Archive for the ‘user experience’ Category

SXSW Future15 Convergence

Monday, March 14th, 2011

It was great to meet and/or hear talks by Richard Bullwinkle, David Maher Roberts, Jesse Streb, Anthea Foyer, Utku Can, Harry Mower, David Berkowitz, Alex Hachey and special thanks to Dan Shust for putting it all together.

Fitting everything into 10 or 15 minutes is challenging, but makes for a dense overview of new ideas. If anyone stopped by and has any thoughts to share please email or comment. It was difficult to find room for conversation during the session with so much going on.

…update…
Here are the slides from the talk.

“We’re so passive, TV viewers”

Saturday, February 5th, 2011

This Hill Holliday video of users trying new connected TV technologies has been making the blog rounds so this might be a little redundant, but it sums up such an important point for people working on iTV products. See their original blog post here.

An Experiment In Cord Cutting

Revisiting Scifi, pt. 1

Monday, January 24th, 2011

Beyond Scifi: Design For Surfaces and Big Screens touched on a few different ideas in contextualizing futuristic UI design for real world usage with current technology. Many of the new platforms we’re using like touch tables, touch walls, and interactive TVs, seem straight out of sci-fi movies. However, in movies they’re often used as cinematic props or storytelling devices. Things that blow us away at the theater might actually be boring or frustrating for an actual user. So I pulled out some common challenge areas and decision points that can keep futuristic platforms feeling cool and futuristic for users. The key areas I’ll be posting blog articles about are:

1. Communal Computing
2. Modes of Interaction
3. Leniency of Input
4. Modes of Free Gesture

(more…)

Touch Screen Usability Meetup

Saturday, September 11th, 2010

I’ll be speaking Tuesday evening in Santa Monica at a meetup hosted by UPA-LA (Usability Professionals Association). Here’s the info, and the agenda is below…

• Wendy Ficklin, Creative Director at Primitive Spark, will present general usability considerations for different types of touch screens;

• Gavin Bowman, Game Developer at Retro Dreamer, will show what it takes to successfully design or adapt games for the iPhone and iPad;

• Bernadette Irizarry, Principal at Velvet Hammer Design, will present special considerations for designing and testing multi-touch kiosks;

• Colombene Jenner, Sr. UX Designer at Schematic, will discuss large scale multi-user touch screen projects.

mission critical design

Wednesday, July 14th, 2010

Last night Danish interaction designer Mikkel Michelsen gave a very interesting talk on the UX-iest of all UX – when design is a matter of life and death (or carries otherwise heavy consequences). His slides list some of his major points on designing UI for things like cockpits, medical equipment and finance terminals. Interestingly, his research, processes and documentation seem similar to that of us garden variety designers on more mundane tasks.

criticalUI

It did me proud to think of the care that those in our field put into their work and the potential to aid people in extreme circumstances. In light of so many recent man-made disasters, perhaps the future will hold a larger role for people with a knack for broad systems, crucial details, user psychology, contextual understanding and risk minimization.

tv + tablet = :)

Saturday, July 3rd, 2010

Comcast showed off a great execution of multi-platform strategy for the new TV experience at The Cable Show last month with their program guide on the iPad. Is this the train of thought getting Steve Jobs to rethink the hobby status of Apple TV?

baroque tech

Friday, June 25th, 2010

John Underkoffler’s TED talk and MS Kinect previews have been making the rounds, but the following links feel more prescient…
Fujitsu’s motion sensing laptop interface makes no sense
Why talk to a computer? Surely talking to a human is traumatic enough?

baroquetech

Though I’d still be interesting in trying Kinect. The motion controls seem to be direct: real motion = onscreen motion (hopefully without much UI to bog you down). I also hear tell of some kinda DDR killer. I’m just not sure it’s the answer to input devices, or even to gaming (especially if you live above someone).

As for g-speak, I haven’t heard of or seen any concrete applications. Swimming through abstract 3D data or video editing via sign language sound like a lot of extra work – physically and conceptually. I’m starting to think the future peaked a couple years ago and tech is getting dramatic, fussy, and simply for the sake of making more tech. I wouldn’t throw away my mouse just yet.

sustainable interaction design

Sunday, April 11th, 2010

We can’t solve problems by using the same kind of thinking we used when we created them.
- Einstein

casey

I’ve spent the past few weeks collecting thoughts on the Valerie Casey keynote at SXSW, but it got too complicated. So instead, here’s a bunch of stuff I found insightful or inspiring in the process (followed by some thoughts on how to move forward)…

    In Colonizing Sustainability, David Stairs shares some of his thoughts on Designers Accord and others. There are also notable comments by John Thackara and Eric Benson.

    The idea of “System Design” makes me think of the discourse around “Design Thinking” in the fact that design is now so broad it can mean basically anything. On a related tangent, Rick Poynor’s thoughts on Bruce Mau struck me on the difference between designers and design thinkers and the why there’s some unease with the latter.

    But a lot of the truly influential ideas I find come from non-designers…
    Built to Trash: Is ‘heirloom design’ the cure for consumption?
    ‘The Road From Ruin’: Are We Naive Idiots For Thinking Business Can Be Anything But Greedy?
    Jacqueline Novogratz: Pioneer of “market-based” philanthropy
    Tim Kasser: Professor and Chair of Psychology (focus: materialism)
    Michael Pollan, food guru
    Jeffrey Hollender on The Responsibility Revolution, CSR 2.0, and Blowing Your Lawyer’s Mind
    Live simple: Radical tactics to reduce the clutter, complexity, and costs of your life.

My big question in all my searching was – is sustainable design financially sustainable? I’ve mostly seen projects that *cost* designers money and the few potentially for-profit endeavors involved seductive green consumer products (or as Casey would say, doing “less bad”). Is this movement being promoted by professional organizations as a hobby?

What I would really hope to learn from the leaders in sustainable design is how to create relationships with other industries. How do we work with non-profits, government, and business innovators who are rethinking old standards of success? How can we start collaborating with professionals in policy, science, social research, journalism, etc. instead of naively fumbling around with these ourselves? This kind of facilitation and networking could really enable opportunities for designers and start to reshape the character of our industry. I’d also like to see more real-world examples with success metrics and not just gallery shows. For successful projects, I’d be interested in hearing the specific challenges and solutions from the designers involved. All the designers I’ve seen in this space are very heavy on self-promotion and very sparse on details and actionable takeaways for fellow designers.

leaf

In absence of that kind of larger “system” change on the part of design sustainability advocates, I still think there are positive changes designers can make in the context of their jobs. Maybe this is treating the symptom and not the problem, but it’s more realistic and actionable regarding what many designers are able to do at this point in time. For interaction designers specifically, I found the following areas…

  1. Software Design & Information Diffusion – Make sustainable options easy. Use software and easily accessible information to engage people, encourage better alternatives, and connect those who can work together. Think of the larger social and cultural impact of design choices. (see Danah Boyd’s keynote on privacy)
  2. Create New Future Visions – On a recent trip to Disneyland I saw a McMansion of the future that had a kitchen with over 5 flat panel displays and a child’s room that turned bedtime reading into a multimedia extravaganza. With the housing bubble burst and the economy collapsed, the vision seemed more retro than futuristic. What are these gadgets adding to our lives and what is the real cost in raw materials, energy consumption and healthy child development?
  3. Hardware, Systems, Business Models – It’s hard to apply ideas like “heirloom design” to technology and the current rate of hyper-consumption is great for the economy. However, the overwhelming amount and toxicity of the waste, not to mention endless personal debt, is not sustainable. Consider designing hardware with more easily replaceable components. Plan for repair, not replacement. Make them rugged for the long-term, not delicate. Reduce wherever possible. Use fewer platforms with standardization for development (sorry Don Norman, c.f. unitasker). A current problem area is the cell phone business model with its hardware churn and convoluted financing. I also think of those early gen iPods and iPhones with the mirror finish. The *second* you got your hands on it, it was scratched or scuffed. This led you to buy more plastic tchotchk in the form of “protectors”, made it virtually impossible to resell, and got you wanting a new one almost immediately.
  4. Given the hangover people have been getting at CES the past few years (see Guardian and Newsweek reviews), maybe putting goals 2 & 3 together is a much more viable direction that it seems. We could also use some time getting all the crap we already have to work right instead of endlessly making more.

  5. Power Usage – This is an area we probably think about least because it’s the hardest to get around. All digital work runs on power and hardware innovation to improve efficiency may add to the waste/replacement problem of #3. But consider the energy requirements we create by making digital experiences more common and more addictive. We think switching from analog and paper will save raw materials, but how many plugs and power strips are there now vs. 20 years ago and how many server farms and off-site computing centers are supporting all your digital services? There are also health and well-being repercussions from sitting looking at screens all day. If we can’t solve this while still holding our jobs, maybe there are ways to introduce balance into systems we create.

So there’s some starting points and I will post whatever examples I find. If you want any more thoughts on design and sustainability, you’ll just have to take me drinking some time.

SXSW Interactive 2010: day 4

Wednesday, March 17th, 2010

Kinda late and skipped a day, but it’s a busy week! Some standouts Monday were The Art & Science of Seductive Interactions and the Beyond the Desktop: Embracing New Interaction Paradigms panel. In the former, Anderson explored how principals of behavior economics, game mechanics, neuroscience, linguistics, rhetoric, etc. could be used to create highly effective and addictive interfaces. Some examples were the iLike games used to learn users’ musical tastes and the playful (coded) changing logo of Dobblr. He also created a deck of cards with techniques to try if you’re getting stuck.

At ‘Beyond the Desktop’, Johnny Lee, engineer at Microsoft, spoke to the reality of new natural input methods and how they would add to but not replace current models. He had a great diagram of screen size showing that any significant design or work productivity still only happens on the mid-range of screen sizes with traditional input tools like mouse and keyboard and everything below and above is really only for information or media consumption.

Nathan Moody from Stimulant was also on the panel who speaks often and insightfully on practical design considerations for large-scale touch screens in the commercial space. He spoke extensively about the “communal computing” aspect we focused on in Beyond Scifi going into the social and emotional aspects, which was great to hear.

SXSW Interactive 2010: day 2

Sunday, March 14th, 2010

Saw a few more panels, but Danah Boyd on “Privacy and Publicity” was definitely a stand out. It’s easy to get in a muddly info-overload state with about 25 different talks/events an hour for about 9 hours. But as you hope for in an opening keynote, this talk was clear and had an important message that needs to be heard.

danah-boyd

Boyd spoke of how reckless we are with privacy in this orgy of social media and showed us some of the real casualties. She brought up excellent points on the qualities and value of privacy and the perils of celebrity, especially when it’s forced. She discusses how far-reaching changes in Facebook privacy rules were rolled out in a careless and exploitive manner and goes into some consequences you probably never thought about. There are many whose lives depend on controlling this information – like those who have been abused by a partner or family member or children of illegal immigrants. There are also groups like teachers who can’t complicate their identities among their students without consequences and of course kids and teens who don’t always realize the consequences of what they’re doing. She also discusses the implications of using aggregators to find and feature personal content.

It’s a must-hear for anyone designing features and systems for social media. It comes down to respecting your users over irresponsible experimentation in a ruthless quest for being the next internet meme.