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  Posts in category 'Interaction design'
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.

3 May 2008
Reviewing the CHI 2008 conference
CHI 2008 A few weeks ago I attended the CHI conference in Florence, Italy.

I was only there for a day and a half, and this being my first CHI conference, I am not in a position to give it a solid review.

One thing that stands out of course is that it has a strong academic angle, which can make some of the presentations and discussions quite irrelevant for practitioners such as me. On the other, there was a lot of emphasis on the term “user experience”, which came back in titles, abstracts, presentations and papers.

Combing through the (Mac unfriendly) conference DVD, I found quite a few treasures, and I selected 40 papers out of a total of 556, that I will be presenting in ten separate posts, under the headings: emerging markets, mobile banking, mobility, product design, security, social applications, social context, strategic issues, sustainability, and usability.

The conference is not set up in order to help you meet new people, and this is a real pity. You just tend to meet those you know already, or those whose presentations you attended. (Unless you are lucky enough to be a speaker of a well attended session, so everyone else knows you.)

During CHI, I conducted interviews with Bill Buxton (Microsoft), Elizabeth Churchill (Yahoo!) and Mike Kuniavsky (ThingM), on which I will report in the coming weeks. Also in the coming weeks I will publish reviews of the books: Sketching the User Experience by Bill Buxton and Keeping Found Things Found by William Jones.

Because of this blog, and in particular a post of praise, I was part of a panel (others were Elizabeth Churchill, Richard Anderson and Jon Kolko) on the relaunched Interactions Magazine, now under the inspiring and volunteer (!) leadership of the latter two. Check out the magazine!

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

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

Re-placing faith: reconsidering the secular-religious use divide in the United States and Kenya [abstract]
Authors: Susan P. Wyche (Georgia Institute of Technology), Paul M. Aoki (Intel Research) and Rebecca E. Grinter (Georgia Institute of Technology)
Abstract: In this paper, we report on design-oriented fieldwork and design research conducted over a six-month period in urban centers in the United States and Kenya. The contributions of this work for the CHI/CSCW community are empirical and methodological. First, we describe how recent design discourse around “designing technology for religion” creates an artificial distinction between instrumental and religious ICT use, particularly in developing regions. As illustrative examples, we relate three themes developed in the course of our fieldwork, which we term mindfulness, watchfulness, and embeddedness, to both “secular” and “religious” aspects of life in the communities studied. Second, we make a methodological contribution by describing how we used design sketches of speculative design concepts to extend and complement our fieldwork. By producing these sketches and soliciting feedback, we elicited additional data about how participants viewed the relationship between religion and ICT and prompted self-reflection on our own ideas.

Asynchronous remote medical consultation for Ghana [abstract]
Authors: Rowena Luk (Intel Research), Melissa Ho (UC Berkeley), Paul M. Aoki (Intel Research)
Abstract: Computer-mediated communication systems can be used to bridge the gap between doctors in underserved regions with local shortages of medical expertise and medical specialists worldwide. To this end, we describe the design of a prototype remote consultation system intended to provide the social, institutional and infrastructural context for sustained, self-organizing growth of a globally-distributed Ghanaian medical community. The design is grounded in an iterative design process that included two rounds of extended design fieldwork throughout Ghana and draws on three key design principles (social networks as a framework on which to build incentives within a self-organizing network; optional and incremental integration with existing referral mechanisms; and a weakly-connected, distributed architecture that allows for a highly interactive, responsive system despite failures in connectivity). We discuss initial experiences from an ongoing trial deployment in southern Ghana.

A resource kit for participatory socio-technical design in rural Kenya [abstract]
Authors: Kevin Walker (London Knowledge Lab), Joshua Underwood (London Knowledge Lab), Tim Mwolo Waema (University of Nairobi), Lynne Dunckley (Institute for Information Technology, Thames Valley University), José Abdelnour-Nocera (Institute for Information Technology, Thames Valley University), Rosemary Luckin (London Knowledge Lab), Cecilia Oyugi (Institute for Information Technology, Thames Valley University) and Souleymane Camara (Institute for Information Technology, Thames Valley University)
Abstract: We describe our approach and initial results in the participatory design of technology relevant to local rural livelihoods. Our approach to design and usability proceeds from research in theory and practice of cross-cultural implementations, but the novelty is in beginning not with particular technologies but from community needs, and structuring technology in terms of activities. We describe our project aims and initial data collected, which show that while villagers have no clear mental models for using computers or the Internet, they show a desire to have and use them. We then describe our approach to interaction design, our expectations and next steps as the technology and activities are first introduced to the villages.

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

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

From meiwaku to tokushita!: lessons for digital money design from Japan [abstract]
Authors: Scott Mainwaring (Intel Research), Wendy March (Intel Research) and Bill Maurer (UC Irvine)
Abstract: Based on ethnographically-inspired research in Japan, we report on people’s experiences using digital money payment systems that use Sony’s FeliCa near-field communication smartcard technology. As an example of ubiquitous computing in the here and now, the adoption of digital money is found to be messy and contingent, shot through with cultural and social factors that do not hinder this adoption but rather constitute its specific character. Adoption is strongly tied to Japanese conceptions of the aesthetic and moral virtue of smooth flow and avoidance of commotion, as well as the excitement at winning something for nothing. Implications for design of mobile payment systems stress the need to produce open-ended platforms that can serve as the vehicle for multiple meanings and experiences without foreclosing such possibilities in the name of efficiency.

Human-Currency Interaction: learning from virtual currency use in China [abstract]
Authors: Yang Wang (UC Irvine) and Scott D. Mainwaring (Intel Research)
Abstract: What happens when the domains of HCI design and money intersect? This paper presents analyses from an ethnographic study of virtual currency use in China to discuss implications for game design, and HCI design more broadly. We found that how virtual currency is perceived, obtained, and spent can critically shape gamers’ behavior and experience. Virtual and real currencies can interact in complex ways that promote, extend, and/or interfere with the value and character of game worlds. Bringing money into HCI design heightens existing issues of realness, trust, and fairness, and thus presents new challenges and opportunities for user experience innovation.

UbiPay: conducting everyday payments with Minimum User Involvement [abstract]
Authors: Vili Lehdonvirta (Helsinki Institute for Information Technology), Hayuru Soma (Waseda University), Hitoshi Ito (Waseda University), Hiroaki Kimura (Waseda University) and Tatsuo Nakajima (Waseda University)
Abstract: As services embedded into public spaces become increasingly transparent, one peripheral aspect of use continues to demand explicit user attention: payment. UbiPay is a system that carries out small everyday payments in a way that minimises user involvement by choosing an interaction method based on context information. The aim is to make paying like breathing: something we are only peripherally aware of unless we exert our resources beyond the usual. This has powerful implications for business and design.

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

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

A diary study of mobile information needs [abstract]
Authors: Timothy Sohn, Kevin A. Li, William G. Griswold, and James D. Hollan (UC San Diego)
Abstract: Being mobile influences not only the types of information people seek but also the ways they attempt to access it. Mobile contexts present challenges of changing location and social context, restricted time for information access, and the need to share attentional resources among concurrent activities. Understanding mobile information needs and associated interaction challenges is fundamental to improving designs for mobile phones and related devices. We conducted a two-week diary study to better understand mobile information needs and how they are addressed. Our study revealed that depending on the time and resources available, as well as the situational context, people use diverse and, at times, ingenious ways to obtain needed information. We summarize key findings and discuss design implications for mobile technology.

Accountabilities of presence: reframing location-based systems [abstract]
Authors: Emily Troshynski, Charlotte Lee and Paul Dourish (UC Irvine)
Abstract: How do mobility and presence feature as aspects of social life? Using a case study of paroled offenders tracked via Global Positioning System (GPS), we explore the ways that location-based technologies frame people’s everyday experiences of space. In particular, we focus on how access and presence are negotiated outside of traditional conceptions of “privacy.” We introduce the notion of accountabilities of presence and suggest that it is a more useful concept than “privacy” for understanding the relationship between presence and sociality.

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 security
CHI 2008 proceedings Here is my selection on security related papers presented at CHI 2008.

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

Love and authentication [abstract]
Authors: Markus Jakobsson (Palo Alto Research Center), Erik Stolterman (Indiana University), Susanne Wetzel (Stevens Institute of Technology) and Liu Yang (Stevens Institute of Technology)
Abstract: Passwords are ubiquitous, and users and service providers alike rely on them for their security. However, good passwords may sometimes be hard to remember. For years, security practitioners have battled with the dilemma of how to authenticate people who have forgotten their passwords. Existing approaches suffer from high false positive and false negative rates, where the former is often due to low entropy or public availability of information, whereas the latter often is due to unclear or changing answers, or ambiguous or fault prone entry of the same. Good security questions should be based on long-lived personal preferences and knowledge, and avoid publicly available information. We show that many of the questions used by online matchmaking services are suitable as security questions. We first describe a new user interface approach suitable to such security questions that is offering a reduced risks of incorrect entry. We then detail the findings of experiments aimed at quantifying the security of our proposed method.

Human-in-the-loop: rethinking security in mobile and pervasive systems [abstract]
Authors: Vassilis Kostakos (University of Madeira / Carnegie Mellon University) and Eamonn O’Neill (University of Bath)
Abstract: In this paper we argue that pervasive systems introduce human-driven security vulnerabilities that traditional usability design cannot address. We claim that there is a need to understand better the appropriate role of humans in the context of pervasive systems security, and to develop quantifiable and measurable concepts that describe humans and their relationship with our systems. Here, we highlight mobility and sociability as two new sources of security vulnerabilities for pervasive systems, and describe our method for developing quantifiable metrics for these concepts.

3 May 2008
CHI 2008: a selection on social applications
CHI 2008 proceedings Here is my selection on papers related to social applications presented at CHI 2008.

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

Ambient social tv: drawing people into a shared experience [abstract]
Authors: Gunnar Harboe, Crysta J. Metcalf, Frank Bentley, Joe Tullio, Noel Massey and Guy Romano (Motorola Labs)
Abstract: We examine how ambient displays can augment social television. Social TV 2 is an interactive television solution that incorporates two ambient displays to convey to participants an aggregate view of their friends’ current TV-watching status. Social TV 2 also allows users to see which television shows friends and family are watching and send lightweight messages from within the TV-viewing experience. Through a two-week field study we found the ambient displays to be an integral part of the experience. We present the results of our field study with a discussion of the implications for future social systems in the home.

Results from deploying a participation incentive mechanism within the enterprise [abstract]
Authors: Rosta Farzan (University of Pittsburgh), Joan M. DiMicco (IBM, Cambridge), David R. Millen (IBM, Cambridge), Casey Dugan (IBM, Cambridge), Werner Geyer (IBM, Cambridge) and Elizabeth A. Brownholtz (IBM, Cambridge)
Abstract: Success and sustainability of social networking sites is highly dependent on user participation. To encourage contribution to an opt-in social networking site designed for employees, we have designed and implemented a feature that rewards contribution with points. In our evaluation of the impact of the system, we found that employees are initially motivated to add more content to the site. This paper presents the analysis and design of the point system, the results of our experiment, and our insights regarding future directions derived from our post-experiment user interviews.

Exploring the role of the reader in the activity of blogging [abstract]
Authors: Eric Baumer, Mark Sueyoshi and Bill Tomlinson (UC Irvine)
Abstract: Within the last decade, blogs have become an important element of popular culture, mass media, and the daily lives of countless Internet users. Despite the medium’s interactive nature, most research on blogs focuses on either the blog itself or the blogger, rarely if at all focusing on the reader’s impact. In order to gain a better understanding of the social practice of blogging, we must take into account the role, contributions, and significance of the reader. This paper presents the findings of a qualitative study of blog readers, including common blog reading practices, some of the dimensions along which reading practices vary, relationships between identity presentation and perception, the interpretation of temporality, and the ways in which readers feel that they are a part of the blogs they read. It also describes similarities to, and discrepancies with, previous work, and suggests a number of directions and implications for future work on blogging.

The network in the garden: an empirical analysis of social media in rural life [abstract]
Authors: Eric Gilbert, Karrie Karahalios and Christian Sandvig (University of Illinois at Urbana-Champaign)
Abstract: History repeatedly demonstrates that rural communities have unique technological needs. Yet, we know little about how rural communities use modern technologies, so we lack knowledge on how to design for them. To address this gap, our empirical paper investigates behavioral differences between more than 3,000 rural and urban social media users. Using a dataset collected from a broadly popular social network site, we analyze users’ profiles, 340,000 online friendships and 200,000 interpersonal messages. Using social capital theory, we predict differences between rural and urban users and find strong evidence supporting our hypotheses. Namely, rural people articulate far fewer friends online, and those friends live much closer to home. Our results also indicate that the groups have substantially different gender distributions and use privacy features differently. We conclude by discussing design implications drawn from our findings; most importantly, designers should reconsider the binary friend-or-not model to allow for incremental trust-building.

Healthcare in everyday life: designing healthcare services for daily life [abstract]
Authors: Stinne Aaløkke Ballegaard, Thomas Riisgaard Hansen and Morten Kyng (University of Aarhus)
Abstract: Today the design of most healthcare technology is driven by the considerations of healthcare professionals and technology companies. This has several benefits, but we argue that there is a need for a supplementary design approach on the basis the citizen and his or her everyday life. An approach where the main focus is to develop healthcare technology that fits the routines of daily life and thus allows the citizens to continue with the activities they like and have grown used to — also with an aging body or when managing a chronic condition. Thus, with this approach it is not just a matter of fixing a health condition, more importantly is the matter of sustaining everyday life as a whole. This argument is a result from our work — using participatory design methods — on the development of supportive healthcare technology for elderly people and for diabetic, pregnant women.

International ethnographic observation of social networking sites [abstract]
Authors: Christopher N. Chapman (Microsoft Corporation) and Michal Lahav (Sakson & Taylor Consulting)
Abstract: Current research on social networking largely covers US providers. To investigate broader trends, we examine cross-cultural differences in the usage patterns of social networking services with observation and ethnographic interviews in multiple cultures. This appears to be the first systematic investigation of social networking behavior across multiple cultures. We report here on the first four locations with observation and interviews of 36 respondents, 8-10 in each of the US, France, China, and South Korea. The results show three dimensions of cultural difference for typical social networking behaviors: the users’ goals, typical pattern of self expression, and common interaction behaviors. These differences exemplify a developmental path of interest in social networking and the gradual integration of social networking behavior into more general communications behaviors. Future work in other cultures and with additional methods will evaluate the hypotheses presented here.

3 May 2008
CHI 2008: a selection on social context
CHI 2008 proceedings Here is my selection on papers related to social context presented at CHI 2008.

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

Celebratory technology: new directions for food research in HCI [abstract]
Authors: Andrea Grimes (Georgia Institute of Technology) and Richard Harper (Microsoft Research)
Abstract: Food is a central part of our lives. Fundamentally, we need food to survive. Socially, food is something that brings people together-individuals interact through and around it. Culturally, food practices reflect our ethnicities and nationalities. Given the importance of food in our daily lives, it is important to understand what role technology currently plays and the roles it can be imagined to play in the future. In this paper we describe the existing and potential design space for HCI in the area of human-food interaction. We present ideas for future work on designing technologies in the area of human-food interaction that celebrate the positive interactions that people have with food as they eat and prepare foods in their everyday lives.

Designs on dignity: perceptions of technology among the homeless [abstract
Authors: Christopher A. Le Dantec and W. Keith Edwards (Georgia Institute of Technology)
Abstract: Technology, it is argued, has the potential to improve everyone’s life: from the workplace, to entertainment, to easing chores around the home. But what of people who have neither job nor home? We undertook a qualitative study of the homeless population in a metropolitan U.S. city to better understand what it means to be homeless and how technology–from cell phones to bus passes–affects their daily lives. The themes we identify provide an array of opportunities for technological interventions that can empower the homeless population. Our investigation also reveals the need to reexamine some of the assumptions made in HCI about the relationship people have with technology. We suggest a broader awareness of the social context of technology use as a critical component when considering design innovation for the homeless.
(See also this interview by Luca Chittaro)

It’s on my other computer!: computing with multiple devices [abstract]
Authors: David Dearman (University of Toronto) and Jeffery S. Pierce (IBM Research)
Abstract: The number of computing devices that people use is growing. To gain a better understanding of why and how people use multiple devices, we interviewed 27 people from academia and industry. From these interviews we distill four primary findings. First, associating a user’s activities with a particular device is problematic for multiple device users because many activities span multiple devices. Second, device use varies by user and circumstance; users assign different roles to devices both by choice and by constraint. Third, users in industry want to separate work and personal activities across work and personal devices, but they have difficulty doing so in practice Finally, users employ a variety of techniques for accessing information across devices, but there is room for improvement: participants reported managing information across their devices as the most challenging aspect of using multiple devices. We suggest opportunities to improve the user experience by focusing on the user rather than the applications and devices; making devices aware of their roles; and providing lighter-weight methods for transferring information, including synchronization services that engender more trust from users.

It ’s Mine, Don’t Touch!: interactions at a large multi-touch display in a city centre [abstract]
Authors: Peter Peltonen, Esko Kurvinen, Antti Salovaara, Giulio Jacucci, Tommi Ilmonen, John Evans, Antti Oulasvirta and Petri Saarikko (Helsinki Institute for Information Technology and University of Helsinki)
Abstract: We present data from detailed observations of CityWall, a large multi-touch display installed in a central location in Helsinki, Finland. During eight days of installation, 1199 persons interacted with the system in various social configurations. Videos of these encounters were examined qualitatively as well as quantitatively based on human coding of events. The data convey phenomena that arise uniquely in public use: crowding, massively parallel interaction, teamwork, games, negotiations of transitions and handovers, conflict management, gestures and overt remarks to co-present people, and “marking” the display for others. We analyze how public availability is achieved through social learning and negotiation, why interaction becomes performative and, finally, how the display restructures the public space. The multi-touch feature, gesture-based interaction, and the physical display size contributed differentially to these uses. Our findings on the social organization of the use of public displays can be useful for designing such systems for urban environments.

Cultural theory and real world design: Dystopian and Utopian Outcomes [abstract]
Authors: Christine Satchell (The University of Melbourne)
Abstract: When exploring a topic as intangible as the construction of mobile social networks it is necessary to look at how relationships are formed and at the way users identify themselves through their interactions. The theoretically informed discourses within cultural theory make an ideal lens for understanding these subtle nuances of use in terms of design. This paper describes a case study where the application of abstract cultural theory concepts to the practical act of analysing qualitative data from a user study resulted in the development of The Swarm mobile phone prototypes. By signposting the intersection of cultural theory within HCI, the value of a philosophically grounded mobile phone design space is highlighted. To uncover reactions to the design we explored the blogs that sprung up critiquing an online version of The Swarm and in doing so, discovered the at times subversive values (such as the need to lie) that users place on their mobile mediated interactions.

Driving the family: empowering the family technology lead [abstract]
Authors: Matthew D. Forrest, Jr., Jodi Forlizzi and John Zimmerman (Carnegie Mellon University)
Abstract: Advances in technology continually increase the ability, but also the complexity of consumer electronics. This is especially true when several devices must be configured to work together, such as a digital TV and satellite box. Manufacturers of consumer electronics attempt to remedy this by designing interfaces that consolidate multiple, complex user interfaces into a single, simple interface. However, the problem remains that end-users are still expected to configure and learn to operate these new interfaces on their own.
This paper addresses the problem by proposing a radically new goal in terms of user interfaces for in-home, networked consumer electronics. Instead of trying and failing to make interfaces simple enough for everyone to use, we propose making interfaces that allow a “technology lead”–the person in the family responsible for supporting the technology—to more easily administer devices in his or her own home and in the homes of other family members. In Japan, where this study is taking place, user-centered research methods show that families usually have a single technology lead who is challenged with supporting people remotely in several homes. By enabling the technology lead to remotely support family members at a distance, the natural family dynamic can be used to support users who either find the new breed of consumer electronics too difficult to learn or do not wish to invest the time to learn how they work.

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.

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

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

A bright green perspective on sustainable choices [abstract]
Authors: Allison Woodruff (Intel Research), Jay Hasbrouck (Intel) and Sally Augustin (PlaceCoach, Inc.)
Abstract: We present a qualitative study of 35 United States households whose occupants have made significant accommodations to their homes and behaviors in order to be more environmentally responsible. Our goal is to inform the design of future sustainable technologies through an exploration of existing “green” lifestyles. We describe the motivations, practices, and experiences of the participants. The participants had diverse motivations ranging from caring for the Earth to frugal minimalism, and most participants also evidenced a desire to be unique. Most participants actively and consciously managed their homes and their daily practices to optimize their environmental responsibility. Their efforts to be environmentally responsible typically required significant dedication of time, attention, and other resources. As this level of commitment and desire to be unique may not generalize readily to the broader population, we discuss the importance of interactive technologies that influence surrounding infrastructure and circumstances in order to facilitate environmental responsibility.

Breaking the disposable technology paradigm: opportunities for sustainable interaction design for mobile phones [abstract]
Authors: Elaine M. Huang (RWTH Aachen University, Motorola Labs) and Khai N. Truong (University of Toronto)
Abstract: We present a qualitative study of mobile phone ownership, replacement and disposal practices geared towards identifying design opportunities towards sustainable mobile phone interfaces. Our work investigates how people understand the lifespan of their phones, what factors, such as style, service contracts, and functionality, affect how they attribute value to their phones, and their awareness and actions regarding mobile phone sustainability. Our findings reveal the complexity of the actions and decision-making processes involved in phone ownership and replacement. We use these findings to present open areas for sustainable interaction design and generate seed ideas for designs and services to provoke thought and further exploration towards more sustainable mobile phone interfaces and practices.

Sustainable millennials: attitudes towards sustainability and the material effects of interactive technologies [abstract]
Authors: Kristin Hanks, William Odom, David Roedl and Eli Blevis (Indiana University at Bloomington)
Abstract: This paper describes the design and interprets the results of a survey of 435 undergraduate students concerning the attitudes of this mainly millennial population towards sustainability apropos of the material effects of information technologies. This survey follows from earlier work on notions of Sustainable Interaction Design (SID)—that is the perspective that sustainability can and should be a central focus within HCI. In so doing it advances to some degree the empirical resources needed to scaffold an understanding of the theory and principles of SID. The interpretations offered yield key insights about understanding different notions of what it means to be successful in a material sense to this population and specific design principles for creating interactive designs differently such that more sustainable behaviors are palatable to individuals of varying attitudes.
(See also this interview by Luca Chittaro)

Ecovillages, values, and information technology: balancing sustainability with daily life in 21st century America [abstract]
Authors: Lisa Nathan (University of Washington)
Abstract: This project seeks to provide a rich account of the adaptive process that occurs as individuals with explicit value commitments interact with information technology. Specifically, ethnographic methods are being used to investigate the information technology adaptive process as it unfolds in the daily life of two ecovillages, communities made up of individuals striving to balance their use of technology with a lifestyle that is environmentally, socially, and economically sustainable. Anticipated research outcomes include: (1) an analytic description of information technology adaptive process; (2) a categorization of technological functionalities which support or constrain certain values, (3) an empirical extension of Value Sensitive Design, and (4) an analysis of the negotiation around tensions which emerge as a community’s values influence the use of information technology features and, reciprocally, as information technology features influence a community’s values. Most broadly this work contributes to our larger understanding of how the information technology adaptive process influences the human experience.

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

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

Usability evaluation considered harmful (some of the time) [abstract]
Authors: Saul Greenberg (University of Calgary) and Bill Buxton (Microsoft Research)
Abstract: Current practice in Human Computer Interaction as encouraged by educational institutes, academic review processes, and institutions with usability groups advocate usability evaluation as a critical part of every design process. This is for good reason: usability evaluation has a significant role to play when conditions warrant it. Yet evaluation can be ineffective and even harmful if naively done ‘by rule’ rather than ‘by thought’. If done during early stage design, it can mute creative ideas that do not conform to current interface norms. If done to test radical innovations, the many interface issues that would likely arise from an immature technology can quash what could have been an inspired vision. If done to validate an academic prototype, it may incorrectly suggest a design’s scientific worthiness rather than offer a meaningful critique of how it would be adopted and used in everyday practice. If done without regard to how cultures adopt technology over time, then today’s reluctant reactions by users will forestall tomorrow’s eager acceptance. The choice of evaluation methodology - if any - must arise from and be appropriate for the actual problem or research question under consideration.

Defending design decisions with usability evidence: a case study
Authors: Erin Friess (Carnegie Mellon University)
Abstract: This case study takes a close look at what novice designers discursively use as evidence to support design decisions. User-centered design has suggested that all design decisions should be made with the concern for the user at the forefront, and, ideally, this concern should be represented by findings discovered within user-centered research. However, the data from a 12-month longitudinal study suggests that although these novice designers are well versed with user-centered design theory, in practice they routinely do not use user-centered research findings to defend their design decisions. Instead these novice designers use less definitive and more designer-centered forms of evidence. This move away from the user, though perhaps unintentional, may suggest that design pedagogy may need to be re-evaluated to ensure that novice designers continue to adhere to the implications of user-centered research throughout the design process.

Using participants’ real data in usability testing: lessons learned [abstract]
Authors: Todd Zazelenchuk, Kari Sortland, Alex Genov, Sara Sazegari and Mark Keavney (Intuit, Inc.)
Abstract: In usability testing, we place great importance on authentic tasks, real users, and the appropriate fidelity of prototypes, considering them carefully in our efforts to simulate people’s real-life interactions with our products. We often place less importance on the data with which we ask participants to interact. Commonly, test data are fabricated, created for participants to imagine as their own. But relating to artificial data can be difficult for participants, and this difficulty can affect their behavior and ultimately call our research results into question. Incorporating users’ real data into your usability test requires additional time and effort, along with certain considerations, but it can lead to richer and more valid usability results.

Revisiting usability’s three key principles [abstract]
Authors: Gilbert Cockton (School of Computing and Technology)
Abstract: The foundations of much HCI research and practice were elaborated over 20 years ago as three key principles by Gould and Lewis: early focus on users and tasks; empirical measurement; and iterative design. Close reading of this seminal paper and subsequent versions indicates that these principles evolved, and that success in establishing them within software development involved a heady mix of power and destiny. As HCI’s fourth decade approaches, we re-examine the origins and status of Gould and Lewis’ principles, and argue that is time to move on, not least because the role of the principles in reported case studies is unconvincing. Few, if any, examples of successful application of the first or second principles are offered, and examples of the third tell us little about the nature of successful iteration. More credible, better grounded and more appropriate principles are needed. We need not so much to start again, but to start for the first time, and argue from first principles for apt principles for designing.

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.

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.

Read full story

23 April 2008
Stanford University’s Human-Computer Interaction Seminar
Stanford iTunes U iTunes U is an area of iTunes that lets universities in the US share - for free! - audio and video from their lectures, talks and events. The contents are globally accessible.

By clicking on Power Search, you can easily limit the regular iTunes search to iTunes U.

Of particular interest to the readers of this blog is Stanford University’s Human-Computer Interaction Seminar, consisting of no less than 36 lectures by people such as Bill Moggridge, Bill Buxton, Elizabeth Churchill, Paul Dourish and Donald Norman.

17 April 2008
CHI ’08 – a bite-size review
CHI 2008 Joanna Bawa, editor of Usability News, has published a short review of the CHI conference.

She appreciated that the main feeling of the conference was more closely allied to design, as clearly expressed by Irene McAra McWilliam and Bill Buxton.

But it was hard to meet people: “My editorial gripe: no way to find out who was there or how to contact them, except by chance – immensely frustrating when so many great minds were within a few minutes’ walk. Surely we can find a way to make available a delegate list without compromising anyone’s privacy? Or just a simple internal messaging system?”.

Read full story

(Later this month, I will post my own reflection on the conference and on some books that I was given).

13 April 2008
Videos online of Share Festival 2008 conferences
Share Festival All videos of the conferences at the Bruce Sterling curated Share Festival that recently took place in Turin, Italy, are now online.

Aside from Bruce Sterling, exhilarating discussants were Massimo Banzi, Julian Bleecker, Donald Norman and Marcos Novak, to name just a few.

Manufacturing: From Digital to Digifab
- Bruce Sterling, Share Festival guest curator, writer
- Stefano Boeri, architect, publishing director of Abitare magazine
Share Festival conferences start - Sterling and Boeri discuss about digital manufacturing. As Bruce Sterling says “on the map there’s more than on the territory”, but it is certainly true that “in materiality i feel confortable as never before”.

Manufacturing Cultural Projects
- Montse Arbelo and Joseba Franco, artists
- Katina Sostmann, researcher
- Kees de Groot and Viola van Alphen, GogBot Festival direction
The development of digital technologies have led to new themes for art and design. Three different European projects present their production processes concerning digital art and design: ArtTechMedia, project to promote digital art, digifab activity of university department of design at Akademie der Kunste Berlin, GogBot Festival, Ducth event focused on creative applications on Robots.

Manufacturing the Streets
- Gianni Corino, researcher at Plymouth University
- Hugo Derijke, artist
- Chiara Boeri, artist
How can artists contribute to design public space and re-define the social sphere? Being part of the shared social network system, art and digital communication are the driving forces behind urban transformation, especially in public areas as museum, galleries, squares and shopping centres.

Dramatic Manufacturing
- Motor, artist
- Mauro Lupone, sound designer
- Andrea Balzola, media theorist and play writer
- Anne Nigten, managing director V2_Lab
Presentation of theatre and research projects concerning the post dramatic patterns of digital storytelling. The theatre is conceived as stage machinery where the actor is the performer and technologies play as characters.
Patching Zone: Manufacturing Interdisciplinary Collaborations
The researcher from V2, Rotterdam, shows us the way electronic art is integrating electronic art studio as a meeting table to enter into new agreements among different subjects.

Manufacturing Intelligence
- Luigi Pagliarini, artist and neuropsychologist
- Franco Torriani, critic
- Pier Luigi Capucci, university professor Università di Bologna
- Gordana Novakovic, artist
- Video by Stelarc, artist
Which is the physical, intellective and emotional relationship between man and machine? A new definition of “mind” that is finally able to be free from the prejudice that intelligence is exclusively belonging to human being, or more generally biological beings, thus assessing that artefacts can take part in this new procedure.

Manufacturing Robots
- Stefano Carabelli, university professor Politecnico di Torino
- Pietro Terna, university professor Università di Torino
- Owen Holland, university professor University of Essex
- Giampiero Masera, Turin Chamber of Commerce
The synthesis is in the title of panel, with “manufacturing robots”, looking at robots, from industrial intelligent machines to androids and to mobile applications of artificial intelligence techniques, as expression of industry, creativity, innovation and art. A perspective perfectly represented by the creative idea of the “Marinetti’s Orchestra“, as a key visiting card for the future of our area.

Manufacturing FIAT 500
- Roberto Giolito (Advanced Design Fiat)
Roberto Giolito, designer of the FIAT 500, tells how is borned the design of this vehicle symbol of the italian industrial manifacture.

A Manifesto for Networked Objects
- Julian Bleecker, professor at University of Southern California
Now objects are on-line too - blogjects , blogging objects. Once “things” are connected to the Internet, they immediately become part of the relational system, thus improving and boosting the connections in the social network, and they finally define a new relationship between presence and mobility in the physical world. With a pervading Internet network objects are now “citizens” of our space, with the possibility to communicate and interact with them.

Manufacturing Digital Art
- Massimo Banzi, Arduino co-founder
- Fabio Franchino and Giorgio Olivero, artists
In the 90s digital art was referring to immateriality, now the society has a more natural relationship with technologies, thus letting what is immaterial to become real, and experimenting new interaction processes between man and machine, that has completely become part of everyday life in the meantime. Manufacturing is also referring to digital art, where such equipment as Arduino and the explosive advent of 3D printers and devices for digital manufacturing led to integrate what is digital into what is real.

Manufacturing Future Designs
- Donald Norman, Director of the Institute for Cognitive Science
- Bruce Sterling, writer
- Luca De Biase, publishing director of Nova24- Sole24Ore magazine
- Gino Bistagnino, university professor Politecnico di Torino
Donald Norman presents his latest book, “Design of Future Things”, where objects, agents of an operating macrosystem, are inter-connected within a pervasive network where relation is more important than function. Relation must be focused on sustainability as well, since a harmful element can infect the whole system.

Manufacturing Consent
- Janez Jansa, artist
- Paolo Cirio, artist
- Antonio Caronia, theorist
Recent facts in contemporary society, dazzled by consumer offers and information pollution – people can experience forms of collective hypnosis, created by a communication system whose cultural machines are turning alienation and difference into agreement, thanks to “emotional” strategies that can mould people’s consciousness: where does communication finish and propaganda start?

From Land Art to Bioart
- Ivana Mulatero, critic
- Gianluca Cosmacini, architect
- Franco Torriani, critic
Presentation of the book “From Land Art to Bioart”, edited by Hopefulmonster Press, by Ivana Mulatero.

Is Life Manufacturable?
- Franco Torriani, critic
- Luis Bec, artist
- Nicole C. Karafyllis, biologist and philosopher
Life is now part of the manufacturing process that may produce hybrid examples widely including the two different aspects: natural living entities and technical products. Biofacts, Zootechnosemiotics, Nanotechnology: a new “parallel biology” is rising, where artificial organisms can count on some living beings’ peculiarities?

Two Architectures: Atoms and Bits
- Marcos Novak, architect
- Bruce Sterling, writer
The architecture theorist Marcos Novak and Bruce Sterling discuss about Novak’s concepts such as “trans-vergence”, “trans-architecture”, “trans-modernity”, “liquid architecture”, “navigable music”, “habitable cinema”, “archimusic”. Architectonic explorations into expanded, mixed and alternative virtual reality.

Share Prize Ceremony
The jury:
- Bruce Sterling
- Anne Nigten
- Stefano Mirti
Winner: Delicate Boundaries by Christine Sugrue

12 April 2008