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  Posts in category 'Business'
10 May 2008
Microsoft’s Patient Journey Demonstrator
Gifticon The Microsoft Health Common User Interface (CUI) is a site conceived by Microsoft providing user interface Design Guidance and Toolkit controls that address a wide range of patient safety concerns for healthcare organizations worldwide. Microsoft has created it in order to allow a new generation of safer, more usable and compelling health applications to be quickly and easily created.

The MS CUI site is aimed at user interface designers, application developers and patient safety experts who want to find out more about the benefits of a standardized approach to user interface design.

Kirsten Disse, who works at MS CUI as a user experience consultant, just alerted me to the launch of CUI’s Patient Journey Demonstrator, that she was responsible for. It is a technology demonstrator looking at the future of clinical software applications.

The Patient Journey Demonstrator conceptualizes an end-to-end journey where a specific clinical scenario is used to illustrate how an integrated, patient-centric care record can transition seamlessly between care settings. It demonstrates how data can be accessed and entered from many of the care sources experienced along the patient journey.

In this scenario, a man with suspected heart disease is examined by his family doctor. Using decision support tools, his doctor decides that the best course of action is to refer him for further tests. The scenario then tracks the activities that take place from the initial consultation through secondary care to an Angiogram.

9 May 2008
Paper is passe for tech-savvy South Koreans
Gifticon Reuters report on mobile coupons and gifts in South Korea:

oung, tech-savvy South Koreans are making coupon clipping a thing of the past and turning to their mobile phones instead.

Some of the fastest-growing mobile phone services in the country let retailers send discount coupons and users send gift certificates for anything from lattes to movie tickets through their handsets.

The merchandise vouchers have a barcode embedded in the message. Users show the coupon on the screen and retailers scan the barcode to apply the discount. […]

SK Telecom rolled out a service a little more than a year ago called a “gifticon” that allows users to send gift vouchers for items such as convenience store merchandise and pizzas via mobile phones. The sender is billed for the cost of the goods.

Read full story

9 May 2008
The future of social networking: mobile phones
Phone The (UK) Times reports on how you don’t need a computer anymore to browse people’s profiles.

“After the explosion in internet-based social networking (MySpace, Facebook) doing the same thing in real life instead of in front of a computer became an obvious next step. Much of it is already happening on a small scale as dozens of companies seek to exploit social networking on the go.”

“So how does it work? The key is the coming together of internet-connected mobile phones and location or proximity technology.” […]

“Effectively, by linking these two developments, your phone can tell if someone is near you and can access lots of information about them - the perfect ingredients for real social interaction.” […]

“One company based in Berlin has just gone live with its mobile social network. More than 3,000 young Germans have signed up to the aka-aki service in just over a month.”

Read full story

8 May 2008
France Telecom: from 1000 ideas to 1 product
Orange A series of web pages on the France Telecom/Orange site give an insight in how the company moves from the many ideas that come out of R&D, to a product or service that is ready for the market.

In 2005-2006, France Telecom created two structures, the Explocentre and the Technocentre, which work in close collaboration with the R&D laboratories installed all over the world, but are run by the Strategic Marketing Department, which provides the group’s orientations and knowledge of the market.

The Explocentre is an “incubator for R&D projects” and “concentrates on nurturing highly innovative concepts with strong potential, but that could be deemed too risky to be placed directly on the market”. The Explocentre determines their feasibility and potential, and tests new uses and technological breakthroughs before market launch. Interestingly, the centre works with “new methods based on co-creation with customers and partners, using design to drive innovation. Ideas for services are investigated, tested and re-worked with customers to find real value potential.”

Once explored, the most promising concepts are submitted to the Technocentre, which deals with the implementation of these “mature” projects. The Technocentre is responsible for turning them into products ready for the market, either by industrialising them for a commercial launch or by transferring to a spin-off or joint venture for development. The centre brings together around 30 teams consisting of a marketing specialist, a researcher and a network engineer.

So at the one end of France Telecom’s innovation chain there are ideas coming in from R&D, and the company’s industrial partners and employees. Those ideas with high development potential go to the exploration centre, where they are analysed and tested. The integrated strategic marketing in the innovation chain then takes over marketing the product within the technocentre. Finally, agreed projects are integrated into the Group’s Product Roadmap and 3-year plan, which is the other end of its innovation process.

5 May 2008
CHI 2008: user experience evaluation at Nokia
CHI 2008 proceedings Virpi Roto, Pekka Ketola and Susan Huotari presented a paper describing user experience evaluation at Nokia at the recent CHI 2008 conference:

Abstract
Nokia has a long history in designing for experiences, as mobile phones are very personal and experiental devices. We have established processes to take user needs and wants into account when designing new concepts, and we do various types of evaluations with real users during the development process. Experience evaluations are, however, an area we want to improve. In this paper, we describe the user experience evaluation practices in the different phases of Nokia product development process.

Download paper

(via InfoDesign)

4 May 2008
Book review: Groundswell
Groundswell Today I read Groundswell: winning a world transformed by social technologies (alternate site - amazon page) by Charlene Li and Josh Bernoff (analysts at Forrester). [I was sent a review copy].   

It is a book aimed senior managers in charge of marketing, pr, customer support and (to some extent) product development at major international companies, who are trying to figure out what to do about all this user-generated content (UGC) and who tend to perceive it as a threat to institutional power.

The premise of the book is that these people, who are steeped in one-directional communications and marketing culture, now have to face a different world that they don’t know how to handle. They are ‘digital immigrants’ rather than ‘digital natives’.

This business strategy book, which contains a lot of practical ‘how they did it’ stories, is set out to help those people see UGC not as a threat, but as an opportunity, to communicate, to reach out, to listen and to learn, and puts a lot of emphasis on putting people and their relationships first, above all the rest (and in that sense, I am or course pleased).

It is not a book though that is aimed at me, nor at the readers of this blog: the first chapter for example contains “how they work” descriptions of blogs, social networks, virtual worlds, wikis, forums, tags, and rss, which is not something Putting People First/UXnet readers need input on.

However, people like me will undoubtedly gain some good ideas on how to talk better with our customers/senior managers, media relations, or public.

That said, it is not a book that gives something valuable to all: though it might be valuable for its intended target group, I was somewhat irritated since the book didn’t contain any deep and revealing insight. I was hoping for a groundswell in thought, a new conceptual way of looking at things, something that would make me look at my professional world in a different way, but such depth was absent.

The book is what the subtitle says: it is how-to guide about “winning in a world transformed by social technologies”. The emphasis is on the ‘winning’ bit. Don’t expect to learn much about the social technologies.

Here are some paragraphs from the corporate press release:

Using technologies like blogs and wikis, YouTube and Facebook, discussion forums and online reviews, today’s customers are taking charge of their own experience and getting what they need — information, support, ideas, products, and bargaining power — from eadch other. This phenomenon, or groundswell, has created a permanent shift in the way the world works. Most companies see it as a threat — but the authors of a new book see the groundswell as an opportunity. So where should company strategists start?

In GROUNDSWELL: Winning in a World Transformed by Social Technologies, Charlene li and Josh Bernoff, two of Forrester Research’s top analyst, show executives, marketers and general managers how to turn the force of customers connecting to their own advantage.

Based on real customer data and over ten years of research analyzing the effects of tecnology on business, the authors provide real stories of the people who make the groundswell and amazing place — and shed light into the psychology what’s happening. Li and Bernoff provide the following information for managers, executives — anyone looking to understand this social phenomenon:

  • Applications for every kind of manager, from marketing to research to customer support to product development
  • A focus on clear objectives and examples with ROI laid out in detail
  • Data from Forrester’s Technographics, a collection of global technology surveys
  • Management examples that show how the groundswell can supercharge employee productivity
  • A clear look at the future of the groundswell and tips for groundswell thinking

The groundswell phenomenon is not a flash in the pan. The technologies that make it work are evolving at an ever-increasing pace, but the phenomenon itself is based on people acting on their external desire to connect. GROUNDSWELL helps executives in all industries from media and retail to financial services and health care understand this trend.

And here some links to other reviews:
- by Jacob Morgan
- by Elizabeth Albrycht

4 May 2008
Recent immigrants driving advanced mobile phone use, both in Europe and in the US
Latino boy on mobile phone Last year, The Economist published an article about ethnographic user research at Swisscom. One of the findings it highlighted was that immigrant workers are the most advanced users of communications technology:

“It is migrants, rather than geeks, who have emerged as the “most aggressive” adopters of new communications tools, says [Swisscom anthropologist Stefana] Broadbent. Dispersed families with strong ties and limited resources have taken to voice-over-internet services, IM and webcams, all of which are cheap or free. They also go online to get news or to download music from home.”

That same trend is also present in the United States, with Latinos depending on their cell phones for more services than other [major] ethnic groups, turning to it for messaging, downloading music, surfing the Web and e-mailing, as reported by the San Francisco Chronicle.

“According to [a Pew Internet & American Life Project survey released last month], on a typical day, Latinos were more likely to use their phone to send or receive a text message, play a mobile game, send or receive e-mail, access the Internet, play music, instant message, or get a map or directions. Fifty-six percent of Latinos said they did at least one of these activities, compared with 50 percent for African Americans and 38 percent for whites.

The numbers are supported by a Forrester Research survey last year that found Latinos were more likely than other users to text, instant or picture message, send e-mail, check the weather, get news or sports updates, research entertainment, check financial accounts and receive stock quotes through their phone.”

Interestingly, “the cell phone in some cases is being used as the primary computer for Latinos, serving up e-mail and the Internet, in the process bridging what has been called the digital divide that still exists for some minority and disadvantaged groups.”

The article mentions many reasons for this: economic (lower mean household income, so less broadband access at home), demographic (family and friends are spread out across the United States and across the border), and cultural (a higher value is placed on staying in touch with family and friends).

But even though these ethnic minorities are advanced users, mobile phone marketing companies consider them as only interested in the cheap offers: “Hendrik Schouten, director of marketing for the Hispanic segment at AT&T, said carriers assumed Latino users wanted the cheapest phones and were more likely to use prepaid plans because of limited budgets.” This now seems to be changing.

3 May 2008
CHI 2008: a selection on product design
CHI 2008 proceedings Here is my selection on product design related papers presented at CHI 2008.

(Papers are linked to their pdf downloads, if available.)

Case study: using online communities to drive commercial product development [abstract]
Authors: Sheena Lewis (IBM)
Abstract: This paper demonstrates how human computer interaction (HCI) practitioners utilize an online community to drive commercial product innovation, definition, and development. Upper management’s increased interest in user feedback suggests that this development strategy promotes the case for stronger human-centered design processes to be included in corporate strategic planning.

Future Craft: how digital media is transforming product design [abstract]
Authors: Leonardo Bonanni, Amanda Parkes, Hiroshi Ishii (MIT Media Lab)
Abstract: The open and collective traditions of the interaction community have created new opportunities for product designers to engage in the social issues around industrial production. This paper introduces Future Craft, a design methodology which applies emerging digital tools and processes to product design toward new objects that are socially and environmentally sustainable. We present the results of teaching the Future Craft curriculum at the MIT Media Lab including principal themes of public, local and personal design, resources, assignments and student work. Novel ethnographic methods are discussed with relevance to informing the design of physical products. We aim to create a dialogue around these themes for the product design and HCI communities.

“If you build it, they will come … if they can”: pitfalls of releasing the same product globally [abstract]
Authors: Ann Hsieh, Todd Hausman, Nerija Titus and Jennifer Miller (Yahoo, Inc.)
Abstract: As companies based in the US launch more interactive, “Web 2.0”-style products, the rest of the world may not be moving at the same speed. This presentation will reveal the pitfalls of building the same product for all audiences across many countries, especially when it comes to economic, technological, and cultural disparities. This illustrates the point that even if global users want to access new products, they may not always have the means.

What about a ‘local’ wrapper around an ‘universal’ core? [abstract]
Authors: Apala Lahiri Chavan (Human Factors International)
Abstract: In this paper, I examine the possibility of restructuring our premise about cross cultural design and explore a possible new way to look at how we can create products in one culture and yet have the whole ‘flat world’ use it!

Studying paper use to inform the design of personal and portable technology [abstract]
Authors: Daniela Rosner, Lora Oehlberg and Kimiko Ryokai (UC Berkeley)
Abstract: This paper introduces design guidelines for new technology that leverage our understanding of traditional interactions with bound paper in the form of books and notebooks. Existing, physical interactions with books have evolved over hundreds of years, providing a rich history that we can use to inform our design of new computing technologies. In this paper, we initially survey existing paper technology and summarize previous historical and anthropological analyses of people’s interactions with bound paper. We then present our development of three design principles for personal and portable technologies based on these analyses. For each design guideline, we describe a design scenario illustrating these principles in action.

3 May 2008
CHI 2008: a selection on strategic issues
CHI 2008 proceedings Here is my selection on papers on more strategic issues presented at CHI 2008.

(Papers are linked to their pdf downloads, if available.)

Empathy and experience in HCI [abstract]
Authors: Peter Wright (Sheffield Hallam University) and John McCarthy (University College Cork)
Abstract: For a decade HCI researchers and practitioners have been developing methods, practices and designs ‘for the full range of human experience’. On the one hand, a variety of approaches to design, such as aesthetic, affective, and ludic that emphasize particular qualities and contexts of experience and particular approaches to intervening in interactive experience have become focal. On the other, a variety of approaches to understanding users and user experience, based on narrative, biography, and role-play have been developed and deployed. These developments can be viewed in terms of one of the seminal commitments of HCI, ‘to know the user’. Empathy has been used as a defining characteristic of designer-user relationships when design is concerned with user experience. In this article, we use ‘empathy’ to help position some emerging design and user-experience methodologies in terms of dynamically shifting relationships between designers, users, and artefacts.

Interactional empowerment [abstract]
Authors: Kristina Höök (Mobile Life center at Stockholm University), Anna Ståhl (Swedish Institute of Computer Science), Petra Sundström (Mobile Life center at Stockholm University) and Jarmo Laaksolaahti (Swedish Institute of Computer Science)
Abstract: We propose that an interactional perspective on how emotion is constructed, shared and experienced, may be a good basis for designing affective interactional systems that do not infringe on privacy or autonomy, but instead empowers users. An interactional design perspective may make use of design elements such as open-ended, ambiguous, yet familiar, interaction surfaces that users can use as a basis to make sense of their own emotions and their communication with one-another. We describe the interactional view on design for emotional communication, and provide a set of orienting design concepts and methods for design and evaluation that help translate the interactional view into viable applications. From an embodied interaction theory perspective, we argue for a non-dualistic, non-reductionist view on affective interaction design.

Healthy technology: a metaphor that pushed user experience to new strategic heights at Intel [abstract]
Authors: Ashwini Asokan and Michael J. Payne (Intel Corporation, Digital Home Group, User Experience Group)
Abstract: One of the biggest struggles user experience teams face is breaking through traditional notions of product strategy, planning and development to bring actionable awareness to the bigger picture around delivering full experiences that people really care about. User research and design is often focused around product & feature design in a space that is defined by out-dated boundaries imposed by history or pre-existing constraints. Research is used to create new features or product direction within these walls, and many design tools are employed to ensure the experience delivered is acceptable. This paper uses a case study of a project titled “Healthy Technology” to highlight the important role that metaphors can play in shifting conversations & strategy, from executive managers to development teams, leading to new boundaries, new strategies, a fresh look at what it means to set direction that targets complete user experiences rather than consumer appreciated features. The metaphor is discussed, through example, as more than a tool for user interface design, exploring the same as a means to alter strategic thinking in upper management as well as guide design and development teams in rethinking notions of technology to create new categories, rethink the problem space and to think beyond features. This paper outlines the research processes that lead to the creation of a metaphor and the functions of the metaphor in overcoming traditional boundaries and thinking. It describes key challenges and methods in this process of moving from research to strategic initiatives that fundamentally shift thinking, providing direction for business models, services, technologies, and industry alignment that come together to provide more than just features or products.

User experience over time
Authors: Evangelos Karapanos (Eindhoven University of Technology), Marc Hassenzahl (University of Koblenz-Landau) and Jean-Bernard Martens (Eindhoven University of Technology)
Abstract: The way we experience and evaluate interactive products develops over time. An exploratory study aimed at understanding how users form evaluative judgments during the first experiences with a product as well as after four weeks of use. Goodness, an evaluative judgment related to the overall satisfaction with the product, was largely formed on the basis of pragmatic aspects (i.e. utility and usability) during the first experiences; after four weeks of use identification (i.e. what the products expresses about its owner) became a dominant aspect of how good a product is. Surprisingly, beauty judgments were largely affected by stimulation (e.g. novelty) during the first experiences. Over time stimulation lost its power to make the product beautiful in the users’ eyes.

User experience at Google – focus on the user and all else will follow [abstract]
Authors: Irene Au, Richard Boardman, Robin Jeffries, Patrick Larvie, Antonella Pavese, Jens Riegelsberger, Kerry Rodden and Molly Stevens (Google, Inc.)
Abstract: This paper presents an overview of the User Experience (UX) team at Google. We focus on four aspects of working within Google’s product development organization: (1) a bottom-up ‘ideas’ culture, (2) a data-driven engineering approach, (3) a fast, highly iterative web development cycle, and (4) a global product perspective of designing for multiple countries. Each aspect leads to challenges and opportunities for the UX team. We discuss these, and outline some of the methodological approaches we employ to deal with them, along with some examples of our work.

2 May 2008
Vodafone, China Mobile and Softbank launch joint lab to improve mobile’s user interface
Vodafone Receiver 16 From a corporate press release:

“China Mobile, Softbank and Vodafone have agreed to establish a Joint Innovation Lab (JIL) to promote the development of new mobile technologies, applications and services. The three companies expect the initiative will help to accelerate the commercial deployment of mobile internet services.

The three companies will use the JIL as a platform to develop mobile services and drive innovation and synergy in the industry to the benefit of their combined global customer base. The JIL will launch projects based on emerging technologies and market demand.

The JIL will focus on the rapidly growing areas of mobile internet services, such as mobile widgets. Initially, the JIL plans to develop a platform for mobile widgets to encourage the development of innovative new services that can leverage mobile operators’ unique capabilities.

This move is expected to enable different widgets and applications to run seamlessly on different handset platforms and operating systems across different mobile operators, while safeguarding customer security, data privacy and billing systems. The development of a widget platform is expected to benefit both developers and users. The JIL also welcomes the co-operation of vendors and developers in the creation of new applications and services.”

Marc Laperrouza (of LIFT) comments:

“So is this the signal that the two operators are finally coming out of the woods and prepared to use their huge subscriber base to drive the future of the mobile industry? For sure, cooperation will be useful to speed the roll-out of mobile internet services. It will also allow them to better face the upcoming battle with Google and Yahoo - who are also keen to occupy the mobile space. It is also interesting for China Mobile - and China in general - since it will be one of the first attempt to approach standardization in a bottom-up fashion - from the market - rather than top-down - from the government. We may be witnessing China Mobile’s first steps into becoming a global mobile operator…”

1 May 2008
April 2008 issue of International Journal of Design
International Journal of Design The April issue of the International Journal of Design has recently been published.

It is the fourth issue of this peer-reviewed journal issued by the Taiwan-based Chinese Institute of Design (read more here).

Three-in-One user study for focused collaboration
by Turkka Kalervo Keinonen, Vesa Jääskö and Tuuli Mattelmäki
This article introduces a human-centered design approach, the Three-in-One User Study, which applies a set of methods to speed up and focus on the design process. With a Three-in-One, designers’ face-to-face contacts with users are concentrated into one collaborative designer-user session where preproduced self-documentation material and early design models enable focused collaborative exploration. Three-in-One combines three different complementary points of view to design: users’ subjective interpretations, designers’ focused observations, and design interventions with models. Three-in-One was applied in a kick-bike design case, and it led to improvements to the initial concept, as well as justified decisions for further design development.

The product ecology: understanding social product use and supporting design culture
by Jodi Forlizzi
The field of interaction design has broadened its focus from issues surrounding one person interacting with one system to how systems are socially and culturally situated among groups of people. To understand the situations surrounding product use interaction design researchers have turned to qualitative, ethnographic research methods. However, stripped from underlying theory, these methods can be prescriptive at best. This paper introduces Product Ecology as a theoretical design framework to describe how products evoke social behavior, to provide a roadmap for choosing appropriate qualitative research methods and to extend design culture within HCI by allowing for flexible, design-centered research planning and opportunity-seeking. This product-centered framework is illustrated as a method for selecting a set of design research methods and for working with other research approaches that study people in naturalistic settings.

Design, risk and new product development in five small creative companies
by Robert N. Jerrard, Nick Barnes and Adele Reid
Five small creative companies were studied in detail over extended periods of the New Product Development (NPD) lifecycle. Design was a key aspect of company activity and central to the NPD process. Novel risk-tracking participatory methodologies were developed and employed to identify perceived risks at the outset of NPD and to track risk thereafter. Semi-structured interviews were undertaken on regular basis with company personnel responsible for design to provide rich contextual material. Results showed a wide diversity of perceived risk with little commonality amongst the companies – despite shared core criteria amongst the firms themselves, and the new products that were tracked. Implications for the sampled companies, and wider policy in respect of business support strategy, are considered.

How to rate 100 visual stimuli efficiently
by Yaliang Chuang and Lin-Lin Chen
Perceptual mapping is a method often employed in design and marketing as a means for visualizing consumer perceptions of product alternatives on the market. Perceptual maps can be computed from two types of data, from attribute ratings or from similarity judgments. In this paper, two computer-based methods are proposed for obtaining attribute rating data, based on multiple attribute scales, for a large number of visual stimuli: The hierarchical sorting method was developed from a strategy commonly employed in paper-and-pencil surveys, whereas the divide-and-conquer method was developed from a strategy often utilized in (computer) sorting of algorithms. In tests that used 100 armchairs as stimuli, it was found that both methods received high scores for simplicity and overall satisfaction in subjective evaluations by the participants. The evaluations, however, also showed that each method had its own advantages. While the divide-and-conquer method produced equivalent results in a significantly less amount of time than the hierarchical sorting method, the hierarchical sorting method was considered to have a higher likelihood of expressing actual opinions than the divide-and-conquer method, due to the fact that a participant using the sorting method could focus on the details of the stimuli after they had been grouped by similarity at the initial stage.

Perceptual information for user-product interaction: using vacuum cleaner as example
by Li-Hao Chen and Chang-Franw Lee
The purpose of this study is to identify which product designs for parts and directions are most effective, and then propose how perceptional information could best be designed to facilitate user-product interaction. Three categories of perceptional information for product operational tasks were proposed in this study. Task analysis and usability evaluations were carried out to analyze what information users required while they practiced the operational tasks. Finally, a primary model was proposed that revealed and defined specific types of entities and different perceptual information— Behavioural Information (BI), Assemblage Information (AI), and Conventional Information (CI)— to be significant elements for the model. Information for specific applications that is available for various types of vacuum cleaner parts is described below: 1) for specific operational tasks, these applications for operability, functionality and operational directions are required for the user-part category, and BI and CI provide effective support for the applications; 2) the application for assembly-ability is required for the part-part category, and AI and CI provide effective support for this application; and 3) the applications for operability, functionality, operational directions, and assembly-ability are required for the user-part-part category. BI and CI provide effective support for the applications for operability, functionality, whereas operational directions, and AI and CI provide effective support for the application for assembly-ability.

The nature of design practice and implications for interaction design research
by Erik Stolterman
The focus of this paper is interaction design research aimed at supporting interaction design practice. The main argument is that this kind of interaction design research has not (always) been successful, and that the reason for this is that it has not been guided by a sufficient understanding of the nature of design practice. Based on a comparison between the notion of complexity in science and in design, it is argued that science is not the best place to look for approaches and methods on how to approach design complexity. Instead, the case is made that any attempt by interaction design research to produce outcomes aimed at supporting design practice must be grounded in a fundamental understanding of the nature of design practice. Such an understanding can be developed into a well-grounded and rich set of rigorous and disciplined design methods and techniques, appropriate to the needs and desires of practicing designers.

1 May 2008
How Nokia users drive innovation
Nokia Beta Labs Business Week reports on how online aps such as Sports Tracker and Nokia Beta Lab, allow the Finnish handset giant to gather customers’ ideas from around the world, and virtually for free.

“Sports Tracker is an example of how Nokia has begun experimenting with user-generated innovation. That’s the premise behind Nokia Beta Labs, a Web site where the Finnish handset maker lets users test the latest smartphone software. Instead of people recording silly Web cam videos for YouTube or inventing frivolous advocacy groups on Facebook, they can help make the mobile Internet more useful.

“Beta Labs is part of a broader push by Nokia to harness customers and partners in the service of innovation. At Nokia.com the company allows users to share and rate applications they have created such as screen-savers or games. And over the past year, Nokia designers have traveled to the developing world to ask users to sketch their own dream cell phones. By yearend, more than half the world’s population is expected to live in urban areas, so to exploit this mega-trend Nokia’s researchers visited shantytowns in Mumbai, Rio de Janeiro, and Accra in Ghana.”

Read full story

30 April 2008
Microsoft developing ’senior PC’
senior PC Microsoft UK is developing a “senior PC”, which will have a simple interface and be aimed at older users, writes Jane Wakefield on BBC News.

The machine will come software that allows users to manage prescriptions as well as simplified tools for everyday use, such as managing photos.

The machine, which it is developing in partnership with charities Age Concern and Help the Aged, is one of several projects the firm is working on.

The plans were unveiled at a Digital Inclusion conference in London.

Read full story

30 April 2008
Homegrown - Nokia’s new design thinking on sustainability
People First Nokia press release (dated 29 April 2008):

Nokia’s advanced design team today shared “Homegrown”, a long term research project looking at how Nokia can help people make more sustainable choices. The team is exploring specific environmental and social issues including recycling, energy and how to make the benefits of mobile technology available to more people.

The project is being run by the same team who created Remade – a concept first shown at the Mobile World Congress earlier this year and that explores how recycled materials may be used in the future to make mobile devices. At today’s event in Nokia’s London design studio the team showed for the first time some of the other concept they are working on. These are:

  • Zero Waste Charger concept - this explores ways to reduce the energy that is wasted when chargers are unplugged from a mobile device but left plugged into a live mains socket.
     
  • People First concept – this concept takes three human universals of the way people think about communication – time, lists, and people – to inspire and examine new user interface ideas.
     
  • Wears in, not out concept – as more services become available on our mobile devices this concept explores how people could potentially upgrade their devices digitally rather than physically in the future, giving people an additional choice on how they use and update their mobile phones.

The design team developing these concepts works on a time frame of looking three to five years out into the future. By sharing some of these ideas and stimulating a discussion they hope to develop innovative new ideas that can be used both within Nokia’s own business but also more broadly to drive environmental improvements.

- Photos of the concepts
- A beautiful presentation by Rhys Newman (pdf)
- Further background by team members Julian Bleecker and Raphael Grignani and on Nokia Conversations

28 April 2008
How Club Penguin turned 750,000 British kids into penguins
Digital youth The (UK) Times reports on the successful networking site for tweens.

The features of Club Penguin, one of the most successful virtual worlds aimed specifically at children, may defy logic - and gravity - but they represent the new frontier of children’s entertainment, where the whimsy and colour of traditional kids TV blends with computer game-style tasks, and the networking power of the internet.

Some 750,000 British children aged between 6 and 14 are estimated to inhabit Club Penguin, the brainchild of two Canadian entrepreneurs who as parents became frustrated with the lack of the options for kids who wanted to play computer games but also meet friends online.

Read full story

26 April 2008
New Linden Lab CEO announces user-centred vision for Second Life
Mark Kingdon Earlier this week, Linden Lab, creator of the well-known virtual world Second Life, announced a new CEO: Mark Kingdon, currently CEO of digital marketing firm Organic. He will be taking over in mid-May.

Technology Review assistant editor Erica Naone spoke with Kingdon earlier this week about his plans for Second Life.

A lot of new users seem to have trouble getting to that place. They get confused by the controls, and aren’t sure what to do inside the world. Do you have any thoughts about how to make it easier to get started?

I’ve got a lot of background in the kind of user-centered design work that’s going to be important for Second Life, especially as you look at the first-hour experience. I haven’t come to any specific conclusions yet, but I think it starts with understanding what the resident needs in order to make a powerful experience, and looking at the kinds of people that you want to attract and bring in-world. The answers will emerge very clearly from that.

How do you plan to get different types of users acclimated? For example, business users might just want to get in-world quickly to have a meeting, while other users might be looking for a more playful experience.

I think the first thing that I need to do … is really immerse myself in the different user bases and then think about if, by giving them additional tools, they can create that entry point for themselves, or if it’s something we need to encourage, or if it’s something that we need to create for them. I think the question is, how do you make that happen without becoming the primary content creator?

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25 April 2008
Down with innovation
Down with innovation Rick Poynor, a writer and critic based in London specializing in visual culture, wrote a provocative essay (published in I.D. Magazine), tackling contemporary indulgence with design thinking and innovation:

Design is now so important, it seems, that designers can no longer be trusted with it, and to make it absolutely clear that control has moved into someone else’s hands, design needs to be given a fancy new name. Call it design thinking. Call it innovation. “Everyone loves design but no one wants to call it design,” BusinessWeek’s Bruce Nussbaum informed the readers of Design Observer last year. “Top CEOs and managers want to call design something else—innovation. Innovation: that they are comfortable with. Design, well, it’s a little too wild and crazy for them.” Roger Martin, dean of the Rotman School of Management at the University of Toronto, offers this prescription: “Businesspeople don’t just need to understand designers better—they need to become designers.”[…]

Which is more patronizing: to create something you believe in because you think other people might like it too, and just put it out there? (The old, design, way.) Or to study every facet of consumers’ behavior with the intention of filling them with feelings of “insane loyalty” for your client’s products? (The new, innovation, way.)

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24 April 2008
U² Understanding Users - a workshop in Brussels
U² Design Flanders and Flanders In Shape organise a one-day conference and intensive training on user-centred design in the Flemish Parliament in Brussels on 22 May.

Experientia’s Jan-Christoph Zoels and Mark Vanderbeeken (the author of this blog) are in charge of the afternoon workshop on ethnography.

The event web page explains the importance of empathy in the creation of a successful user experience and stresses the relevance of a user-centred design for small and medium size companies.

The day will start off with a series of presentations:

The afternoon will feature four parallel workshops:

  • Workshop 1: Justin Knecht of the Centre for Design Innovation (Ireland) will provide a practical “DIY” manual to understand users (mainly aimed at SME’s).
     
  • Workshop 2: Jan-Christoph Zoels and Mark Vanderbeeken of Experientia (Italy) will demonstrate the ‘ethnographic research’ as a new innovation method.
     
  • Workshop 3: Jurgen Oskamp and Tim Ruytjens of Achilles Associates (Belgium) will demonstrate the use of ‘personas’.
     
  • Workshop 4: Valerie L’heureux of the Human Interface Group (Belgium) will discuss ‘Design Patterns, a perfect technique for user-centred design’.
     

Patricia Ceysens, Flemish Minister of Economy, Enterprise, Science, Innovation and Foreign Trade, will provide the closing speech.

Programme and registration: www.ucd.be

24 April 2008
Brand interactions are the future
David Armano David Armano writes in Advertising Age about “micro-interactions”, the many everyday exchanges that we have with a product, brand and service that define how we feel about a product, brand or service at a gut emotional level, how information architects and experience designers can help companies design these, and what that means for the advertising industry.

Back to interaction designers. Here’s a concept worth thinking about: many of them don’t want to work for your ad agency. How do I know this? Because I talk to them daily. The most common response I get is, “Why would I want to work on a constant stream of microsites and promotions?” Interaction designers thrive on long-term project engagements. They yearn to sink their teeth into complex problems, wrapping their heads around how they can help solve them.

An agency environment that churns out digital program after program is less appealing — especially when there are opportunities to go work with a start-up, a non-agency or even, perhaps, the future Googles of the world. In an industry built off of the copywriter-art director dynamic duo, it’s time to think about talent in terms of “Renaissance people.” Many interaction designers fit this bill.

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24 April 2008
Germany wants to become world leader in design for the elderly
Stanford iTunes U The German government just announced a high level initiative for universal and transgenerational design to archive world leadership in the production of innovative products for the elderly including innovation strategies, product and service development, design school projects, and a universal design network.

As stated on the website of the German Ministry of Family, Senior Citizens, Women and Youth, the aim is to enlarge the potential that senior citizens can provide to the economy, by developing new products and services for the elderly, which in turn can secure existing jobs and create new ones, and by making companies (in construction, interior design, technology, information design, tourism, etc.) aware of the enormous opportunities by this future trend and supporting them with new ideas.

A press release dated 23 April 2008, gives more detail about the initiatives planned:

Companies, experts and organisations for senior citizens and consumers will be able to constantly exchange experiences and ideas on a new national platform, with the aim of creating a stronger integration of the expertise of the elderly, and therefore better products, that will be useful and pleasant for all generations.

  • Small and medium size companies will be made aware of the opportunities of the senior citizen market through regional cross-sector workshops and forums;
     
  • To increase the number of new companies founded by senior citizens, they will offered customised information and training opportunities in collaboration with the Chambers of Commerce and the public institutions;
     
  • A collection of “best practice” examples of promising business ideas will provide senior citizens with good ideas and encourage to make the jump towards independence.

Germany will become the leader in “trans-generational” design.

  • A competence network on “universal design” gathers information and knowledge with regards to product development;
     
  • Design competitions in educational institutions will provide inspiration for the type of products and packaging that are attractive and usable by people of any age group;
     
  • A travelling exhibition aimed at the public at large will show particularly successful examples of products and ideas that transcend the generations.

Older consumers will more easily find products and services that are based on their needs and requirements.

  • The German Government is investigating whether a quality label for age inclusive products can provide support to the elderly during shopping, and can stimulate the development of theses types of products;
     
  • Information materials, such as checklists, will make it easier for senior consumers to find the useful products and services within the market offering.

The initiative will initially run until 2010.

Here are some other German language links:
- Wirtschaftskraft Alter (project site)
- Project backgrounder (pdf, 12 pages)
- Design competition “Von Kopf bis Fuß” [From head to toe]