Tree gear, climbing and user interface design

moss

Been here much more than a while
I worked for many years in the software industry, the last 15 or so before I was laid off and walked away from it I was a "User Interface Designer". In software a user interface designer creates the device screen visual or user interface layer on top of the underlying code/functionality.

Reality is everything human-made we touch is user interface, that would be a door knob, vehicle shift lever etc. In software interface design there is a baseline rule, as few clicks as possible to achieve whatever the user is trying to do. It's actually very difficult to keep to that rule. Think about when you're buying stuff online, it gets tedious when you have to click through 6 different screens to finish a transaction, someone has probably worked really hard to get those clicks as low as possible per transaction. That's why I never fill out a survey "How was your shopping experience?" at the end of purchase transaction, I've had enough of clicking through multiple screens ;-)

In tree climbing we are in a highly dynamic user interface experience, even things not human-made like the tree are interfaces we work with. Every move we make is like a "click" in a software or app interface. Some interfaces are designed (intentionally or not) to slow us down and think, or help make climbing safer, like a triple action double locking carabiner gate. A locking carabiner would be sweet if there was only one movement to open or close it, but in the interest of safety there are multiple movements, even if we unconsciously blend them into what seems like one movement.

As it turns out technical tree climbers are experts in streamlining user interfaces. Every move, every step we make in the process of climbing adds up to time spent. So it seems trivial to worry about it, "No worries" if you have to make three distinct actions to say attach your lanyard around an anchor. Actually if you can accomplish something you do frequently while climbing in two motions instead of three, it is meaningful over 4 hours in a tree and very meaningful over weeks, months and even years of climbing. Every time a climber runs into some climbing process that makes them do multiple movements beyond what seems efficient we try to figure out a way to do it in less clicks. That makes us real-time tree climber user interface designers.

I'm bringing this up because we're all innovators trying to make our climbing smoother, more efficient while keeping safety at the top of the priority list. For my climbing style I've found that a cinched carabiner anchor (stationary rope mode) for my short lanyard is very effective, ergonomic, efficient and if considered and implemented properly, very safe. I'm not going to debate the safety of that further here (there is an existing thread on the subject) but it is a good example of trying to improve functionality and user interface for the way I climb.

On the subject of carabiner cinching a lanyard, many have commented, "Just use a thimble prussik to choke the lanyard", or "Put a ring on the end of the lanyard, pull a bight through and spike it with a carabiner". These are all excellent safe solutions but... toooo many clicks for a technique that I use constantly. Other problems too, thimble prussiks get in the way when I'm flipping my lanyard through tight spaces (been there done that), more movements required to move the prussik down to get a clean lanyard end. As a result I've been working on other solutions to this "problem". In a thread I started recently I prototyped sewing an F8 on to the end of my lanyard. Works great, very strong, won't come out unintentionally (for a short lanyard not a remote anchor). I've tested two versions on multiple climbs rec and work. As of now I'm done with it and back to carabiner cinching, too many motions to set or take out, doesn't choke up tight quickly with one motion, takes multiple motions to take out, and I can't quickly slide the cinch up a leader when I want to as I advance my position. The F8 lanyard has failed, too many clicks to get where you're going. I'm fine with it, had to rule it in or out.

I hope folks find this tree climber "user interface design" idea useful and interesting. Looking forward to your insights as you look at your climbing and gear in possibly a different way.
-AJ
 
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A very thought-provoking approach to looking at our climbing setups. Certainly, the safety is improved, the less motions we have to make in tying in or using a lanyard and other similar actions. I have started using a carabiner on the end of my main short lanyard most of the time and it does really streamline using it.
 
Good approach, Moss

A few years ago I found myself in Stockholm without a book to read. There was a mall nearby so I headed to the bookstore

The book I bought is titled “-The design of everyday things”. A fascinating read about design. Good design is evident and doesn’t need explanations. IKEA gets jabbed about their instructions...by people who don’t read instructions. I’ve found them the best ever

Your sharing is always appreciated, @moss
 
How does a veteran software guy go to tree work? Isn't that as polar opposite as it gets?

It's interesting, once you delve into it, Edit: ( I know a few) there are quite a few former tech people in tree work. I've been a nature/woods person since minute one. I look at my tech career as a massive digression ;-) Actually it helped me to do some awesome PNW expedition climbs, and amass enough learning and gear so I could facilitate and teach climbing, so credit where credit is due.

The reason my body is fairly functional at 63 years-old is probably that I didn't start doing tree work at 18, I wanted to but couldn't find the path. Back in that day the local young climbers were the craziest mofo's in town, I didn't fit the profile.

Tree work is now so diverse, you don't need to be the crazy guy to get it done well. And I celebrate all the amazing crazy tree guys and gals I have the opportunity to work and hang with.
-AJ
 
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Good approach, Moss

A few years ago I found myself in Stockholm without a book to read. There was a mall nearby so I headed to the bookstore

The book I bought is titled “-The design of everyday things”. A fascinating read about design. Good design is evident and doesn’t need explanations. IKEA gets jabbed about their instructions...by people who don’t read instructions. I’ve found them the best ever

Your sharing is always appreciated, @moss

Thx Tom! This level of discussion doesn't happen on FB, the online forums are suffering as a result of the social media takeover. I'm all for keeping it going, social media is way too ephemeral, an example of tech destroying itself. I'm into breathing real air, and interacting with real life things like trees, screens and apps are on probation going forward.
-AJ
 
My dad was a metalurgist by schooling but spent most of his life as a machinist/welder designing and building stuff. He used to say, it's easy to make something complicated, the hard part is to make it simple.
 
I think this flows into why some gear vendors are more highly regarded than others. As well as streamlining the interface, they have some of the other "niceties" that make the user interface more intuitive. Vendors like ART and DMM are usually talked about on a different level than the likes of say CMI. Why? I'm willing to bet it's the rounded edges that feel good on the hand, the smoothness of movement (pulleys, gates, etc), the little things that just make it nicer to use their gear. Cost being no object I think we'd all use dmm impact blocks if we could ;).

Other examples would be things like spring blocks vs screw type (or worse yet fixed), whoopies vs dead eyes, vs ultra slings. This probably also lends itself to the popularity of the akimbo, way less "clicks" to use that the runner or unicender, or any of the other hitch based systems. Same goes for midline attachability (MACA, quickie, omni block, etc)

From a software standpoint it would be things like auto populated form fields, single page landings with no "to read more click next buttons", thoughtful/non intrusive advertisement placement, scrolling text with floating navigation bars, etc. Stuff that while not required to make a web page functional, make it much more pleasant to use.
 
I think this flows into why some gear vendors are more highly regarded than others. As well as streamlining the interface, they have some of the other "niceties" that make the user interface more intuitive. Vendors like ART and DMM are usually talked about on a different level than the likes of say CMI. Why? I'm willing to bet it's the rounded edges that feel good on the hand, the smoothness of movement (pulleys, gates, etc), the little things that just make it nicer to use their gear. Cost being no object I think we'd all use dmm impact blocks if we could ;).

Other examples would be things like spring blocks vs screw type (or worse yet fixed), whoopies vs dead eyes, vs ultra slings. This probably also lends itself to the popularity of the akimbo, way less "clicks" to use that the runner or unicender, or any of the other hitch based systems. Same goes for midline attachability (MACA, quickie, omni block, etc)

From a software standpoint it would be things like auto populated form fields, single page landings with no "to read more click next buttons", thoughtful/non intrusive advertisement placement, scrolling text with floating navigation bars, etc. Stuff that while not required to make a web page functional, make it much more pleasant to use.

Yes, good stuff, DMM, Tuefleberger, and Rock Exotica to name a few make strong efforts to improve climber user interface. And not to leave Singing Rock out of this, the relative new kid on the block, creating great climber interface with the help of the climber community.
-AJ
 
I’m a pretty lazy but super ambitious fella. If I can save three calories of energy or four seconds of time I do it. Not sure when I’ll cash in all of those savings though.

It is about smooth and dependable. Routines.
 

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