating with a finale on Sept. 11.
The post Strange New Worlds’ XCV-100 Is a Missing Link in Star Trek History appeared first on Den of Geek.
Star Trek: Strange New Worlds Season 3 Episode 7 Review — What Is Starfleet?
This Star Trek: Strange New Worlds review contains spoilers for season 3 episode 7. Part of the joy of Star Trek: Strange New Worlds is that it takes risks, both in terms of the stories it tells and the formats it chooses to tell them in. Most of the time, those risks pay off. After all, […]
The post Star Trek: Strange New Worlds Season 3 Episode 7 Review — What Is Starfleet? appeared first on Den of Geek.
This article contains spoilers for Star Trek: Strange New World season 3 episode 6.
Star Trek: Strange New Worlds season 3 episode 6 “The Sehlat Who Ate Its Tail” concluded with one the great classic science fiction twists. The feared and near-mythical scavenger ship the Enterprise encounters, the one that had been flying through the galaxy wiping out planets and spaceships with abandon, was not a mysterious new alien threat, but in fact a long-lost space mission originally launched from Earth.
It’s not exactly a new twist (even before Planet of the Apes did a variant on it, numerous versions of it had appeared in The Twilight Zone and beyond), and in this installment it even bordered on being a little problematic. The episode did leave you wondering if Kirk would have been quite so upset about those 7,000 deaths if the space helmet had opened to reveal a new kind of bumpy forehead.
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playerId: “106e33c0-3911-473c-b599-b1426db57530”,
}).render(“0270c398a82f44f49c23c16122516796”);
});
But it also gave us a glimpse into a fascinating period in Star Trek’s future history. The 21st century of the Star Trek universe is littered with lost and doomed space missions. In Kirk’s very first adventure on screen, “Where No Man Has Gone Before,” he encountered the flight recorder of the SS Valiant, and later the space probe Nomad. The Next Generation’s crew came across the wreckage of the doomed NASA spacecraft Charybdis (as well as the corpse of its sole surviving crewmember trapped in a reconstruction of an old pulp novel). Even Voyager ran into the long-lost Mars mission Ares IV (presumably making The Martian movie’s Ares III mission Trek canon), and the experiment warp probe Friendship One.
But even among these jaunts into the galaxy, this scavenger ship stands out thanks to what we see when the viewscreen zooms in on the remaining Earth-originating features of the ship.
We see a familiar emblem now known as the “Starfleet Delta” (there’s a whole other article to be written about the history of that) and the letters and numbers “XCV-100.” Those numbers give that ship a lineage that leads to none other than the USS Enterprise NCC-1701 herself.
“All these ships were called Enterprise”
The first time those numbers appear together on screen (although too small for you to actually read) are in Star Trek: The Motion Picture. An alien entity has possessed a member of the ship’s crew (later it would turn out this entity was yet another Earth probe that had gone astray, this time the Voyager VI probe). In search of peace and understanding, the entity is given a tour of the Enterprise, including the ship’s recreation room (not to be confused with the holodeck, which was also called the recreation room in Star Trek: The Animated Series and the recent “A Space Adventure Hour.” Here the entity is shown a wall of pictures, including a sailing ship, the real-world aircraft carrier the crew would eventually break into in Star Trek IV, the prototype NASA space shuttle (which in real life was named after the fictional starship), and the Enterprise we know and love. Between those spaceships was another, never-seen-before spaceship, some previously unseen part of the Enterprise lineage.
A small, cylindrical capsule on the end of a long rod, surrounded by a pair of large ring shapes. If viewers had been able to look closely enough, they would have seen the name Enterprise XCV 330. It was a tiny, blink-and-you’ll-miss-it detail, so naturally Trekkies have been obsessing over it for decades.
Put a Ring on It
That picture has its origins right at the very beginning of Star Trek’s story, when Matt Jefferies (the man who the famous “Jefferies Tubes” are named after) was sketching out potential outlines for what would eventually become the Enterprise. You could go through those sketches and find cool outlines for a dozen new sci-fi shows, but one shape that kept recurring was the idea of a ship with a large set of rings at the back – sometimes with a saucer at the front, sometimes with other shapes. But one of those discarded sketches, sketch “22L” would go on to have a far longer continuing mission.
Mark Rademaker is a digital artist who has worked on a wide range of Star Trek projects, including several based around that very sketch.
“About 10 years later sketch 22L got picked up again when Gene was developing a new series called ‘Starship’,” Rademaker tells us. “That series never came to fruition. But for that series Matt Jefferies did make some more detailed interior and exterior blueprints and artwork of the ‘22L’ version.”
This new show was not going to be Star Trek, which meant its interior would have some extensive differences, even if ultimately those differences might turn out to be more cosmetic.
Instead of a bridge based around one man in a chair, it was based around people sitting in a circle around a computer console – a design with ideas that would still find their way into Star Trek: The Next Generation’s early set designs.
“People would not transport to a planet, but step into the ‘metafier’ (The dome on the right side of the command module) and ‘project’ themselves onto a planet,” Rademaker says. “I assume this was another cost saving mechanic, just like a transporter.”
When Starship failed to materialize, another attempt to relaunch Star Trek with the spinoff Phase II turned into a movie production and that design finally found its way into Star Trek canon.
“When they were building the ship wall in the rec room, Gene [Roddenberry] asked Rick Sternbach to do a high contrast ink version of a Matt Jefferies’ painting, to add onto this wall,” says Rademaker.
The Space Cruise Liner
For a long time that detail would remain a tantalizing tidbit of canon. For decades the only further information fans would have on the ship was the Star Trek Spaceflight Chronology. Published in 1980, written and edited by Stan Goldstein and Fred Goldstein, and illustrated by Rick Sternbach, this book was for years the “official” history of the Star Trek universe.
This chronology, which ran from the earliest days of spaceflight to the Enterprise as depicted in the Star Trek movies, described the ring-ship Enterprise as “Declaration Class,” operating from 2123 to 2165 as an interstellar cruise liner, with three theaters, three nightclubs, and a zero-gravity gymnasium, among other things. The book also claimed it was the first kind of ship to be equipped with a subspace radio.
That was where the ship remained in canon for decades, until 2001, with the launch of a new show chronicling the adventures of the Enterprise that came before the one in the Original Series.
Probably correctly deciding that the show’s hero ship would need to be more recognizably “Star Trek” than the historic ring ship, the show opted for a different design, one that for some reason never made it to the rec room wall of the 1701.
Back into the Canon
But while the Enterprise that would appear in Star Trek: Enterprise was reassuringly saucer-and-warp-nacelle based, the show would also need other ship designs. For the first time, Vulcan starships would play a major role in the show, and such iconic aliens needed an iconic starship design.
Like many designers before and since, their first idea was to dive into Matt Jefferies’ wastepaper basket.
As designer Doug Drexler said later, “My main impetus was to get another classic [Matt] Jeffries concept on Star Trek as a signature ship. So the Enterprise Vulcan spaceship design ethic came from Matt Jeffries ring ship for Gene Roddenberry’s Starship!”
Enterprise would go a step further in cementing the ring ship’s place in the canon with the episode “First Flight.” This episode provided a flashback to the early days of the warp program, where 80 years after Zefram Cochrane achieved Warp 1, Earth was still trying to get to Warp 2. We saw young Jonathan Archer competing to be the first person to command an actual starship, and are introduced to Club 602, the San Francisco bar where all the Starfleet flyboys hang out. The bar is decorated with various photos and insignias celebrating the history of flight and spaceflight, and in another blink-and-you’ll-miss-it appearance, the Enterprise XCV-330 mission patch, with a picture of the enigmatic ring ship, is right up there on the board.
Which raises the question, once again, of how the XCV-330 fits into Star Trek’s chronology.
“My personal theory: Somewhere between 2055 and 2110, XCV ships were developed,” suggests Rademaker. “I assume the XCV-330 was a human design based on some sub-light XCV platform but engineered to combine it with a Vulcan low warp ring template. It might be a later and perhaps even the final version of this line of ships. This would explain the rings, a rather dated cylindrical and thin internal layout, and a long neck so the crew is far away from the danger bits.”
Relaunching the XCV-330
Rademaker has had plenty of time to think about this. He first came into contact with the ship in a professional capacity when he met Andrew Probert, who among other things designed the Enterprise for The Motion Picture and The Next Generation, as well as the XCV-330 for Star Trek’s “Ships of the Line” calendar.
“Andrew and I mailed back and forth about the general shapes and a lot about the details, with Andrew sketching over my renders to illustrate what direction to take,” Rademaker remembers. “This collab with Andrew really opened my eyes, I improved a lot because of it.”
The work caught a few eyes, including that of modeling company QMx. They asked Rademaker for a file of the 3D model so that they could use it to create an “Artisan model”.
“Later, when I sat in the cinema, I found out that QMx used the model to do a prop for Into Darkness!” Rademaker says.
The miniature appears on Admiral Marcus’s desk, between the real-life Ares V rocket and Zefram Cochrane’s experimental warp ship “The Phoenix.” This places it before humans achieve lightspeed. According to the QMx website (which is sadly no longer online), this Enterprise was “Earth’s first sublight, interplanetary, and interstellar space vehicle.”
Rakemaker’s model would continue its voyages, with Eaglemoss using it as the basis for their own Enterprise XCV-330 miniature. Most recently, in 2023, 100 years before the launch of this Enterprise according to the Spaceflight Chronology, Rademaker was recruited to work on the ring ship once again.
“I was just about to do a refit on this ship to make it compatible with my current render software when Mike Okuda reached out and asked me if I could model the bridge for the Roddenberry Archive. Great gig!” Rademaker says.
You can visit Rademaker’s reconstruction of this Enterprise, inside and out, at the Rodenberry Archive, including an explorable 3D reconstruction of its bridge and “metafier” room, based on Jefferies’ blueprints from the defunct Starship show.
The model even gave the ship its first actual appearance, depicting its eventual demise in the short film “Memory Wall.” Rademaker has also continued working with the ring ship shape for NASA. You see, the workings of Star Trek’s warp drive are very close to the ideas of physicist Miguel Alcubierre. His theoretical “Alcubierre drive” would be driven by an engine that is most likely, you guessed it, ring shaped.
“In 2011 Dr. Harold ‘Sonny’ White (Then working at NASA) asked me to modify the XCV-330 to create a ship for STEM outreach,” Rademaker shares. “We eventually decided to do a whole new ringship that would conform better to his theory. (The IXS-110 aka IXS Enterprise.) The idea was never to present that ship as an actual new NASA Starship, more like a good motivator for students to get into STEM/STEAM, but the media decided otherwise. It was good fun.”
The Continuing Voyages
The ring ship design is finding its way into Star Trek shows for the first time as well. As Star Trek: Lower Decks drew to a close last year, with what is now a Hugo award-winning finale. The story featured an alternate 21st century, parallel universe traversing ship called the USS Beagle. Its design was clearly a variation of the Enterprise XCV-330, with some extra solar panels and added details, and a nifty new landing mechanism.
And finally, we come to the XCV-100 in last week’s episode of Strange New Worlds. It gives us a lot of clues about how the ring ship Enterprise fits into Star Trek history. If this ship has a ring like the Enterprise, that is obscured, and the ship appears much bigger than the ship in Rademaker’s models.
“The XCV-100 was not a warp capable ship, and the larger size was a requirement for their mission. The XCV-330 compared to the 100 seems to be a scaled down version but with very similar parameters of the nose/front end, like that was an optimized shape for some reason,” Rademaker hypothesizes. “Or maybe they just made this shape in a couple of sizes. Not unheard of in shipbuilding, some hulls in terms of hydrodynamics can be scaled up from for example 60 to 120 meters, without significant changes in characteristics.”
In the brief glimpse we get of the ship, we notice the ID number, the American flag, and the iconic Starfleet delta (many decades before Starfleet could have actually been established).
“The 100 probably was constructed somewhere between 2055 and 2063. Hence it still shows a US like flag alongside an UESPA logo that we also see on the Friendship One probe that was launched in 2067,” Rademaker suggests. “However, that probe does not carry any nation flags on the outside. That makes me assume that 2067 is when UESPA is well established and Earth’s unification in terms of space related things has been formalized.”
We even see the crew’s spacesuits, which are clearly based on the prototype of NASA’s “Z2” spacesuit being developed for a potential Mars mission. In that way, the XCV-100 is a missing link, a very concrete connection between Pike’s starship Enterprise, and our own time’s NASA space program (however much longer that might last).
Look closer though, and there’s a bit more to it than that. Through “The Sehlat Who Ate Its Tail” we are told the legends and rumors about this scavenger ship. Even the Gorn call it a monster.
As Scott describes it, “Its needs are bottomless. All it does is consume and make itself bigger. The bigger it gets, the more it requires. Then it moves on to devour the next resource, like it will never stop.”
When he says it, we think he’s describing an alien monster. Something consumes, destroys and assimilates everything it encounters, like the Doomsday Machine from TOS, or the Borg.
But of course, it turns out he’s describing us – humans as they exist in the 21st century, viewed by the inhabitants of Star Trek’s perfect future.
To a paraphrase another old Enterprise, it’s a long road getting from here to there…
New episodes of Star Trek: Strange New Worlds premiere Thursdays on Paramount+, culminating with a finale on Sept. 11.
The post Strange New Worlds’ XCV-100 Is a Missing Link in Star Trek History appeared first on Den of Geek.
A Ron Howard Family Vacation Led to His Darkest Movie
Ron Howard always wanted to visit the Galápagos. In the director’s mind, it was a “bucket list” destination before there was a movie called The Bucket List. When we catch up with the Oscar-winning filmmaker, he even points out that he dreamed about this well ahead of his frequent collaborator and friend Paul Bettany filming […]
The post A Ron Howard Family Vacation Led to His Darkest Movie appeared first on Den of Geek.
This article contains spoilers for Star Trek: Strange New World season 3 episode 6.
Star Trek: Strange New Worlds season 3 episode 6 “The Sehlat Who Ate Its Tail” concluded with one the great classic science fiction twists. The feared and near-mythical scavenger ship the Enterprise encounters, the one that had been flying through the galaxy wiping out planets and spaceships with abandon, was not a mysterious new alien threat, but in fact a long-lost space mission originally launched from Earth.
It’s not exactly a new twist (even before Planet of the Apes did a variant on it, numerous versions of it had appeared in The Twilight Zone and beyond), and in this installment it even bordered on being a little problematic. The episode did leave you wondering if Kirk would have been quite so upset about those 7,000 deaths if the space helmet had opened to reveal a new kind of bumpy forehead.
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But it also gave us a glimpse into a fascinating period in Star Trek’s future history. The 21st century of the Star Trek universe is littered with lost and doomed space missions. In Kirk’s very first adventure on screen, “Where No Man Has Gone Before,” he encountered the flight recorder of the SS Valiant, and later the space probe Nomad. The Next Generation’s crew came across the wreckage of the doomed NASA spacecraft Charybdis (as well as the corpse of its sole surviving crewmember trapped in a reconstruction of an old pulp novel). Even Voyager ran into the long-lost Mars mission Ares IV (presumably making The Martian movie’s Ares III mission Trek canon), and the experiment warp probe Friendship One.
But even among these jaunts into the galaxy, this scavenger ship stands out thanks to what we see when the viewscreen zooms in on the remaining Earth-originating features of the ship.
We see a familiar emblem now known as the “Starfleet Delta” (there’s a whole other article to be written about the history of that) and the letters and numbers “XCV-100.” Those numbers give that ship a lineage that leads to none other than the USS Enterprise NCC-1701 herself.
“All these ships were called Enterprise”
The first time those numbers appear together on screen (although too small for you to actually read) are in Star Trek: The Motion Picture. An alien entity has possessed a member of the ship’s crew (later it would turn out this entity was yet another Earth probe that had gone astray, this time the Voyager VI probe). In search of peace and understanding, the entity is given a tour of the Enterprise, including the ship’s recreation room (not to be confused with the holodeck, which was also called the recreation room in Star Trek: The Animated Series and the recent “A Space Adventure Hour.” Here the entity is shown a wall of pictures, including a sailing ship, the real-world aircraft carrier the crew would eventually break into in Star Trek IV, the prototype NASA space shuttle (which in real life was named after the fictional starship), and the Enterprise we know and love. Between those spaceships was another, never-seen-before spaceship, some previously unseen part of the Enterprise lineage.
A small, cylindrical capsule on the end of a long rod, surrounded by a pair of large ring shapes. If viewers had been able to look closely enough, they would have seen the name Enterprise XCV 330. It was a tiny, blink-and-you’ll-miss-it detail, so naturally Trekkies have been obsessing over it for decades.
Put a Ring on It
That picture has its origins right at the very beginning of Star Trek’s story, when Matt Jefferies (the man who the famous “Jefferies Tubes” are named after) was sketching out potential outlines for what would eventually become the Enterprise. You could go through those sketches and find cool outlines for a dozen new sci-fi shows, but one shape that kept recurring was the idea of a ship with a large set of rings at the back – sometimes with a saucer at the front, sometimes with other shapes. But one of those discarded sketches, sketch “22L” would go on to have a far longer continuing mission.
Mark Rademaker is a digital artist who has worked on a wide range of Star Trek projects, including several based around that very sketch.
“About 10 years later sketch 22L got picked up again when Gene was developing a new series called ‘Starship’,” Rademaker tells us. “That series never came to fruition. But for that series Matt Jefferies did make some more detailed interior and exterior blueprints and artwork of the ‘22L’ version.”
This new show was not going to be Star Trek, which meant its interior would have some extensive differences, even if ultimately those differences might turn out to be more cosmetic.
Instead of a bridge based around one man in a chair, it was based around people sitting in a circle around a computer console – a design with ideas that would still find their way into Star Trek: The Next Generation’s early set designs.
“People would not transport to a planet, but step into the ‘metafier’ (The dome on the right side of the command module) and ‘project’ themselves onto a planet,” Rademaker says. “I assume this was another cost saving mechanic, just like a transporter.”
When Starship failed to materialize, another attempt to relaunch Star Trek with the spinoff Phase II turned into a movie production and that design finally found its way into Star Trek canon.
“When they were building the ship wall in the rec room, Gene [Roddenberry] asked Rick Sternbach to do a high contrast ink version of a Matt Jefferies’ painting, to add onto this wall,” says Rademaker.
The Space Cruise Liner
For a long time that detail would remain a tantalizing tidbit of canon. For decades the only further information fans would have on the ship was the Star Trek Spaceflight Chronology. Published in 1980, written and edited by Stan Goldstein and Fred Goldstein, and illustrated by Rick Sternbach, this book was for years the “official” history of the Star Trek universe.
This chronology, which ran from the earliest days of spaceflight to the Enterprise as depicted in the Star Trek movies, described the ring-ship Enterprise as “Declaration Class,” operating from 2123 to 2165 as an interstellar cruise liner, with three theaters, three nightclubs, and a zero-gravity gymnasium, among other things. The book also claimed it was the first kind of ship to be equipped with a subspace radio.
That was where the ship remained in canon for decades, until 2001, with the launch of a new show chronicling the adventures of the Enterprise that came before the one in the Original Series.
Probably correctly deciding that the show’s hero ship would need to be more recognizably “Star Trek” than the historic ring ship, the show opted for a different design, one that for some reason never made it to the rec room wall of the 1701.
Back into the Canon
But while the Enterprise that would appear in Star Trek: Enterprise was reassuringly saucer-and-warp-nacelle based, the show would also need other ship designs. For the first time, Vulcan starships would play a major role in the show, and such iconic aliens needed an iconic starship design.
Like many designers before and since, their first idea was to dive into Matt Jefferies’ wastepaper basket.
As designer Doug Drexler said later, “My main impetus was to get another classic [Matt] Jeffries concept on Star Trek as a signature ship. So the Enterprise Vulcan spaceship design ethic came from Matt Jeffries ring ship for Gene Roddenberry’s Starship!”
Enterprise would go a step further in cementing the ring ship’s place in the canon with the episode “First Flight.” This episode provided a flashback to the early days of the warp program, where 80 years after Zefram Cochrane achieved Warp 1, Earth was still trying to get to Warp 2. We saw young Jonathan Archer competing to be the first person to command an actual starship, and are introduced to Club 602, the San Francisco bar where all the Starfleet flyboys hang out. The bar is decorated with various photos and insignias celebrating the history of flight and spaceflight, and in another blink-and-you’ll-miss-it appearance, the Enterprise XCV-330 mission patch, with a picture of the enigmatic ring ship, is right up there on the board.
Which raises the question, once again, of how the XCV-330 fits into Star Trek’s chronology.
“My personal theory: Somewhere between 2055 and 2110, XCV ships were developed,” suggests Rademaker. “I assume the XCV-330 was a human design based on some sub-light XCV platform but engineered to combine it with a Vulcan low warp ring template. It might be a later and perhaps even the final version of this line of ships. This would explain the rings, a rather dated cylindrical and thin internal layout, and a long neck so the crew is far away from the danger bits.”
Relaunching the XCV-330
Rademaker has had plenty of time to think about this. He first came into contact with the ship in a professional capacity when he met Andrew Probert, who among other things designed the Enterprise for The Motion Picture and The Next Generation, as well as the XCV-330 for Star Trek’s “Ships of the Line” calendar.
“Andrew and I mailed back and forth about the general shapes and a lot about the details, with Andrew sketching over my renders to illustrate what direction to take,” Rademaker remembers. “This collab with Andrew really opened my eyes, I improved a lot because of it.”
The work caught a few eyes, including that of modeling company QMx. They asked Rademaker for a file of the 3D model so that they could use it to create an “Artisan model”.
“Later, when I sat in the cinema, I found out that QMx used the model to do a prop for Into Darkness!” Rademaker says.
The miniature appears on Admiral Marcus’s desk, between the real-life Ares V rocket and Zefram Cochrane’s experimental warp ship “The Phoenix.” This places it before humans achieve lightspeed. According to the QMx website (which is sadly no longer online), this Enterprise was “Earth’s first sublight, interplanetary, and interstellar space vehicle.”
Rakemaker’s model would continue its voyages, with Eaglemoss using it as the basis for their own Enterprise XCV-330 miniature. Most recently, in 2023, 100 years before the launch of this Enterprise according to the Spaceflight Chronology, Rademaker was recruited to work on the ring ship once again.
“I was just about to do a refit on this ship to make it compatible with my current render software when Mike Okuda reached out and asked me if I could model the bridge for the Roddenberry Archive. Great gig!” Rademaker says.
You can visit Rademaker’s reconstruction of this Enterprise, inside and out, at the Rodenberry Archive, including an explorable 3D reconstruction of its bridge and “metafier” room, based on Jefferies’ blueprints from the defunct Starship show.
The model even gave the ship its first actual appearance, depicting its eventual demise in the short film “Memory Wall.” Rademaker has also continued working with the ring ship shape for NASA. You see, the workings of Star Trek’s warp drive are very close to the ideas of physicist Miguel Alcubierre. His theoretical “Alcubierre drive” would be driven by an engine that is most likely, you guessed it, ring shaped.
“In 2011 Dr. Harold ‘Sonny’ White (Then working at NASA) asked me to modify the XCV-330 to create a ship for STEM outreach,” Rademaker shares. “We eventually decided to do a whole new ringship that would conform better to his theory. (The IXS-110 aka IXS Enterprise.) The idea was never to present that ship as an actual new NASA Starship, more like a good motivator for students to get into STEM/STEAM, but the media decided otherwise. It was good fun.”
The Continuing Voyages
The ring ship design is finding its way into Star Trek shows for the first time as well. As Star Trek: Lower Decks drew to a close last year, with what is now a Hugo award-winning finale. The story featured an alternate 21st century, parallel universe traversing ship called the USS Beagle. Its design was clearly a variation of the Enterprise XCV-330, with some extra solar panels and added details, and a nifty new landing mechanism.
And finally, we come to the XCV-100 in last week’s episode of Strange New Worlds. It gives us a lot of clues about how the ring ship Enterprise fits into Star Trek history. If this ship has a ring like the Enterprise, that is obscured, and the ship appears much bigger than the ship in Rademaker’s models.
“The XCV-100 was not a warp capable ship, and the larger size was a requirement for their mission. The XCV-330 compared to the 100 seems to be a scaled down version but with very similar parameters of the nose/front end, like that was an optimized shape for some reason,” Rademaker hypothesizes. “Or maybe they just made this shape in a couple of sizes. Not unheard of in shipbuilding, some hulls in terms of hydrodynamics can be scaled up from for example 60 to 120 meters, without significant changes in characteristics.”
In the brief glimpse we get of the ship, we notice the ID number, the American flag, and the iconic Starfleet delta (many decades before Starfleet could have actually been established).
“The 100 probably was constructed somewhere between 2055 and 2063. Hence it still shows a US like flag alongside an UESPA logo that we also see on the Friendship One probe that was launched in 2067,” Rademaker suggests. “However, that probe does not carry any nation flags on the outside. That makes me assume that 2067 is when UESPA is well established and Earth’s unification in terms of space related things has been formalized.”
We even see the crew’s spacesuits, which are clearly based on the prototype of NASA’s “Z2” spacesuit being developed for a potential Mars mission. In that way, the XCV-100 is a missing link, a very concrete connection between Pike’s starship Enterprise, and our own time’s NASA space program (however much longer that might last).
Look closer though, and there’s a bit more to it than that. Through “The Sehlat Who Ate Its Tail” we are told the legends and rumors about this scavenger ship. Even the Gorn call it a monster.
As Scott describes it, “Its needs are bottomless. All it does is consume and make itself bigger. The bigger it gets, the more it requires. Then it moves on to devour the next resource, like it will never stop.”
When he says it, we think he’s describing an alien monster. Something consumes, destroys and assimilates everything it encounters, like the Doomsday Machine from TOS, or the Borg.
But of course, it turns out he’s describing us – humans as they exist in the 21st century, viewed by the inhabitants of Star Trek’s perfect future.
To a paraphrase another old Enterprise, it’s a long road getting from here to there…
New episodes of Star Trek: Strange New Worlds premiere Thursdays on Paramount+, culminating with a finale on Sept. 11.
The post Strange New Worlds’ XCV-100 Is a Missing Link in Star Trek History appeared first on Den of Geek.
CIE Transport Pledges Solar Rollout Across All Buildings – Is It Time Your Business Went Solar Too?
In a bold move toward sustainability, CIÉ, Ireland’s national public transport provider, has pledged to install solar panels on the rooftops of all its buildings. From bus depots to rail stations and offices, CIÉ’s nationwide infrastructure will soon be tapping into clean, renewable solar energy. The initiative marks a major milestone for public sector climate […]
The post CIE Transport Pledges Solar Rollout Across All Buildings – Is It Time Your Business Went Solar Too? appeared first on Green Prophet.
In a bold move toward sustainability, CIÉ, Ireland’s national public transport provider, has pledged to install solar panels on the rooftops of all its buildings. From bus depots to rail stations and offices, CIÉ’s nationwide infrastructure will soon be tapping into clean, renewable solar energy.
The initiative marks a major milestone for public sector climate action and sets a powerful example for Irish businesses. As Ireland works to meet its 2030 climate targets, the shift to solar isn’t just a smart environmental decision—it’s becoming a savvy financial one too.
Why Solar, and Why Now?
Solar panels convert sunlight into electricity using photovoltaic (PV) cells. Even in cloudy Ireland, solar works surprisingly well, thanks to advancements in panel technology and the consistent levels of daylight we receive year-round.
As energy prices continue to fluctuate and pressure mounts to cut carbon emissions, solar power offers an increasingly attractive alternative. It allows homes and businesses to generate their own electricity, reduce dependence on the grid, and significantly lower their carbon footprint.
The Basics of Solar Energy: What You Need to Know
If you’re new to solar panels in Ireland, here are a few essentials:
- PV Panels: These are the standard solar panels you see on rooftops, converting sunlight into direct current (DC) electricity.
- Inverter: Converts DC electricity into alternating current (AC), which your business or home can use.
- Battery Storage (Optional): Stores excess electricity for use when the sun isn’t shining.
- Grid Connection: Most systems remain connected to the national grid so you can sell surplus electricity back or draw power as needed.
Solar systems are generally low-maintenance, have a lifespan of 25+ years, and their efficiency continues to improve year on year.
Solar Benefits for Businesses
CIÉ’s decision to install solar is as practical as it is environmental. Here’s why it makes sense for Irish businesses to follow suit:
- Reduced Energy Costs: Electricity bills can drop significantly—especially valuable for high-consumption businesses.
- Energy Independence: Less reliance on fluctuating energy markets and grid supply.
- Positive Brand Image: Show customers and stakeholders your commitment to sustainability.
- Future-Proofing: As Ireland tightens climate regulations, early adopters will benefit from lower compliance costs.
- Increased Property Value: Solar installations are an asset, not an expense.
- Long-Term ROI: While the upfront cost can seem high, most systems pay for themselves within 5–10 years and keep delivering savings long after.
Grants and Incentives Available in Ireland
Thankfully, the Irish government recognises the importance of solar adoption and offers financial support:
- SEAI Non-Domestic Microgen Grant: Offers grants of up to €162,600 for businesses, farms, schools, and community groups looking to install solar PV systems. The grant amount depends on the size of the system (kWp).
- Accelerated Capital Allowance (ACA): Businesses can claim capital allowances of 100% of the cost of qualifying energy-efficient equipment, including solar PV, in the year of purchase.
- Export Payment Tariff: Under the Clean Export Guarantee (CEG), businesses can now receive payment for excess electricity they export back to the grid.
Solar: A Smart Move for the Planet and Your Bottom Line
CIÉ’s announcement sends a clear message: solar is no longer a futuristic idea, it’s today’s solution. As a business owner, investing in solar now isn’t just about keeping up—it’s about stepping up.
By choosing solar, you’re not only cutting costs but contributing to Ireland’s greener future. Every panel installed brings us closer to energy independence, lower emissions, and a healthier planet for all.
Thinking of Going Solar?
If you’re considering solar for your business, now is the perfect time to act. Speak with a certified solar installer, check your roof’s suitability, and explore the grants available.
CIÉ is leading the charge—why not follow suit and power your business with the sun?
The post CIE Transport Pledges Solar Rollout Across All Buildings – Is It Time Your Business Went Solar Too? appeared first on Green Prophet.
Asynchronous Design Critique: Giving Feedback
Feedback, in whichever form it takes, and whatever it may be called, is one of the most effective soft skills that we have at our disposal to collaboratively get our designs to a better place while growing our own skills and perspectives.
Feedback is also one of the most underestimated tools, and often by assuming that we’re already good at it, we settle, forgetting that it’s a skill that can be trained, grown, and improved. Poor feedback can create confusion in projects, bring down morale, and affect trust and team collaboration over the long term. Quality feedback can be a transformative force.
Practicing our skills is surely a good way to improve, but the learning gets even faster when it’s paired with a good foundation that channels and focuses the practice. What are some foundational aspects of giving good feedback? And how can feedback be adjusted for remote and distributed work environments?
On the web, we can identify a long tradition of asynchronous feedback: from the early days of open source, code was shared and discussed on mailing lists. Today, developers engage on pull requests, designers comment in their favorite design tools, project managers and scrum masters exchange ideas on tickets, and so on.
Design critique is often the name used for a type of feedback that’s provided to make our work better, collaboratively. So it shares a lot of the principles with feedback in general, but it also has some differences.
The content
The foundation of every good critique is the feedback’s content, so that’s where we need to start. There are many models that you can use to shape your content. The one that I personally like best—because it’s clear and actionable—is this one from Lara Hogan.
While this equation is generally used to give feedback to people, it also fits really well in a design critique because it ultimately answers some of the core questions that we work on: What? Where? Why? How? Imagine that you’re giving some feedback about some design work that spans multiple screens, like an onboarding flow: there are some pages shown, a flow blueprint, and an outline of the decisions made. You spot something that could be improved. If you keep the three elements of the equation in mind, you’ll have a mental model that can help you be more precise and effective.
Here is a comment that could be given as a part of some feedback, and it might look reasonable at a first glance: it seems to superficially fulfill the elements in the equation. But does it?
Not sure about the buttons’ styles and hierarchy—it feels off. Can you change them?
Observation for design feedback doesn’t just mean pointing out which part of the interface your feedback refers to, but it also refers to offering a perspective that’s as specific as possible. Are you providing the user’s perspective? Your expert perspective? A business perspective? The project manager’s perspective? A first-time user’s perspective?
When I see these two buttons, I expect one to go forward and one to go back.
Impact is about the why. Just pointing out a UI element might sometimes be enough if the issue may be obvious, but more often than not, you should add an explanation of what you’re pointing out.
When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow.
The question approach is meant to provide open guidance by eliciting the critical thinking in the designer receiving the feedback. Notably, in Lara’s equation she provides a second approach: request, which instead provides guidance toward a specific solution. While that’s a viable option for feedback in general, for design critiques, in my experience, defaulting to the question approach usually reaches the best solutions because designers are generally more comfortable in being given an open space to explore.
The difference between the two can be exemplified with, for the question approach:
When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Would it make sense to unify them?
Or, for the request approach:
When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same pair of forward and back buttons.
At this point in some situations, it might be useful to integrate with an extra why: why you consider the given suggestion to be better.
When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
Choosing the question approach or the request approach can also at times be a matter of personal preference. A while ago, I was putting a lot of effort into improving my feedback: I did rounds of anonymous feedback, and I reviewed feedback with other people. After a few rounds of this work and a year later, I got a positive response: my feedback came across as effective and grounded. Until I changed teams. To my shock, my next round of feedback from one specific person wasn’t that great. The reason is that I had previously tried not to be prescriptive in my advice—because the people who I was previously working with preferred the open-ended question format over the request style of suggestions. But now in this other team, there was one person who instead preferred specific guidance. So I adapted my feedback for them to include requests.
One comment that I heard come up a few times is that this kind of feedback is quite long, and it doesn’t seem very efficient. No… but also yes. Let’s explore both sides.
No, this style of feedback is actually efficient because the length here is a byproduct of clarity, and spending time giving this kind of feedback can provide exactly enough information for a good fix. Also if we zoom out, it can reduce future back-and-forth conversations and misunderstandings, improving the overall efficiency and effectiveness of collaboration beyond the single comment. Imagine that in the example above the feedback were instead just, “Let’s make sure that all screens have the same two forward and back buttons.” The designer receiving this feedback wouldn’t have much to go by, so they might just apply the change. In later iterations, the interface might change or they might introduce new features—and maybe that change might not make sense anymore. Without the why, the designer might imagine that the change is about consistency… but what if it wasn’t? So there could now be an underlying concern that changing the buttons would be perceived as a regression.
Yes, this style of feedback is not always efficient because the points in some comments don’t always need to be exhaustive, sometimes because certain changes may be obvious (“The font used doesn’t follow our guidelines”) and sometimes because the team may have a lot of internal knowledge such that some of the whys may be implied.
So the equation above isn’t meant to suggest a strict template for feedback but a mnemonic to reflect and improve the practice. Even after years of active work on my critiques, I still from time to time go back to this formula and reflect on whether what I just wrote is effective.
The tone
Well-grounded content is the foundation of feedback, but that’s not really enough. The soft skills of the person who’s providing the critique can multiply the likelihood that the feedback will be well received and understood. Tone alone can make the difference between content that’s rejected or welcomed, and it’s been demonstrated that only positive feedback creates sustained change in people.
Since our goal is to be understood and to have a positive working environment, tone is essential to work on. Over the years, I’ve tried to summarize the required soft skills in a formula that mirrors the one for content: the receptivity equation.
Respectful feedback comes across as grounded, solid, and constructive. It’s the kind of feedback that, whether it’s positive or negative, is perceived as useful and fair.
Timing refers to when the feedback happens. To-the-point feedback doesn’t have much hope of being well received if it’s given at the wrong time. Questioning the entire high-level information architecture of a new feature when it’s about to ship might still be relevant if that questioning highlights a major blocker that nobody saw, but it’s way more likely that those concerns will have to wait for a later rework. So in general, attune your feedback to the stage of the project. Early iteration? Late iteration? Polishing work in progress? These all have different needs. The right timing will make it more likely that your feedback will be well received.
Attitude is the equivalent of intent, and in the context of person-to-person feedback, it can be referred to as radical candor. That means checking before we write to see whether what we have in mind will truly help the person and make the project better overall. This might be a hard reflection at times because maybe we don’t want to admit that we don’t really appreciate that person. Hopefully that’s not the case, but that can happen, and that’s okay. Acknowledging and owning that can help you make up for that: how would I write if I really cared about them? How can I avoid being passive aggressive? How can I be more constructive?
Form is relevant especially in a diverse and cross-cultural work environments because having great content, perfect timing, and the right attitude might not come across if the way that we write creates misunderstandings. There might be many reasons for this: sometimes certain words might trigger specific reactions; sometimes nonnative speakers might not understand all the nuances of some sentences; sometimes our brains might just be different and we might perceive the world differently—neurodiversity must be taken into consideration. Whatever the reason, it’s important to review not just what we write but how.
A few years back, I was asking for some feedback on how I give feedback. I received some good advice but also a comment that surprised me. They pointed out that when I wrote “Oh, […],” I made them feel stupid. That wasn’t my intent! I felt really bad, and I just realized that I provided feedback to them for months, and every time I might have made them feel stupid. I was horrified… but also thankful. I made a quick fix: I added “oh” in my list of replaced words (your choice between: macOS’s text replacement, aText, TextExpander, or others) so that when I typed “oh,” it was instantly deleted.
Something to highlight because it’s quite frequent—especially in teams that have a strong group spirit—is that people tend to beat around the bush. It’s important to remember here that a positive attitude doesn’t mean going light on the feedback—it just means that even when you provide hard, difficult, or challenging feedback, you do so in a way that’s respectful and constructive. The nicest thing that you can do for someone is to help them grow.
We have a great advantage in giving feedback in written form: it can be reviewed by another person who isn’t directly involved, which can help to reduce or remove any bias that might be there. I found that the best, most insightful moments for me have happened when I’ve shared a comment and I’ve asked someone who I highly trusted, “How does this sound?,” “How can I do it better,” and even “How would you have written it?”—and I’ve learned a lot by seeing the two versions side by side.
The format
Asynchronous feedback also has a major inherent advantage: we can take more time to refine what we’ve written to make sure that it fulfills two main goals: the clarity of communication and the actionability of the suggestions.
Let’s imagine that someone shared a design iteration for a project. You are reviewing it and leaving a comment. There are many ways to do this, and of course context matters, but let’s try to think about some elements that may be useful to consider.
In terms of clarity, start by grounding the critique that you’re about to give by providing context. Specifically, this means describing where you’re coming from: do you have a deep knowledge of the project, or is this the first time that you’re seeing it? Are you coming from a high-level perspective, or are you figuring out the details? Are there regressions? Which user’s perspective are you taking when providing your feedback? Is the design iteration at a point where it would be okay to ship this, or are there major things that need to be addressed first?
Providing context is helpful even if you’re sharing feedback within a team that already has some information on the project. And context is absolutely essential when giving cross-team feedback. If I were to review a design that might be indirectly related to my work, and if I had no knowledge about how the project arrived at that point, I would say so, highlighting my take as external.
We often focus on the negatives, trying to outline all the things that could be done better. That’s of course important, but it’s just as important—if not more—to focus on the positives, especially if you saw progress from the previous iteration. This might seem superfluous, but it’s important to keep in mind that design is a discipline where there are hundreds of possible solutions for every problem. So pointing out that the design solution that was chosen is good and explaining why it’s good has two major benefits: it confirms that the approach taken was solid, and it helps to ground your negative feedback. In the longer term, sharing positive feedback can help prevent regressions on things that are going well because those things will have been highlighted as important. As a bonus, positive feedback can also help reduce impostor syndrome.
There’s one powerful approach that combines both context and a focus on the positives: frame how the design is better than the status quo (compared to a previous iteration, competitors, or benchmarks) and why, and then on that foundation, you can add what could be improved. This is powerful because there’s a big difference between a critique that’s for a design that’s already in good shape and a critique that’s for a design that isn’t quite there yet.
Another way that you can improve your feedback is to depersonalize the feedback: the comments should always be about the work, never about the person who made it. It’s “This button isn’t well aligned” versus “You haven’t aligned this button well.” This is very easy to change in your writing by reviewing it just before sending.
In terms of actionability, one of the best approaches to help the designer who’s reading through your feedback is to split it into bullet points or paragraphs, which are easier to review and analyze one by one. For longer pieces of feedback, you might also consider splitting it into sections or even across multiple comments. Of course, adding screenshots or signifying markers of the specific part of the interface you’re referring to can also be especially useful.
One approach that I’ve personally used effectively in some contexts is to enhance the bullet points with four markers using emojis. So a red square 🟥 means that it’s something that I consider blocking; a yellow diamond 🔶 is something that I can be convinced otherwise, but it seems to me that it should be changed; and a green circle 🟢 is a detailed, positive confirmation. I also use a blue spiral 🌀 for either something that I’m not sure about, an exploration, an open alternative, or just a note. But I’d use this approach only on teams where I’ve already established a good level of trust because if it happens that I have to deliver a lot of red squares, the impact could be quite demoralizing, and I’d reframe how I’d communicate that a bit.
Let’s see how this would work by reusing the example that we used earlier as the first bullet point in this list:
- 🔶 Navigation—When I see these two buttons, I expect one to go forward and one to go back. But this is the only screen where this happens, as before we just used a single button and an “×” to close. This seems to be breaking the consistency in the flow. Let’s make sure that all screens have the same two forward and back buttons so that users don’t get confused.
- 🟢 Overall—I think the page is solid, and this is good enough to be our release candidate for a version 1.0.
- 🟢 Metrics—Good improvement in the buttons on the metrics area; the improved contrast and new focus style make them more accessible.
- 🟥 Button Style—Using the green accent in this context creates the impression that it’s a positive action because green is usually perceived as a confirmation color. Do we need to explore a different color?
- 🔶Tiles—Given the number of items on the page, and the overall page hierarchy, it seems to me that the tiles shouldn’t be using the Subtitle 1 style but the Subtitle 2 style. This will keep the visual hierarchy more consistent.
- 🌀 Background—Using a light texture works well, but I wonder whether it adds too much noise in this kind of page. What is the thinking in using that?
What about giving feedback directly in Figma or another design tool that allows in-place feedback? In general, I find these difficult to use because they hide discussions and they’re harder to track, but in the right context, they can be very effective. Just make sure that each of the comments is separate so that it’s easier to match each discussion to a single task, similar to the idea of splitting mentioned above.
One final note: say the obvious. Sometimes we might feel that something is obviously good or obviously wrong, and so we don’t say it. Or sometimes we might have a doubt that we don’t express because the question might sound stupid. Say it—that’s okay. You might have to reword it a little bit to make the reader feel more comfortable, but don’t hold it back. Good feedback is transparent, even when it may be obvious.
There’s another advantage of asynchronous feedback: written feedback automatically tracks decisions. Especially in large projects, “Why did we do this?” could be a question that pops up from time to time, and there’s nothing better than open, transparent discussions that can be reviewed at any time. For this reason, I recommend using software that saves these discussions, without hiding them once they are resolved.
Content, tone, and format. Each one of these subjects provides a useful model, but working to improve eight areas—observation, impact, question, timing, attitude, form, clarity, and actionability—is a lot of work to put in all at once. One effective approach is to take them one by one: first identify the area that you lack the most (either from your perspective or from feedback from others) and start there. Then the second, then the third, and so on. At first you’ll have to put in extra time for every piece of feedback that you give, but after a while, it’ll become second nature, and your impact on the work will multiply.
Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article.
Asynchronous Design Critique: Getting Feedback
“Any comment?” is probably one of the worst ways to ask for feedback. It’s vague and open ended, and it doesn’t provide any indication of what we’re looking for. Getting good feedback starts earlier than we might expect: it starts with the request.
It might seem counterintuitive to start the process of receiving feedback with a question, but that makes sense if we realize that getting feedback can be thought of as a form of design research. In the same way that we wouldn’t do any research without the right questions to get the insights that we need, the best way to ask for feedback is also to craft sharp questions.
Design critique is not a one-shot process. Sure, any good feedback workflow continues until the project is finished, but this is particularly true for design because design work continues iteration after iteration, from a high level to the finest details. Each level needs its own set of questions.
And finally, as with any good research, we need to review what we got back, get to the core of its insights, and take action. Question, iteration, and review. Let’s look at each of those.
The question
Being open to feedback is essential, but we need to be precise about what we’re looking for. Just saying “Any comment?”, “What do you think?”, or “I’d love to get your opinion” at the end of a presentation—whether it’s in person, over video, or through a written post—is likely to get a number of varied opinions or, even worse, get everyone to follow the direction of the first person who speaks up. And then… we get frustrated because vague questions like those can turn a high-level flows review into people instead commenting on the borders of buttons. Which might be a hearty topic, so it might be hard at that point to redirect the team to the subject that you had wanted to focus on.
But how do we get into this situation? It’s a mix of factors. One is that we don’t usually consider asking as a part of the feedback process. Another is how natural it is to just leave the question implied, expecting the others to be on the same page. Another is that in nonprofessional discussions, there’s often no need to be that precise. In short, we tend to underestimate the importance of the questions, so we don’t work on improving them.
The act of asking good questions guides and focuses the critique. It’s also a form of consent: it makes it clear that you’re open to comments and what kind of comments you’d like to get. It puts people in the right mental state, especially in situations when they weren’t expecting to give feedback.
There isn’t a single best way to ask for feedback. It just needs to be specific, and specificity can take many shapes. A model for design critique that I’ve found particularly useful in my coaching is the one of stage versus depth.
“Stage” refers to each of the steps of the process—in our case, the design process. In progressing from user research to the final design, the kind of feedback evolves. But within a single step, one might still review whether some assumptions are correct and whether there’s been a proper translation of the amassed feedback into updated designs as the project has evolved. A starting point for potential questions could derive from the layers of user experience. What do you want to know: Project objectives? User needs? Functionality? Content? Interaction design? Information architecture? UI design? Navigation design? Visual design? Branding?
Here’re a few example questions that are precise and to the point that refer to different layers:
- Functionality: Is automating account creation desirable?
- Interaction design: Take a look through the updated flow and let me know whether you see any steps or error states that I might’ve missed.
- Information architecture: We have two competing bits of information on this page. Is the structure effective in communicating them both?
- UI design: What are your thoughts on the error counter at the top of the page that makes sure that you see the next error, even if the error is out of the viewport?
- Navigation design: From research, we identified these second-level navigation items, but once you’re on the page, the list feels too long and hard to navigate. Are there any suggestions to address this?
- Visual design: Are the sticky notifications in the bottom-right corner visible enough?
The other axis of specificity is about how deep you’d like to go on what’s being presented. For example, we might have introduced a new end-to-end flow, but there was a specific view that you found particularly challenging and you’d like a detailed review of that. This can be especially useful from one iteration to the next where it’s important to highlight the parts that have changed.
There are other things that we can consider when we want to achieve more specific—and more effective—questions.
A simple trick is to remove generic qualifiers from your questions like “good,” “well,” “nice,” “bad,” “okay,” and “cool.” For example, asking, “When the block opens and the buttons appear, is this interaction good?” might look specific, but you can spot the “good” qualifier, and convert it to an even better question: “When the block opens and the buttons appear, is it clear what the next action is?”
Sometimes we actually do want broad feedback. That’s rare, but it can happen. In that sense, you might still make it explicit that you’re looking for a wide range of opinions, whether at a high level or with details. Or maybe just say, “At first glance, what do you think?” so that it’s clear that what you’re asking is open ended but focused on someone’s impression after their first five seconds of looking at it.
Sometimes the project is particularly expansive, and some areas may have already been explored in detail. In these situations, it might be useful to explicitly say that some parts are already locked in and aren’t open to feedback. It’s not something that I’d recommend in general, but I’ve found it useful to avoid falling again into rabbit holes of the sort that might lead to further refinement but aren’t what’s most important right now.
Asking specific questions can completely change the quality of the feedback that you receive. People with less refined critique skills will now be able to offer more actionable feedback, and even expert designers will welcome the clarity and efficiency that comes from focusing only on what’s needed. It can save a lot of time and frustration.
The iteration
Design iterations are probably the most visible part of the design work, and they provide a natural checkpoint for feedback. Yet a lot of design tools with inline commenting tend to show changes as a single fluid stream in the same file, and those types of design tools make conversations disappear once they’re resolved, update shared UI components automatically, and compel designs to always show the latest version—unless these would-be helpful features were to be manually turned off. The implied goal that these design tools seem to have is to arrive at just one final copy with all discussions closed, probably because they inherited patterns from how written documents are collaboratively edited. That’s probably not the best way to approach design critiques, but even if I don’t want to be too prescriptive here: that could work for some teams.
The asynchronous design-critique approach that I find most effective is to create explicit checkpoints for discussion. I’m going to use the term iteration post for this. It refers to a write-up or presentation of the design iteration followed by a discussion thread of some kind. Any platform that can accommodate this structure can use this. By the way, when I refer to a “write-up or presentation,” I’m including video recordings or other media too: as long as it’s asynchronous, it works.
Using iteration posts has many advantages:
- It creates a rhythm in the design work so that the designer can review feedback from each iteration and prepare for the next.
- It makes decisions visible for future review, and conversations are likewise always available.
- It creates a record of how the design changed over time.
- Depending on the tool, it might also make it easier to collect feedback and act on it.
These posts of course don’t mean that no other feedback approach should be used, just that iteration posts could be the primary rhythm for a remote design team to use. And other feedback approaches (such as live critique, pair designing, or inline comments) can build from there.
I don’t think there’s a standard format for iteration posts. But there are a few high-level elements that make sense to include as a baseline:
- The goal
- The design
- The list of changes
- The questions
Each project is likely to have a goal, and hopefully it’s something that’s already been summarized in a single sentence somewhere else, such as the client brief, the product manager’s outline, or the project owner’s request. So this is something that I’d repeat in every iteration post—literally copy and pasting it. The idea is to provide context and to repeat what’s essential to make each iteration post complete so that there’s no need to find information spread across multiple posts. If I want to know about the latest design, the latest iteration post will have all that I need.
This copy-and-paste part introduces another relevant concept: alignment comes from repetition. So having posts that repeat information is actually very effective toward making sure that everyone is on the same page.
The design is then the actual series of information-architecture outlines, diagrams, flows, maps, wireframes, screens, visuals, and any other kind of design work that’s been done. In short, it’s any design artifact. For the final stages of work, I prefer the term blueprint to emphasize that I’ll be showing full flows instead of individual screens to make it easier to understand the bigger picture.
It can also be useful to label the artifacts with clear titles because that can make it easier to refer to them. Write the post in a way that helps people understand the work. It’s not too different from organizing a good live presentation.
For an efficient discussion, you should also include a bullet list of the changes from the previous iteration to let people focus on what’s new, which can be especially useful for larger pieces of work where keeping track, iteration after iteration, could become a challenge.
And finally, as noted earlier, it’s essential that you include a list of the questions to drive the design critique in the direction you want. Doing this as a numbered list can also help make it easier to refer to each question by its number.
Not all iterations are the same. Earlier iterations don’t need to be as tightly focused—they can be more exploratory and experimental, maybe even breaking some of the design-language guidelines to see what’s possible. Then later, the iterations start settling on a solution and refining it until the design process reaches its end and the feature ships.
I want to highlight that even if these iteration posts are written and conceived as checkpoints, by no means do they need to be exhaustive. A post might be a draft—just a concept to get a conversation going—or it could be a cumulative list of each feature that was added over the course of each iteration until the full picture is done.
Over time, I also started using specific labels for incremental iterations: i1, i2, i3, and so on. This might look like a minor labelling tip, but it can help in multiple ways:
- Unique—It’s a clear unique marker. Within each project, one can easily say, “This was discussed in i4,” and everyone knows where they can go to review things.
- Unassuming—It works like versions (such as v1, v2, and v3) but in contrast, versions create the impression of something that’s big, exhaustive, and complete. Iterations must be able to be exploratory, incomplete, partial.
- Future proof—It resolves the “final” naming problem that you can run into with versions. No more files named “final final complete no-really-its-done.” Within each project, the largest number always represents the latest iteration.
To mark when a design is complete enough to be worked on, even if there might be some bits still in need of attention and in turn more iterations needed, the wording release candidate (RC) could be used to describe it: “with i8, we reached RC” or “i12 is an RC.”
The review
What usually happens during a design critique is an open discussion, with a back and forth between people that can be very productive. This approach is particularly effective during live, synchronous feedback. But when we work asynchronously, it’s more effective to use a different approach: we can shift to a user-research mindset. Written feedback from teammates, stakeholders, or others can be treated as if it were the result of user interviews and surveys, and we can analyze it accordingly.
This shift has some major benefits that make asynchronous feedback particularly effective, especially around these friction points:
- It removes the pressure to reply to everyone.
- It reduces the frustration from swoop-by comments.
- It lessens our personal stake.
The first friction point is feeling a pressure to reply to every single comment. Sometimes we write the iteration post, and we get replies from our team. It’s just a few of them, it’s easy, and it doesn’t feel like a problem. But other times, some solutions might require more in-depth discussions, and the amount of replies can quickly increase, which can create a tension between trying to be a good team player by replying to everyone and doing the next design iteration. This might be especially true if the person who’s replying is a stakeholder or someone directly involved in the project who we feel that we need to listen to. We need to accept that this pressure is absolutely normal, and it’s human nature to try to accommodate people who we care about. Sometimes replying to all comments can be effective, but if we treat a design critique more like user research, we realize that we don’t have to reply to every comment, and in asynchronous spaces, there are alternatives:
- One is to let the next iteration speak for itself. When the design evolves and we post a follow-up iteration, that’s the reply. You might tag all the people who were involved in the previous discussion, but even that’s a choice, not a requirement.
- Another is to briefly reply to acknowledge each comment, such as “Understood. Thank you,” “Good points—I’ll review,” or “Thanks. I’ll include these in the next iteration.” In some cases, this could also be just a single top-level comment along the lines of “Thanks for all the feedback everyone—the next iteration is coming soon!”
- Another is to provide a quick summary of the comments before moving on. Depending on your workflow, this can be particularly useful as it can provide a simplified checklist that you can then use for the next iteration.
The second friction point is the swoop-by comment, which is the kind of feedback that comes from someone outside the project or team who might not be aware of the context, restrictions, decisions, or requirements—or of the previous iterations’ discussions. On their side, there’s something that one can hope that they might learn: they could start to acknowledge that they’re doing this and they could be more conscious in outlining where they’re coming from. Swoop-by comments often trigger the simple thought “We’ve already discussed this…”, and it can be frustrating to have to repeat the same reply over and over.
Let’s begin by acknowledging again that there’s no need to reply to every comment. If, however, replying to a previously litigated point might be useful, a short reply with a link to the previous discussion for extra details is usually enough. Remember, alignment comes from repetition, so it’s okay to repeat things sometimes!
Swoop-by commenting can still be useful for two reasons: they might point out something that still isn’t clear, and they also have the potential to stand in for the point of view of a user who’s seeing the design for the first time. Sure, you’ll still be frustrated, but that might at least help in dealing with it.
The third friction point is the personal stake we could have with the design, which could make us feel defensive if the review were to feel more like a discussion. Treating feedback as user research helps us create a healthy distance between the people giving us feedback and our ego (because yes, even if we don’t want to admit it, it’s there). And ultimately, treating everything in aggregated form allows us to better prioritize our work.
Always remember that while you need to listen to stakeholders, project owners, and specific advice, you don’t have to accept every piece of feedback. You have to analyze it and make a decision that you can justify, but sometimes “no” is the right answer.
As the designer leading the project, you’re in charge of that decision. Ultimately, everyone has their specialty, and as the designer, you’re the one who has the most knowledge and the most context to make the right decision. And by listening to the feedback that you’ve received, you’re making sure that it’s also the best and most balanced decision.
Thanks to Brie Anne Demkiw and Mike Shelton for reviewing the first draft of this article.
Designing for the Unexpected
I’m not sure when I first heard this quote, but it’s something that has stayed with me over the years. How do you create services for situations you can’t imagine? Or design products that work on devices yet to be invented?
Flash, Photoshop, and responsive design
When I first started designing websites, my go-to software was Photoshop. I created a 960px canvas and set about creating a layout that I would later drop content in. The development phase was about attaining pixel-perfect accuracy using fixed widths, fixed heights, and absolute positioning.
Ethan Marcotte’s talk at An Event Apart and subsequent article “Responsive Web Design” in A List Apart in 2010 changed all this. I was sold on responsive design as soon as I heard about it, but I was also terrified. The pixel-perfect designs full of magic numbers that I had previously prided myself on producing were no longer good enough.
The fear wasn’t helped by my first experience with responsive design. My first project was to take an existing fixed-width website and make it responsive. What I learned the hard way was that you can’t just add responsiveness at the end of a project. To create fluid layouts, you need to plan throughout the design phase.
A new way to design
Designing responsive or fluid sites has always been about removing limitations, producing content that can be viewed on any device. It relies on the use of percentage-based layouts, which I initially achieved with native CSS and utility classes:
.column-span-6 {
width: 49%;
float: left;
margin-right: 0.5%;
margin-left: 0.5%;
}
.column-span-4 {
width: 32%;
float: left;
margin-right: 0.5%;
margin-left: 0.5%;
}
.column-span-3 {
width: 24%;
float: left;
margin-right: 0.5%;
margin-left: 0.5%;
}Then with Sass so I could take advantage of @includes to re-use repeated blocks of code and move back to more semantic markup:
.logo {
@include colSpan(6);
}
.search {
@include colSpan(3);
}
.social-share {
@include colSpan(3);
}Media queries
The second ingredient for responsive design is media queries. Without them, content would shrink to fit the available space regardless of whether that content remained readable (The exact opposite problem occurred with the introduction of a mobile-first approach).
Media queries prevented this by allowing us to add breakpoints where the design could adapt. Like most people, I started out with three breakpoints: one for desktop, one for tablets, and one for mobile. Over the years, I added more and more for phablets, wide screens, and so on.
For years, I happily worked this way and improved both my design and front-end skills in the process. The only problem I encountered was making changes to content, since with our Sass grid system in place, there was no way for the site owners to add content without amending the markup—something a small business owner might struggle with. This is because each row in the grid was defined using a div as a container. Adding content meant creating new row markup, which requires a level of HTML knowledge.
Row markup was a staple of early responsive design, present in all the widely used frameworks like Bootstrap and Skeleton.
1 of 7
2 of 7
3 of 7
4 of 7
5 of 7
6 of 7
7 of 7
Another problem arose as I moved from a design agency building websites for small- to medium-sized businesses, to larger in-house teams where I worked across a suite of related sites. In those roles I started to work much more with reusable components.
Our reliance on media queries resulted in components that were tied to common viewport sizes. If the goal of component libraries is reuse, then this is a real problem because you can only use these components if the devices you’re designing for correspond to the viewport sizes used in the pattern library—in the process not really hitting that “devices that don’t yet exist” goal.
Then there’s the problem of space. Media queries allow components to adapt based on the viewport size, but what if I put a component into a sidebar, like in the figure below?
Container queries: our savior or a false dawn?
Container queries have long been touted as an improvement upon media queries, but at the time of writing are unsupported in most browsers. There are JavaScript workarounds, but they can create dependency and compatibility issues. The basic theory underlying container queries is that elements should change based on the size of their parent container and not the viewport width, as seen in the following illustrations.
One of the biggest arguments in favor of container queries is that they help us create components or design patterns that are truly reusable because they can be picked up and placed anywhere in a layout. This is an important step in moving toward a form of component-based design that works at any size on any device.
In other words, responsive components to replace responsive layouts.
Container queries will help us move from designing pages that respond to the browser or device size to designing components that can be placed in a sidebar or in the main content, and respond accordingly.
My concern is that we are still using layout to determine when a design needs to adapt. This approach will always be restrictive, as we will still need pre-defined breakpoints. For this reason, my main question with container queries is, How would we decide when to change the CSS used by a component?
A component library removed from context and real content is probably not the best place for that decision.
As the diagrams below illustrate, we can use container queries to create designs for specific container widths, but what if I want to change the design based on the image size or ratio?
In this example, the dimensions of the container are not what should dictate the design; rather, the image is.
It’s hard to say for sure whether container queries will be a success story until we have solid cross-browser support for them. Responsive component libraries would definitely evolve how we design and would improve the possibilities for reuse and design at scale. But maybe we will always need to adjust these components to suit our content.
CSS is changing
Whilst the container query debate rumbles on, there have been numerous advances in CSS that change the way we think about design. The days of fixed-width elements measured in pixels and floated div elements used to cobble layouts together are long gone, consigned to history along with table layouts. Flexbox and CSS Grid have revolutionized layouts for the web. We can now create elements that wrap onto new rows when they run out of space, not when the device changes.
.wrapper {
display: grid;
grid-template-columns: repeat(auto-fit, 450px);
gap: 10px;
}The repeat() function paired with auto-fit or auto-fill allows us to specify how much space each column should use while leaving it up to the browser to decide when to spill the columns onto a new line. Similar things can be achieved with Flexbox, as elements can wrap over multiple rows and “flex” to fill available space.
.wrapper {
display: flex;
flex-wrap: wrap;
justify-content: space-between;
}
.child {
flex-basis: 32%;
margin-bottom: 20px;
}The biggest benefit of all this is you don’t need to wrap elements in container rows. Without rows, content isn’t tied to page markup in quite the same way, allowing for removals or additions of content without additional development.
This is a big step forward when it comes to creating designs that allow for evolving content, but the real game changer for flexible designs is CSS Subgrid.
Remember the days of crafting perfectly aligned interfaces, only for the customer to add an unbelievably long header almost as soon as they’re given CMS access, like the illustration below?
Subgrid allows elements to respond to adjustments in their own content and in the content of sibling elements, helping us create designs more resilient to change.
.wrapper {
display: grid;
grid-template-columns: repeat(auto-fit, minmax(150px, 1fr));
grid-template-rows: auto 1fr auto;
gap: 10px;
}
.sub-grid {
display: grid;
grid-row: span 3;
grid-template-rows: subgrid; /* sets rows to parent grid */
}CSS Grid allows us to separate layout and content, thereby enabling flexible designs. Meanwhile, Subgrid allows us to create designs that can adapt in order to suit morphing content. Subgrid at the time of writing is only supported in Firefox but the above code can be implemented behind an @supports feature query.
Intrinsic layouts
I’d be remiss not to mention intrinsic layouts, the term created by Jen Simmons to describe a mixture of new and old CSS features used to create layouts that respond to available space.
Responsive layouts have flexible columns using percentages. Intrinsic layouts, on the other hand, use the fr unit to create flexible columns that won’t ever shrink so much that they render the content illegible.
fr units is a way to say I want you to distribute the extra space in this way, but…don’t ever make it smaller than the content that’s inside of it.
—Jen Simmons, “Designing Intrinsic Layouts”
Intrinsic layouts can also utilize a mixture of fixed and flexible units, allowing the content to dictate the space it takes up.
What makes intrinsic design stand out is that it not only creates designs that can withstand future devices but also helps scale design without losing flexibility. Components and patterns can be lifted and reused without the prerequisite of having the same breakpoints or the same amount of content as in the previous implementation.
We can now create designs that adapt to the space they have, the content within them, and the content around them. With an intrinsic approach, we can construct responsive components without depending on container queries.
Another 2010 moment?
This intrinsic approach should in my view be every bit as groundbreaking as responsive web design was ten years ago. For me, it’s another “everything changed” moment.
But it doesn’t seem to be moving quite as fast; I haven’t yet had that same career-changing moment I had with responsive design, despite the widely shared and brilliant talk that brought it to my attention.
One reason for that could be that I now work in a large organization, which is quite different from the design agency role I had in 2010. In my agency days, every new project was a clean slate, a chance to try something new. Nowadays, projects use existing tools and frameworks and are often improvements to existing websites with an existing codebase.
Another could be that I feel more prepared for change now. In 2010 I was new to design in general; the shift was frightening and required a lot of learning. Also, an intrinsic approach isn’t exactly all-new; it’s about using existing skills and existing CSS knowledge in a different way.
You can’t framework your way out of a content problem
Another reason for the slightly slower adoption of intrinsic design could be the lack of quick-fix framework solutions available to kick-start the change.
Responsive grid systems were all over the place ten years ago. With a framework like Bootstrap or Skeleton, you had a responsive design template at your fingertips.
Intrinsic design and frameworks do not go hand in hand quite so well because the benefit of having a selection of units is a hindrance when it comes to creating layout templates. The beauty of intrinsic design is combining different units and experimenting with techniques to get the best for your content.
And then there are design tools. We probably all, at some point in our careers, used Photoshop templates for desktop, tablet, and mobile devices to drop designs in and show how the site would look at all three stages.
How do you do that now, with each component responding to content and layouts flexing as and when they need to? This type of design must happen in the browser, which personally I’m a big fan of.
The debate about “whether designers should code” is another that has rumbled on for years. When designing a digital product, we should, at the very least, design for a best- and worst-case scenario when it comes to content. To do this in a graphics-based software package is far from ideal. In code, we can add longer sentences, more radio buttons, and extra tabs, and watch in real time as the design adapts. Does it still work? Is the design too reliant on the current content?
Personally, I look forward to the day intrinsic design is the standard for design, when a design component can be truly flexible and adapt to both its space and content with no reliance on device or container dimensions.
Content first
Content is not constant. After all, to design for the unknown or unexpected we need to account for content changes like our earlier Subgrid card example that allowed the cards to respond to adjustments to their own content and the content of sibling elements.
Thankfully, there’s more to CSS than layout, and plenty of properties and values can help us put content first. Subgrid and pseudo-elements like ::first-line and ::first-letter help to separate design from markup so we can create designs that allow for changes.
Instead of old markup hacks like this—
First line of text with different styling...
—we can target content based on where it appears.
.element::first-line {
font-size: 1.4em;
}
.element::first-letter {
color: red;
}Much bigger additions to CSS include logical properties, which change the way we construct designs using logical dimensions (start and end) instead of physical ones (left and right), something CSS Grid also does with functions like min(), max(), and clamp().
This flexibility allows for directional changes according to content, a common requirement when we need to present content in multiple languages. In the past, this was often achieved with Sass mixins but was often limited to switching from left-to-right to right-to-left orientation.
In the Sass version, directional variables need to be set.
$direction: rtl;
$opposite-direction: ltr;
$start-direction: right;
$end-direction: left;These variables can be used as values—
body {
direction: $direction;
text-align: $start-direction;
}—or as properties.
margin-#{$end-direction}: 10px;
padding-#{$start-direction}: 10px;However, now we have native logical properties, removing the reliance on both Sass (or a similar tool) and pre-planning that necessitated using variables throughout a codebase. These properties also start to break apart the tight coupling between a design and strict physical dimensions, creating more flexibility for changes in language and in direction.
margin-block-end: 10px;
padding-block-start: 10px;There are also native start and end values for properties like text-align, which means we can replace text-align: right with text-align: start.
Like the earlier examples, these properties help to build out designs that aren’t constrained to one language; the design will reflect the content’s needs.
Fixed and fluid
We briefly covered the power of combining fixed widths with fluid widths with intrinsic layouts. The min() and max() functions are a similar concept, allowing you to specify a fixed value with a flexible alternative.
For min() this means setting a fluid minimum value and a maximum fixed value.
.element {
width: min(50%, 300px);
}The element in the figure above will be 50% of its container as long as the element’s width doesn’t exceed 300px.
For max() we can set a flexible max value and a minimum fixed value.
.element {
width: max(50%, 300px);
}Now the element will be 50% of its container as long as the element’s width is at least 300px. This means we can set limits but allow content to react to the available space.
The clamp() function builds on this by allowing us to set a preferred value with a third parameter. Now we can allow the element to shrink or grow if it needs to without getting to a point where it becomes unusable.
.element {
width: clamp(300px, 50%, 600px);
}This time, the element’s width will be 50% (the preferred value) of its container but never less than 300px and never more than 600px.
With these techniques, we have a content-first approach to responsive design. We can separate content from markup, meaning the changes users make will not affect the design. We can start to future-proof designs by planning for unexpected changes in language or direction. And we can increase flexibility by setting desired dimensions alongside flexible alternatives, allowing for more or less content to be displayed correctly.
Situation first
Thanks to what we’ve discussed so far, we can cover device flexibility by changing our approach, designing around content and space instead of catering to devices. But what about that last bit of Jeffrey Zeldman’s quote, “…situations you haven’t imagined”?
It’s a very different thing to design for someone seated at a desktop computer as opposed to someone using a mobile phone and moving through a crowded street in glaring sunshine. Situations and environments are hard to plan for or predict because they change as people react to their own unique challenges and tasks.
This is why choice is so important. One size never fits all, so we need to design for multiple scenarios to create equal experiences for all our users.
Thankfully, there is a lot we can do to provide choice.
Responsible design
“There are parts of the world where mobile data is prohibitively expensive, and where there is little or no broadband infrastructure.”
“I Used the Web for a Day on a 50 MB Budget”
Chris Ashton
One of the biggest assumptions we make is that people interacting with our designs have a good wifi connection and a wide screen monitor. But in the real world, our users may be commuters traveling on trains or other forms of transport using smaller mobile devices that can experience drops in connectivity. There is nothing more frustrating than a web page that won’t load, but there are ways we can help users use less data or deal with sporadic connectivity.
The srcset attribute allows the browser to decide which image to serve. This means we can create smaller ‘cropped’ images to display on mobile devices in turn using less bandwidth and less data.

The preload attribute can also help us to think about how and when media is downloaded. It can be used to tell a browser about any critical assets that need to be downloaded with high priority, improving perceived performance and the user experience.
There’s also native lazy loading, which indicates assets that should only be downloaded when they are needed.

With srcset, preload, and lazy loading, we can start to tailor a user’s experience based on the situation they find themselves in. What none of this does, however, is allow the user themselves to decide what they want downloaded, as the decision is usually the browser’s to make.
So how can we put users in control?
The return of media queries
Media queries have always been about much more than device sizes. They allow content to adapt to different situations, with screen size being just one of them.
We’ve long been able to check for media types like print and speech and features such as hover, resolution, and color. These checks allow us to provide options that suit more than one scenario; it’s less about one-size-fits-all and more about serving adaptable content.
As of this writing, the Media Queries Level 5 spec is still under development. It introduces some really exciting queries that in the future will help us design for multiple other unexpected situations.
For example, there’s a light-level feature that allows you to modify styles if a user is in sunlight or darkness. Paired with custom properties, these features allow us to quickly create designs or themes for specific environments.
@media (light-level: normal) {
--background-color: #fff;
--text-color: #0b0c0c;
}
@media (light-level: dim) {
--background-color: #efd226;
--text-color: #0b0c0c;
}Another key feature of the Level 5 spec is personalization. Instead of creating designs that are the same for everyone, users can choose what works for them. This is achieved by using features like prefers-reduced-data, prefers-color-scheme, and prefers-reduced-motion, the latter two of which already enjoy broad browser support. These features tap into preferences set via the operating system or browser so people don’t have to spend time making each site they visit more usable.
Media queries like this go beyond choices made by a browser to grant more control to the user.
Expect the unexpected
In the end, the one thing we should always expect is for things to change. Devices in particular change faster than we can keep up, with foldable screens already on the market.
We can’t design the same way we have for this ever-changing landscape, but we can design for content. By putting content first and allowing that content to adapt to whatever space surrounds it, we can create more robust, flexible designs that increase the longevity of our products.
A lot of the CSS discussed here is about moving away from layouts and putting content at the heart of design. From responsive components to fixed and fluid units, there is so much more we can do to take a more intrinsic approach. Even better, we can test these techniques during the design phase by designing in-browser and watching how our designs adapt in real-time.
When it comes to unexpected situations, we need to make sure our products are usable when people need them, whenever and wherever that might be. We can move closer to achieving this by involving users in our design decisions, by creating choice via browsers, and by giving control to our users with user-preference-based media queries.
Good design for the unexpected should allow for change, provide choice, and give control to those we serve: our users themselves.
Voice Content and Usability
We’ve been having conversations for thousands of years. Whether to convey information, conduct transactions, or simply to check in on one another, people have yammered away, chattering and gesticulating, through spoken conversation for countless generations. Only in the last few millennia have we begun to commit our conversations to writing, and only in the last few decades have we begun to outsource them to the computer, a machine that shows much more affinity for written correspondence than for the slangy vagaries of spoken language.
Computers have trouble because between spoken and written language, speech is more primordial. To have successful conversations with us, machines must grapple with the messiness of human speech: the disfluencies and pauses, the gestures and body language, and the variations in word choice and spoken dialect that can stymie even the most carefully crafted human-computer interaction. In the human-to-human scenario, spoken language also has the privilege of face-to-face contact, where we can readily interpret nonverbal social cues.
In contrast, written language immediately concretizes as we commit it to record and retains usages long after they become obsolete in spoken communication (the salutation “To whom it may concern,” for example), generating its own fossil record of outdated terms and phrases. Because it tends to be more consistent, polished, and formal, written text is fundamentally much easier for machines to parse and understand.
Spoken language has no such luxury. Besides the nonverbal cues that decorate conversations with emphasis and emotional context, there are also verbal cues and vocal behaviors that modulate conversation in nuanced ways: how something is said, not what. Whether rapid-fire, low-pitched, or high-decibel, whether sarcastic, stilted, or sighing, our spoken language conveys much more than the written word could ever muster. So when it comes to voice interfaces—the machines we conduct spoken conversations with—we face exciting challenges as designers and content strategists.
Voice Interactions
We interact with voice interfaces for a variety of reasons, but according to Michael McTear, Zoraida Callejas, and David Griol in The Conversational Interface, those motivations by and large mirror the reasons we initiate conversations with other people, too (). Generally, we start up a conversation because:
- we need something done (such as a transaction),
- we want to know something (information of some sort), or
- we are social beings and want someone to talk to (conversation for conversation’s sake).
These three categories—which I call transactional, informational, and prosocial—also characterize essentially every voice interaction: a single conversation from beginning to end that realizes some outcome for the user, starting with the voice interface’s first greeting and ending with the user exiting the interface. Note here that a conversation in our human sense—a chat between people that leads to some result and lasts an arbitrary length of time—could encompass multiple transactional, informational, and prosocial voice interactions in succession. In other words, a voice interaction is a conversation, but a conversation is not necessarily a single voice interaction.
Purely prosocial conversations are more gimmicky than captivating in most voice interfaces, because machines don’t yet have the capacity to really want to know how we’re doing and to do the sort of glad-handing humans crave. There’s also ongoing debate as to whether users actually prefer the sort of organic human conversation that begins with a prosocial voice interaction and shifts seamlessly into other types. In fact, in Voice User Interface Design, Michael Cohen, James Giangola, and Jennifer Balogh recommend sticking to users’ expectations by mimicking how they interact with other voice interfaces rather than trying too hard to be human—potentially alienating them in the process ().
That leaves two genres of conversations we can have with one another that a voice interface can easily have with us, too: a transactional voice interaction realizing some outcome (“buy iced tea”) and an informational voice interaction teaching us something new (“discuss a musical”).
Transactional voice interactions
Unless you’re tapping buttons on a food delivery app, you’re generally having a conversation—and therefore a voice interaction—when you order a Hawaiian pizza with extra pineapple. Even when we walk up to the counter and place an order, the conversation quickly pivots from an initial smattering of neighborly small talk to the real mission at hand: ordering a pizza (generously topped with pineapple, as it should be).
Alison: Hey, how’s it going?
Burhan: Hi, welcome to Crust Deluxe! It’s cold out there. How can I help you?
Alison: Can I get a Hawaiian pizza with extra pineapple?
Burhan: Sure, what size?
Alison: Large.
Burhan: Anything else?
Alison: No thanks, that’s it.
Burhan: Something to drink?
Alison: I’ll have a bottle of Coke.
Burhan: You got it. That’ll be $13.55 and about fifteen minutes.
Each progressive disclosure in this transactional conversation reveals more and more of the desired outcome of the transaction: a service rendered or a product delivered. Transactional conversations have certain key traits: they’re direct, to the point, and economical. They quickly dispense with pleasantries.
Informational voice interactions
Meanwhile, some conversations are primarily about obtaining information. Though Alison might visit Crust Deluxe with the sole purpose of placing an order, she might not actually want to walk out with a pizza at all. She might be just as interested in whether they serve halal or kosher dishes, gluten-free options, or something else. Here, though we again have a prosocial mini-conversation at the beginning to establish politeness, we’re after much more.
Alison: Hey, how’s it going?
Burhan: Hi, welcome to Crust Deluxe! It’s cold out there. How can I help you?
Alison: Can I ask a few questions?
Burhan: Of course! Go right ahead.
Alison: Do you have any halal options on the menu?
Burhan: Absolutely! We can make any pie halal by request. We also have lots of vegetarian, ovo-lacto, and vegan options. Are you thinking about any other dietary restrictions?
Alison: What about gluten-free pizzas?
Burhan: We can definitely do a gluten-free crust for you, no problem, for both our deep-dish and thin-crust pizzas. Anything else I can answer for you?
Alison: That’s it for now. Good to know. Thanks!
Burhan: Anytime, come back soon!
This is a very different dialogue. Here, the goal is to get a certain set of facts. Informational conversations are investigative quests for the truth—research expeditions to gather data, news, or facts. Voice interactions that are informational might be more long-winded than transactional conversations by necessity. Responses tend to be lengthier, more informative, and carefully communicated so the customer understands the key takeaways.
Voice Interfaces
At their core, voice interfaces employ speech to support users in reaching their goals. But simply because an interface has a voice component doesn’t mean that every user interaction with it is mediated through voice. Because multimodal voice interfaces can lean on visual components like screens as crutches, we’re most concerned in this book with pure voice interfaces, which depend entirely on spoken conversation, lack any visual component whatsoever, and are therefore much more nuanced and challenging to tackle.
Though voice interfaces have long been integral to the imagined future of humanity in science fiction, only recently have those lofty visions become fully realized in genuine voice interfaces.
Interactive voice response (IVR) systems
Though written conversational interfaces have been fixtures of computing for many decades, voice interfaces first emerged in the early 1990s with text-to-speech (TTS) dictation programs that recited written text aloud, as well as speech-enabled in-car systems that gave directions to a user-provided address. With the advent of interactive voice response (IVR) systems, intended as an alternative to overburdened customer service representatives, we became acquainted with the first true voice interfaces that engaged in authentic conversation.
IVR systems allowed organizations to reduce their reliance on call centers but soon became notorious for their clunkiness. Commonplace in the corporate world, these systems were primarily designed as metaphorical switchboards to guide customers to a real phone agent (“Say Reservations to book a flight or check an itinerary”); chances are you will enter a conversation with one when you call an airline or hotel conglomerate. Despite their functional issues and users’ frustration with their inability to speak to an actual human right away, IVR systems proliferated in the early 1990s across a variety of industries (, PDF).
While IVR systems are great for highly repetitive, monotonous conversations that generally don’t veer from a single format, they have a reputation for less scintillating conversation than we’re used to in real life (or even in science fiction).
Screen readers
Parallel to the evolution of IVR systems was the invention of the screen reader, a tool that transcribes visual content into synthesized speech. For Blind or visually impaired website users, it’s the predominant method of interacting with text, multimedia, or form elements. Screen readers represent perhaps the closest equivalent we have today to an out-of-the-box implementation of content delivered through voice.
Among the first screen readers known by that moniker was the Screen Reader for the BBC Micro and NEEC Portable developed by the Research Centre for the Education of the Visually Handicapped (RCEVH) at the University of Birmingham in 1986 (). That same year, Jim Thatcher created the first IBM Screen Reader for text-based computers, later recreated for computers with graphical user interfaces (GUIs) ().
With the rapid growth of the web in the 1990s, the demand for accessible tools for websites exploded. Thanks to the introduction of semantic HTML and especially ARIA roles beginning in 2008, screen readers started facilitating speedy interactions with web pages that ostensibly allow disabled users to traverse the page as an aural and temporal space rather than a visual and physical one. In other words, screen readers for the web “provide mechanisms that translate visual design constructs—proximity, proportion, etc.—into useful information,” writes Aaron Gustafson in A List Apart. “At least they do when documents are authored thoughtfully” ().
Though deeply instructive for voice interface designers, there’s one significant problem with screen readers: they’re difficult to use and unremittingly verbose. The visual structures of websites and web navigation don’t translate well to screen readers, sometimes resulting in unwieldy pronouncements that name every manipulable HTML element and announce every formatting change. For many screen reader users, working with web-based interfaces exacts a cognitive toll.
In Wired, accessibility advocate and voice engineer Chris Maury considers why the screen reader experience is ill-suited to users relying on voice:
From the beginning, I hated the way that Screen Readers work. Why are they designed the way they are? It makes no sense to present information visually and then, and only then, translate that into audio. All of the time and energy that goes into creating the perfect user experience for an app is wasted, or even worse, adversely impacting the experience for blind users. ()
In many cases, well-designed voice interfaces can speed users to their destination better than long-winded screen reader monologues. After all, visual interface users have the benefit of darting around the viewport freely to find information, ignoring areas irrelevant to them. Blind users, meanwhile, are obligated to listen to every utterance synthesized into speech and therefore prize brevity and efficiency. Disabled users who have long had no choice but to employ clunky screen readers may find that voice interfaces, particularly more modern voice assistants, offer a more streamlined experience.
Voice assistants
When we think of voice assistants (the subset of voice interfaces now commonplace in living rooms, smart homes, and offices), many of us immediately picture HAL from 2001: A Space Odyssey or hear Majel Barrett’s voice as the omniscient computer in Star Trek. Voice assistants are akin to personal concierges that can answer questions, schedule appointments, conduct searches, and perform other common day-to-day tasks. And they’re rapidly gaining more attention from accessibility advocates for their assistive potential.
Before the earliest IVR systems found success in the enterprise, Apple published a demonstration video in 1987 depicting the Knowledge Navigator, a voice assistant that could transcribe spoken words and recognize human speech to a great degree of accuracy. Then, in 2001, Tim Berners-Lee and others formulated their vision for a Semantic Web “agent” that would perform typical errands like “checking calendars, making appointments, and finding locations” (, behind paywall). It wasn’t until 2011 that Apple’s Siri finally entered the picture, making voice assistants a tangible reality for consumers.
Thanks to the plethora of voice assistants available today, there is considerable variation in how programmable and customizable certain voice assistants are over others (Fig 1.1). At one extreme, everything except vendor-provided features is locked down; for example, at the time of their release, the core functionality of Apple’s Siri and Microsoft’s Cortana couldn’t be extended beyond their existing capabilities. Even today, it isn’t possible to program Siri to perform arbitrary functions, because there’s no means by which developers can interact with Siri at a low level, apart from predefined categories of tasks like sending messages, hailing rideshares, making restaurant reservations, and certain others.
At the opposite end of the spectrum, voice assistants like Amazon Alexa and Google Home offer a core foundation on which developers can build custom voice interfaces. For this reason, programmable voice assistants that lend themselves to customization and extensibility are becoming increasingly popular for developers who feel stifled by the limitations of Siri and Cortana. Amazon offers the Alexa Skills Kit, a developer framework for building custom voice interfaces for Amazon Alexa, while Google Home offers the ability to program arbitrary Google Assistant skills. Today, users can choose from among thousands of custom-built skills within both the Amazon Alexa and Google Assistant ecosystems.
As corporations like Amazon, Apple, Microsoft, and Google continue to stake their territory, they’re also selling and open-sourcing an unprecedented array of tools and frameworks for designers and developers that aim to make building voice interfaces as easy as possible, even without code.
Often by necessity, voice assistants like Amazon Alexa tend to be monochannel—they’re tightly coupled to a device and can’t be accessed on a computer or smartphone instead. By contrast, many development platforms like Google’s Dialogflow have introduced omnichannel capabilities so users can build a single conversational interface that then manifests as a voice interface, textual chatbot, and IVR system upon deployment. I don’t prescribe any specific implementation approaches in this design-focused book, but in Chapter 4 we’ll get into some of the implications these variables might have on the way you build out your design artifacts.
Voice Content
Simply put, voice content is content delivered through voice. To preserve what makes human conversation so compelling in the first place, voice content needs to be free-flowing and organic, contextless and concise—everything written content isn’t.
Our world is replete with voice content in various forms: screen readers reciting website content, voice assistants rattling off a weather forecast, and automated phone hotline responses governed by IVR systems. In this book, we’re most concerned with content delivered auditorily—not as an option, but as a necessity.
For many of us, our first foray into informational voice interfaces will be to deliver content to users. There’s only one problem: any content we already have isn’t in any way ready for this new habitat. So how do we make the content trapped on our websites more conversational? And how do we write new copy that lends itself to voice interactions?
Lately, we’ve begun slicing and dicing our content in unprecedented ways. Websites are, in many respects, colossal vaults of what I call macrocontent: lengthy prose that can extend for infinitely scrollable miles in a browser window, like microfilm viewers of newspaper archives. Back in 2002, well before the present-day ubiquity of voice assistants, technologist Anil Dash defined microcontent as permalinked pieces of content that stay legible regardless of environment, such as email or text messages:
A day’s weather forcast [sic], the arrival and departure times for an airplane flight, an abstract from a long publication, or a single instant message can all be examples of microcontent. ()
I’d update Dash’s definition of microcontent to include all examples of bite-sized content that go well beyond written communiqués. After all, today we encounter microcontent in interfaces where a small snippet of copy is displayed alone, unmoored from the browser, like a textbot confirmation of a restaurant reservation. Microcontent offers the best opportunity to gauge how your content can be stretched to the very edges of its capabilities, informing delivery channels both established and novel.
As microcontent, voice content is unique because it’s an example of how content is experienced in time rather than in space. We can glance at a digital sign underground for an instant and know when the next train is arriving, but voice interfaces hold our attention captive for periods of time that we can’t easily escape or skip, something screen reader users are all too familiar with.
Because microcontent is fundamentally made up of isolated blobs with no relation to the channels where they’ll eventually end up, we need to ensure that our microcontent truly performs well as voice content—and that means focusing on the two most important traits of robust voice content: voice content legibility and voice content discoverability.
Fundamentally, the legibility and discoverability of our voice content both have to do with how voice content manifests in perceived time and space.











