Enterprise applications are complex — there is an insane amount of information that is to be displayed that contains data from various sources, modules and users. There are complex graphs, usage patterns, and lists of data that need to be skimmed through before one can make sense of what the console is getting at.
“The biggest challenge with designing enterprise applications is the lack of examples of patterns that work or don’t work in specific scenarios.”
Since most enterprise applications contain sensitive data pertaining to the company, there are very few examples out there that talk to some of the common problems faced while designing enterprise apps. There exists pattern libraries that talk in-depth about how each component should work but very little on when to use them. The patterns we see in design libraries are often oversimplified and does not work in real enterprise applications where data and the use-cases are more complex in nature.
What you see below is a typical enterprise application. The working window is dense with information with a crazy number of panels each indicating information that is contextual to any other selection made on the screen.
The distinction between creators and consumers encompasses various facets, reflecting the diverse roles and activities that individuals undertake in the realms of content creation, innovation, and value generation. Here’s a more in-depth exploration of the factors that separate creators from consumers:
Creation Skills and Expertise:
Creators: Possess specific skills, knowledge, and expertise in a particular domain. They are proficient in activities such as writing, designing, coding, or producing content.
Consumers: May lack the specialized skills required for content creation but excel in using, enjoying, or experiencing the content generated by creators.
Initiative and Innovation:
Creators: Take the initiative to conceive, develop, and produce original ideas, products, or content. They often engage in innovation, introducing new concepts or perspectives to the market.
Consumers: Typically respond to existing creations and innovations. Their primary role is to consume, appreciate, and derive value from what creators offer.
Ownership and Control:
Creators: Exercise ownership and control over their creations. They decide the direction, style, and distribution of their work and may hold intellectual property rights.
Consumers: Utilize or enjoy the creations but do not have direct ownership or control over the creative process. They may influence creators through feedback or demand but don’t dictate the initial creation.
Risk-Taking and Responsibility:
Creators: Often shoulder the risks associated with creating something new. This includes financial risks, the uncertainty of market acceptance, and the responsibility for the success or failure of their creations.
Consumers: Face minimal risks in terms of financial investments or the outcome of the creation process. Their primary responsibility is to make choices based on existing options.
Motivation and Intent:
Creators: Driven by a desire to express themselves, solve problems, or contribute to a specific field. They are motivated by intrinsic factors such as passion, creativity, or a sense of purpose.
Consumers: Seek enjoyment, information, or utility from the creations. Their motivation is often extrinsic, deriving satisfaction from the content or product without being directly involved in its creation.
Time and Effort Investment:
Creators: Invest significant time, effort, and resources into the creation process. They may spend hours refining their skills, researching, and iterating on their work.
Consumers: Invest time in consuming and experiencing the creations but without the same level of commitment and effort required for the creation process.
Monetary Transactions:
Creators: May generate revenue directly from their creations through sales, licensing, or other monetization strategies.
Consumers: Typically engage in monetary transactions to access or consume the creations. Their contribution is often in the form of purchasing or subscribing.
Feedback and Critique:
Creators: Receive feedback and critique on their work, which can be both constructive and critical. They use this input to improve their skills and refine future creations.
Consumers: Provide feedback based on their experiences, preferences, or expectations. Their role in shaping future creations lies in expressing their opinions.
Understanding these distinctions helps appreciate the dynamic relationship between creators and consumers in various fields, from art and entertainment to technology and business. Both roles are essential for a vibrant and thriving ecosystem, each contributing unique value to the overall creative landscape.