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Search results for 'interactions magazine'
25 April 2013

Steampunking interaction design and other Interaction Magazine articles

IAX20.3_Cover

Interactions Magazine is no longer the influential voice in the interaction design community that it used to be a few years ago. Lots of the reason why has to do with the fact that the bulk of the articles are behind a membership paywall, while the content remains as relevant as ever. Here are the publicly available articles published in the latest, May-June 2013, issue:

Creating the World Citizen Parliament
The cover story by Douglas Schuler explores, very seriously and thoughtfully, how interaction designers could create a World Citizen Parliament, a bottom-up, social, and material infrastructure and a vast interconnected network of deliberative assemblies, that helps people better deliberate together to make better decisions.

Steampunking interaction design
In this feature story, Matt Walsh, who works for an advertising agency, writes about the awesome power and potential of tension as a tool for interaction designers.

Harnessing the power of positive tension
Joshua Tanenbaum, Audrey Desjardins and Karen Tanenbaum like to view Steampunk through the lens of what Julian Bleecker and Bruce Sterling have termed design fiction, and believe they have a general relevance to design within the HCI community and for the future of interaction design.

Austin Center for Design
Interview with Jon Kolko on the educational institution in Austin, Texas that teaches interaction design and social entrepreneurship.

There is more in personal heritage than data
Daniela Petrelli explores personal memory and heritage in a time of digital obsolescence.

Interactive systems for health
Gillian Hayes, the new Health Matters forum editor, lays out three ways in which designers, researchers, and practitioners are reconsidering information and evidence within the realm of health IT.

19 October 2012

Slow HCI

interfaces92

The latest issue of Interfaces, the quarterly magazine of the Interaction Specialist Group of the BCS, the British chartered institute for IT, is devoted to Slow HCI, or how to design to promote well-being for individuals, society and nature.

Here are the key articles:

Invisible stable interfaces
Kai A. Olsen, University of Bergen and Molde University College, and alessio Malizia, Universidad Carlos III de Madrid, explore the importance of maintaining stable interfaces for efficient workflow and ask companies to consider how to minimise disruption to experienced users when bringing out new versions.

Design for happiness
Anna Pohlmeyer, Delft University of Technology, translates positive psychology into positive design and outlines 20 opportunities to design for happiness.

Birds of a feather
Email is recognised as a major productivity disabler. Karen renaud, Glasgow University, and Judith ramsay, University of the West of Scotland, present a flighty perspective on emailers’ behaviours.

Future HCI
Daniel Gooch and Ryan Kelly from Bath University reflect on a future for HCI where interactions are slow and reflective, more intimate, creatively and innovatively combining aspects of the physical and digital world to promote fulfilling experiences.

The ITT Group
Professor Lynne Baillie provides an overview of her team, the Interactive and Trustworthy Technologies research Group at Glasgow Caledonian University, and some of their current projects.

New centre, new challenge
Lorna McKnight, University of oxford, introduces a new research centre exploring assistive learning technologies and reflects on the difficulties and value of researching this area.

My PhD
Andrea Bellucci: Prototyping Natural Interaction

Massive Open Online HCI
Alan Dix, Talis and University of Birmingham, describes some of the inspirations and challenges he faces as he prepares to run a massive open online HCI course.

Other recent issues of Interfaces:

Interfaces 91 – Summer 2012 – Reviewing HCI (pdf)
HCI research in the UK: funding, reflection and the future

Interfaces 90 – Spring 2012 – Work, Rest and Play (pdf)
HCI crosses physical and digital boundaries

Interfaces 89 – Winter 2011 – What’s Hot in HCI? (pdf)
It’s difficult to get consensus from our multidimensional discipline

16 October 2012

Brave New City

cover_1012_t185

Metropolis Magazine asked seven visionary design teams, both established and up-and-coming, what they predict a fully accessible city might look like (and better yet, how it would function).

“We broke the city into its component parts and then, like casting directors, asked, “Who would we like to tackle this one?” The eager and inspired responses from our dream team thrilled us.”

“What follows are imaginative, practical, funny, high-tech/low-tech, humanistic design solutions that make room for everyone and, in the process, invent new ways of making cities.”

Getting Around: Transit Hub
by Grimshaw Architects
Grimshaw Architects, which designed the award-winning Southern Cross Station in Melbourne, Australia, believes that a seamless transportation network is the key to our future. Grimshaw designed a hub that adapts to the evolving city and provides all people, whatever their needs, with a way to get around town.

Picking Up the Groceries: Public Market
by West 8
Farmers’ markets in parking lots aren’t the only solution to sustainable commerce. In 1995, the urban design and landscape architecture firm West 8 reinvented Binnenrotte Square in Rotterdam, closing it off to traffic and letting the locals take over. The firm used that experience to create our inclusive marketplace.

Sharing Resources: Community Center
by Interboro Partners
Interboro Partners has been compiling The Arsenal of Exclusion
& Inclusion (www.arsenalofexclusion.blogspot.com), to look at how cities admit or exclude people. The firm’s ideas for the community center in our new city draw upon the book, which will be published by Actar later this year.

Taking a Walk: Streetscape
by Linearscape
Linearscape have made it their mission to understand the built environment’s relationship to landscape, so they take an integrative approach to streets, applying existing technologies and reconfiguring the sidewalk for people of all ages and abilities. Linearscape’s won the 2012 Emerging New York Architects competition for imagining a future urban landscape.

Finding Your Way: Urban Navigation
by OPEN
OPEN believes in continuously reinventing itself. Yet it doesn’t always look to the future; sometimes the old way of doing things is the best. Its way finding system for our new city isn’t technological. OPEN suggests that people who are lost in the city do something unusual—ask someone for directions.

Living Together: Multi-Generational Home
by John Ronan Architects
John Ronan Architects is concerned with how a design takes into account building performance over time. So for our new city, the firm “interviewed” a 120-year-old great-grandmother in the year 2120. John Ronan Architects won a 2012 AIA Institute National Honor Award for their design of the Poetry Foundation in Chicago.

Working Virtually: Workspace
by LUNAR
The key to good design is knowing what people need. This is what the product design firm LUNAR focused on when considering how people in our new city would work. Addressing the growing number of virtual offices, the firm created products to encourage natural interactions even when people aren’t physically together.

2 June 2012

Interactions Magazine is (nearly) fully online, archives included

May+June2012

Somehow I hadn’t noticed but Interactions Magazine is now (nearly) fully online.

As far as I could discover (nothing is explained, sic), only some of the current year’s articles are fully available. Yet all the previous issues (up to 15 years ago) are fully available.

The only way to find out what is fully available and what not, is by clicking on an article title (and hoping for the best).

Notwithstanding such a blatant usability error, it is still a major improvement, and this after an unsuccessful battle to achieve this by the likes of Donald Norman, Richard Anderson, Jon Kolko and myself, some years back. The ACM is finally starting to see the light.

Here are the cover and the fully available features stories of the latest issue (May-June 2012)

Interactions with big data analytics (cover story)
Danyel Fisher, Rob Deline, Mary Czerwinski, Steven Drucker
We report on the state of the practice of big data analytics, based on a series of interviews we conducted with 16 analysts. While the problems uncovered are pain points for big data analysts (including HCI practitioners), the opportunity for better user experience around each of these areas is vast. It is our hope that HCI researchers will not only turn their attention toward designs that improve the big data research experience, but that they will also cautiously embrace the big data available to them as a converging line of evidence in their iterative design work.

Technologies for aging gracefully
Ronald Baecker, Karyn Moffatt, Michael Massimi
Technology by itself cannot solve these [aging] problems. Yet technology designed to empower older adults and to make them more capable, resourceful, and independent can help.

Interaction as performance
Steve Benford, Gabriella Giannachi
Our overall goal is to lay the foundations for a “dramaturgy of performance” by establishing a framework of concepts — a language, if you like — to help express the different ways in which computers can be embedded into performative experiences. We intend this framework to guide practitioners and researchers who are entering the field of artistic, performance, and cultural applications of computing. However, we also aim to stimulate wider thinking in HCI in general around the changing nature of the extended user experience and the new challenges this raises.

4 April 2012

Transformative UX – Beyond Packaged Design

SAP

Markus Latzina, SAP AG, and Joerg Beringer, SAP Labs, LLC. have republished an article they have written for Interactions Magazine on the Transformative User Experience.

“Instead of designing for many discrete applications, the Transformative User Experience approach aims to natively support a larger variety of task flows by replacing application boundaries with elastic, situational environments that allow transitions between different task states. Imagine businesspeople who work collaboratively on a large display to discuss business issues and make decisions (see Figure 1). This display must be able to surface relevant content. During the discussion, content may be moved, clustered, annotated, or synthesized to analyze information and capture insights. Areas on the display might represent certain task contexts typical for knowledge-intensive work, such as prioritizing, querying, inspecting, and displaying analytical information.”

Read article

> Check this video to find out more about the SAP User Experience team

10 November 2011

Craftmanship

 
John Kolko reflects on design education and the importance of craftmanship in an article for Interactions Magazine.

“Based on my experience reviewing portfolios from recent business school graduates, I would argue that one of the most fundamental failings of “design thinking” education is the _lack of craftsmanship_. Students don’t appear to learn a honed, tacit, and careful “innate” sensibility for making, and simultaneously, they don’t appear to have developed an intimate understanding of the medium they are responsible for shaping. Instead, they are equipped with a toolkit of methods.”

Read article

(via InfoDesign)

29 December 2010

Videos of UX Week 2010

UX Week
At the end of August Adaptive Path held its UX Week 2010 in San Francisco and uploaded videos of all the presentations a little after. I only noticed them now. Some personally selected highlights:

Data informed, not data driven
by Adam Mosseri, Facebook
At Facebook, analytics play a critical role in informing design decisions, but internally there’s a wariness of the idea of design by numbers.
In this talk we’ll hear about three primary ways Facebook uses quantitative data: optimizing small but important interactions; finding pain points in existing work flows; and setting high level success metrics for large projects.
We’ll hear Facebook’s take on how they think they should improve their ability to quantify some of the less tangible data points, like brand perception and long term network value. Those analytics can begin to perform as counter metrics so that they can begin to rely less heavily on instinct, which is important but sometimes fallible.

How the web works
by Jeffrey Veen, Small Batch Inc.
Turns out that the fundamental principles that led to the success of the web will lead you there, too. Drawing on 15 years of web design and development experience, Jeff will take you on a guided tour of what makes things work on this amazing platform we’re all building together. You’ll learn how to stop selling ice, why web browsers work the way they do, and where Rupert Murdoch can put his business model.

Computational information design
by Ben Fry
The ability to collect and store data continues to increase, but our ability to understand it remains unchanged. Data visualization makes use of our evolutionary proclivity for decoding visual images and employs this ability as a high-bandwidth means of getting data into our heads. In this talk, I’ll present work I’ve developed ranging from illustrations of data for magazines and journals to software tools used by geneticists to interactive applications for Fortune 10 companies.

Video games and the user interface
by Joe Kowalski, Double Fine
Working as a user interface designer in the games industry presents some unique opportunities to engage players. So why are memorable interfaces a rarity? Joe will attempt to answer that question, and he’ll offer his perspective on the industry, show some of his work from major titles, and talk about what inspires him.

Gamestorming: design practices for co-creation and engagement
by Dave Gray, XPLANE
We’re moving from an industrial to a knowledge economy, where creativity and innovation will be the keys to value. New rules apply. Yet two hundred years of industrial habits are embedded in our workplaces, our schools and our systems of government. How must we change our work practices to thrive in the 21st Century? Dave Gray will share insights from his upcoming book, Gamestorming: A playbook for innovators, rule-breakers and changemakers (O’Reilly Media).

The future of UX is play: the 4 keys to fun, emotion and user engagement
by Nicole Lazzaro, XEODesign, Inc.
The future of UX are designs that employ emotions to guide attention, improve memory, enhance performance, and reward users for a job well done. Master these four techniques to paint attention onto a UI like Velcro and color it with emotions that best match the product, brand, or task at hand. Come join us to see how game design can unlock human potential and improve quality of life through play!

Keynote: Mediated culture
by Michael Wesch, Kansas State University
It took tens of thousands of years for writing to emerge after humans spoke their first words. It took thousands more before the printing press and a few hundred again before the telegraph. Today a new medium of communication emerges every time somebody creates a new web application. A Flickr here, a Twitter there, and a new way of relating to others emerges. New types of conversation, argumentation, and collaboration are realized. Using examples from anthropological fieldwork in Papua New Guinea, YouTube, university classrooms, and “the future,” this presentation will demonstrate the profound yet often unnoticed ways in which media “mediate” our culture.

Don’t forget the humans!
by Chris McCarthy and Christi Zuber, Kaiser Permanente’s Innovation Consultancy
Don’t Forget the Humans! This is the mantra in world of healthcare, and over and over again we hear that “patient-centered care” is the perfect desired state. But what about all those other humans in the system? What about the nurses, pharmacists, doctors, transporters and business people? Designing and planning your business for just one type of human not only alienates others, but it actually could be the reason for design failure and solutions that don’t sustain the tests of time.
Our group at Kaiser designs for the humans in our system; we optimize the experience of our patients and clinicians so that the system serves them and their needs, and brings as much joy to their interaction that is, well…. as humanly possible.

Service montage
by Christian Palino, Adaptive Path
In The Godfather, during Michael Corleone’s nephew’s baptism, shots of the sacrament of baptism performed by the priest are mixed with shots of killings ordered by Michael taking place elsewhere. These murders are thus experienced by the audience as Michael’s “baptism” into a life of crime. This collision of shots is an example of Eisenstein’s theory of montage and provides an analogous model for exploring the relationship of service touchpoints to the space between those touchpoints, and how users experience them both.

Understanding and designing the everyday Internet: users, people, groups and networks
by Elizabeth Churchill, Yahoo! Research
Since 2006, time spent on the Internet has outstripped time spent watching TV. According to a Harris Interactive poll conducted in late 2009 people spend an average of 13 hours per week online–excluding email. With the increasing penetration of Internet-enabled phones, many people spend substantially more time than that.
Social scientists, designers, user experience professionals, technologists and business entrepreneurs are all intrigued by the changing landscape of media consumption and communication. As a result, many methods and models have been developed to get an understanding of what people are doing, when, how and why. However, analysis methods are often myopic, addressing either on a single applications (“Is it usable?”), what an single person does (“What is the user up to?”), creating aggregated results from many people, or describing what people-as-nodes are doing in a network. In this talk, Elizabeth will talk about a number of projects where she has mixed different design and evaluation methods to try to understand how people’s experiences vary, and to illustrate the tensions that exist between overly specific and overly general models of user experience.

The Mag+ concept: the silent mode of digital magazine reading
by Sara Öhrvall, Bonnier Group
On April 3rd, 2010, media publisher Bonnier launched Popular Science+ iPad edition as a first step toward a vision of what digital magazine reading can be. See demo.
PopularScience+ is built on the Mag+ platform, developed by Bonnier R&D together with British design studio Berg. The idea was to deconstruct the print layout and to reinvent it in a way that makes it come to life on the iPad’s screen. A new magazine-like UX in which each piece of content flows organically to the next, letting readers feel like they’re touching the actual magazine, without working through layers of buttons.
But if digital magazine reading is all about the silent mode – a leaned back experience away from the browser – how will digital magazines remain contemporary objects in a world where so much more is expected from digital content than just the passive reading? What will be the plus in the Mag+ user experience?
Sara Öhrvall, director of global R&D at Bonnier, will share her thoughts on bridging the gap between magazine content and the interactivity of the social Web. She’ll talk about how the Mag+ platform aims to “socialize” magazine content, bringing it out of the print magazine and into the online spaces where conversation happens.

WIRED’s digital rebirth
by Wyatt Mitchell, Wired magazine
Traditionally, magazine designers and editors have been well-equipped to create compelling experiences in print, but highly crafted digital formats have proven more elusive. With the arrival of the iPad, Condé Nast’s WIRED—in partnership with Adobe—is leading an industry-wide revolution in how people experience and consume magazines. Join Wyatt Mitchell, Design Director of WIRED as he walks through the behind-the-scenes process for the creation of a new digital version of WIRED.

IDEO case study: MyFord Touch – helping define the interior experience for Ford’s 2010 vehicle portfolio
by Iain Roberts and Tasos Karahalios, IDEO
For over two years, designers and engineers at IDEO and Ford Motor Company collaborated closely on a signature HMI experience for the company’s entire Ford and Lincoln 2010 vehicle portfolio that consumers would find simple, attentive, and intuitive. IDEO designers Iain Roberts and Tasos Karahalios will be speaking about the team’s ambitious and ingenious prototyping effort, which included rough-and-ready driving simulators and dashboard interfaces hacked together using a Ford Edge dashboard, touch-sensitive screens, various video game controllers, and the Playstation 2 game “Gran Turismo 3.”

Make It So: learning from SciFi interfaces
by Chris Noessel, Cooper, and Nathan Shedroff, California College of the Arts
Make It So explores how science fiction and interface design relate to each other. The authors have developed a model that traces lines of influence between the two, and use this as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process. This investigation of science fiction television shows and movies has yielded practical lessons that apply to online, social, mobile, and other media interfaces.

The reality of fantasy
by Mark Coleran
For many years, Fantasy user interfaces (FUI) in film and television have drawn both acclaim and ridicule in equal measure. Credited with pushing boundaries about what is possible and dumbing down and misrepresenting a complex field of work and setting false expectations in the eyes of users. What is the truth?
In this presentation, Mark Coleran examines why FUI looks the way it does, how it has evolved and the unique challenges and requirements that shape this unusual area of UI work.

21 November 2010

Interactions Magazine – last issue of Jon Kolko and Richard Anderson

Interactions
The current issue of Interactions Magazine is the last issue of editors Jon Kolko and Richard Anderson, who reflect on the results achieved.

Also Don Norman reflects in his column, and raises some pointed criticism of Interactions Magazine publisher ACM, that I endorse completely:

“I recently became a columnist for Core77, an open, free Internet magazine for industrial designers, and my first post received more responses, blogging comments, and consideration than the total of the responses during my five years of columns in interactions.

It is time for ACM, a nonprofit organization dedicated to the free dissemination of knowledge, to stop hiding behind paid subscription walls and get its stuff out in the open for everyone to share. ACM – and many scientific societies – have lost track of the knowledge-sharing role of science and instead have been governed more by old-fashioned media rules than the modern world of freely accessible media.

interactions fails to impact the larger world of research outside of ACM’s CHI because of its failure to be open and accessible. At the same time, it fails to impact the academic research world because it is neither peer-reviewed nor the repository of the weighty, carefully experimental, rigorous knowledge required by promotion committees in universities. So what is interactions? Neither a serious scientific publication nor an influential popular one.”

Here are the articles that are currently available for free:

MCC’s Human Interface Laboratory – The promise and perils of long-term research
by Bill Curtis
In this column, Bill discusses his involvement with the Microelectronics and Computer Technology Corporation. This research enterprise, largely forgotten today, was highly influential in the 1980s, hiring and providing visibility to HCI researchers, many of whom remain active.

Looking back, looking forward
by Don Norman
Over the past five years, Don Norman has written approximately three dozen columns. What has been learned? What will come? Obviously, it is time for reflection.

Angst, and how to overcome it
by Gary Marsden
Does it make sense to separate developing world research from that conducted in more developed economies? At the end of the day, people are people and technology is technology, the world over. Are we doing the developing world a disservice by somehow treating it differently from the developed?

The hard work lies ahead (if you want it)
by Steve Portigal
Abraham Maslow’s “Hierarchy of Needs” from 1943 is a well-known psychological framework that has been applied (directly, or through derivative versions) to thousands of diverse problems. It’s high time to leverage this style of hierarchy to challenge the types of user experiences we’re enabling with the stuff we’re making.

Learning from John Rheinfrank: reflections on acquiring a design language
by Jon Freach
For three years in the mid-1990s, I had the fortune of learning a new language of design from John Rheinfrank, the co-founder and first co-editor of this magazine, through a user-centered baptism of sorts.

From static to adaptive
by Hugh Dubberly, Justin Rheinfrank and Shelley Evenson
When John Rheinfrank [who passed away in 2004] learned he was sick, he began working on a book on the relationship between design and systems. Sadly, he never finished, but some of his core ideas were preserved in a presentation on moving from static to adaptive worlds. John saw adaptive worlds as a new way to frame interaction design. Working from John’s presentation slides and a tape of his talk, we have summarized his ideas.

On experiences, people and technology
by Jon Kolko
In reflecting on the 200,000 words we’ve published in the past three years, I see a common theme that describes interaction design as a discipline focused on culture and behavior.

2 September 2010

To win over users, gadgets have to be touchable

Touch
Researchers say that touch screens are the start of a trend to make computers more open to human gestures, argues the New York Times.

“Device makers in a post-iPhone world are focused on fingertips, with touch at the core of the newest wave of computer design, known as natural user interface. Unlike past interfaces centered on the keyboard and mouse, natural user interface uses ingrained human movements that do not have to be learned. “

Read article

Really? It is thought provoking from a UX point of view to read this article after first reading the criticism on gestural interfaces by Donald Norman and Jakob Nielsen in the current issue of Interactions magazine (see also previous post).

2 September 2010

Interactions magazine on human nuances

Interactions
The current issue of Interactions Magazine is generally on the nuances of what makes us human, writes co-editor-in-chief Jon Kolko, and more in particular “about authenticity, complexity, and design-and the political, social, and human qualities of our work”.

Here are the articles that are currently available for free:

interactions: authenticity, complexity, and design
by Jon Kolko
Frequently, designers find themselves reflecting on the nuances of what makes us human, including matters of cognitive psychology, social interaction, and the desire for emotional resonance. This issue of interactions unpacks all of these ideas, exploring the gestalt of interaction design’s influence.

The meaning of affinity and the importance of identity in the designed world
by Matthew Jordan
When a designer is thinking about ways to create experiences that deliver meaningful and lasting connections to users, it is helpful to consider the notion of our personal affinities and how they affect perception, adoption, and use in the designed world. In our cover story, Matthew Jordan explores the term “affinity,” leading us to consider new and useful ways of informing design thinking and ultimately help us design with more success.

Why “the conversation” isn’t necessarily a conversation
by Ben McAllister
Architects have long understood that the structures we inhabit can influence not only the way we feel, but also the way we behave. This turns out to be true in digital environments like social networks, too. Subtle differences in the underlying structures of these networks give rise to distinct patterns of behavior.

Hope for the best and prepare for the worst: interaction design and the tipping point
by Eli Blevis and Shunying Blevis
Typical interaction designers are not climate scientists, but interaction designers can make well-informed use of climate sciences and closely related sciences. Interaction design can make scientific information, interpretations, and perspectives available in an accessible and widely distributed form so that people’s consciousness is raised.

Gestural interfaces: a step backwards in usability
by Donald Norman and Jakob Nielsen
The new gestural and touch interfaces can be a pleasure to use and a pleasure to see. But the lack of consistency and inability to discover operations, coupled with the ease of accidentally triggering actions from which there is no recovery, threatens the viability of these systems. We urgently need to return to our basics, developing usability guidelines for these systems that are based upon solid principles of interaction design, not on the whims of the company-interface guidelines and arbitrary ideas of developers.

All look same? A comparison of experience design and service design
by Jodi Forlizzi
The comparison of experience design (or UX, as it has been labeled) and service design seems to be a topic of interest in the interaction design community. Can we and should we articulate differences among these fields? Can the methods and knowledge of one successfully transfer to another?

Relying on failures in design research
by Nicolas Nova
The investigation of accidents within a larger process can be inspiring from a design viewpoint. Surfacing people’s problematic reactions when confronted with invisible pieces of technologies highlights their mental model and eventually has implications for design.

Solving complex problems through design
by Steve Baty
What is it about design that makes it so well suited to solving complex problems? Why is design thinking such a promising avenue for business and government tackling seemingly intractable problems?

On academic knowledge production
by Jon Kolko
Now, as design enjoys the corporate credibility of “design thinking” and with the social problems confronting the world growing increasingly intractable, the need for bridging the gap between practitioners and academics is more important than ever.

30 June 2010

Interactions magazine on subtlety and change

Interactions
The current issue of Interactions Magazine is generally on subtlety and change, writes co-editor-in-chief Jon Kolko:

“There are some strange changes under way in our world. We constantly hear the refrain of the massive chaos around us, yet the allure of such a large, looming flux may distract us from something more important: the countless tiny, nuanced, and fundamental ways in which our culture and society are advancing. This issue of interactions describes these subtleties and teases them out of the greater topics that we’ve grown accustomed to discussing: environmental change, the role of education and government in a technological society, and the nature of behavior.”

Here are the articles that are currently available for free:

Time goes by, everything looks the same
by Dennis Littky
“The system doesn’t work.” So says Dennis Littky, author of our cover story and founder of Big Picture Learning – a school focused on developing a new educational model. Dennis offers his views on how design and a designerly approach can bring change to the broken education model in the United States.

The research-practice gap: the need for translational developers
by Don Norman
Between research and practice a new, third discipline must be inserted, one that can translate between the abstractions of research and the practicalities of practice. We need a discipline of translational development. We need translational developers who can act as the intermediary, translating research findings into the language of practical development and business while also translating the needs of business into issues that researchers can address.

Visible synthesis
by Katie Minardo Scott
Katie Minardo Scott describes the challenge of research-practice synthesis—the relationship between a designer and the data that can be so overwhelming. To make research valuable, she says, we need to make the synthesis process as visible as the research phase and make the synthesis output visible to stakeholders. Personas accomplish both of these goals, recognized or not.

Navigating the terrain of sustainable HCI
by Carl DiSalvo, Phoebe Sengers, Hronn Brynjarsdottir
The authors explore the manner in which sustainability has impacted HCI and academic research. No longer a simple colloquialism of “reduce, reuse, and recycle,” sustainability research and design now require an acknowledgment of the political differences involved in the discipline. This demands a more nuanced discussion of topics, as well as a more direct connection between research and practice.

Adding by leaving out: the power of the pause
by Liz Danzico
What would happen if, as communicators and designers, we became more comfortable with the pause? Because it turns out we can add by leaving out. The pause has power.

Adaptive reuse: things, containers, and streets in the architecture of the social web
by Fred Scharmen
A way of talking about buildings and cities in terms of protocols, relationships, and parameters—all borrowed by architectural theory from computer science—can be returned to a conversation about online systems in order to rejuvenate our methods of understanding and designing places.

On education
by Jon Kolko
It is interaction design, and behavior, that will act as the driving force behind the educational revolution of the next century.

26 April 2010

Interactions Magazine – May/June 2010 issue

Interactions
The latest issue of Interactions Magazine is about the spread of design into new areas, write editor Jon Kolko:

“The process of design is spreading into new areas of society and business, and as it does, our work gets more complicated and more rewarding. From the details of our interfaces to the focus of our efforts, this issue describes the complexity of the changing landscape of interactions.”

Here are the articles available for free online:

interactions: Business, Culture, and Society
Jon Kolko
The process of design is spreading into new areas of society and business, and as it does, our work gets more complicated and more rewarding. From the details of our interfaces to the focus of our efforts, this issue describes the complexity of the changing landscape of interactions.

Reframing health to embrace design of our own wellbeing
Rajiv Mehta, Shelley Evenson, Paul Pangaro, Hugh Dubberly
This article describes a growing trend: framing health in terms of well-being and broadening health-care to include self-management. Self-management reframes patients as designers, an example of a shift also occurring in design practice – reframing users as designers. The article concludes with thoughts on what these changes may mean when designing for health.

Depth over breadth: designing for impact locally, and for the long haul
Emily Pilloton
In the past few years, we designers have acknowledged the imperatives of sustainability and design for the greater good, and responded by launching initiatives that are often rife with widespread cheerleading rather than deep, meaningful work. [Yet] I firmly believe that lasting impact requires all three of the following: proximity (simply being there, in the place you seek to design with and for), empathic investment (a personal and emotional stake in collective prosperity), and pervasiveness (the opposite of scattershot – involvement that has impact at multiple scales).

Solving the world’s problems through design
Nadav Savio
Design Revolution is a fantastic sourcebook of inspiring designs and creative problem solving and a deeply humanistic call to arms. Pilloton wants nothing less than for designers to focus their energy, knowledge, and talent on making people’s lives better.

Natural user interfaces are not natural
Don Norman
Gestural systems are no different from any other form of interaction. They need to follow the basic rules of interaction design, which means well-defined modes of expression, a clear conceptual model of the way they interact with the system, their consequences, and means of navigating unintended consequences. As a result, means of providing feedback, explicit hints as to possible actions, and guides for how they are to be conducted are required.

Making face: practices and interpretations of avatars in everyday media
Liz Danzico
We’re starting to see more and more experiences that weave avatar with message, pairing the expression of intent with content. How will the mix of image and message further proliferate through everyday life? Will the image stand for the message or will face work still be work? What will be socially acceptable, and will new etiquettes emerge in segments that cross personal, professional, and mixed boundaries?

The ubiquitous and increasingly significant status message
Bernard J. Jansen, Abdur Chowdury, Geoff Cook
The status message has evolved from its lowly beginnings into a multidimensional feature and service addressing numerous social needs.

Back to the future: bleeding-edge IVR
Ahmed Bouzid, Weiye Ma
The glaring disconnect between what companies aim to achieve in deploying interactive voice response (IVR) systems (better customer service) and what they actually do achieve (customer frustration) can be squarely laid on the shoulders of shabby voice user interface (VUI) design and implementation. The vast majority of today’s IVRs are, simply put, shamefully unusable, and customers detest them.

Intentional communication: expanding our definition of user experience design
Kristina Halvorson
Design and content. Content and design. It’s impossible (and stupid) to argue over which one is more important than the other – which should come first, which is more difficult or “strategic.” They need each other to provide context, meaning, information, and instruction in any user experience (UX).

Content strategy for everybody (even you)
Karen McGrane
When done the wrong way, creating new content and managing the approval process takes longer and is more painful than anyone expects. But planning for useful, usable content is possible – and necessary. It’s time to do it right.

interactions cafe: on language and potential
Jon Kolko
The more we carefully select our words, the more comfortable we’ll be in making the wholesale shift toward the emerging role of design in healthcare – and in other arenas where social responsibility is growing, and designers are able to value the whole person.

11 April 2010

Interactions Magazine – March/April 2010 issue

interactions
The latest issue of Interactions Magazine is about a new intellectualism of design, write co-editors Richard Anderson and Jon Kolko: one that embraces discourse, dialogue, systems thinking, and the larger role of designers in shaping culture.

Here are the articles available for free online:

interactions: exploring aspects of design thinking
Richard Anderson, Jon Kolko
Popular discussion of “design thinking” has reached a point of frenzy. Unfortunately, there is often little depth to the discussion, and for many, the topic remains elusive and vague. While each issue of interactions has included articles about or reflecting the application of design thinking, this issue addresses the topic a bit more directly.

Evolution of the mind: a case for design literacy
Chris Pacione
As we come to the end of the first decade of the 21st century and what many consider the end of The Information Age, a recent flurry of books, articles, and initiatives seem to indicate that a new, pervasive mind shift is afoot. It’s called design, and like arithmetic, which was once a peripheral human aptitude until the industrial age forced it to be important for everyone, recent global changes and the heralding of a new age are positioning design as the next human literacy.

Design thinking in stereo: Brown and Martin
Paula Thornton
By 2006 an IIT Institute of Design interview with Roger Martin, titled “Designing Decisions,” told of his conversion to the concept when noting the language and behaviors of designer friends. That same year, Tim Brown presented fundamental thoughts on design thinking that also caught my attention. By the end of 2009 both Martin and Brown had released books on the topic.

Designing interactions at work: applying design to discussions, meetings and relationships
Roger Martin, Jennifer Riel
Ultimately, designers and business leaders want the same thing: transformative ideas that can be translated into real value. Yet, even with this common purpose, the interactions between design teams and business leaders often represent the biggest stumbling block to the development of breakthrough ideas. How often has a brilliant design idea been strangled in its infancy by a client who could not, or would not, “get it”? How often is breakthrough innovation stopped short by number crunchers who don’t understand the process of design or the insights afforded by it? And how often do business folks moan that designers lack even the most basic understanding of cost and strategy?

From Davis to David: lessons from improvisation
Liz Danzico
Improv is extending its practicality. Designers have been adopting improvisation design methods in their own practices. Made more visible by organizations such as IDEO and Pixar and the research of people from Elizabeth Gerber at Northwestern University and Steve Portigal at Portigal Consulting, we’re seeing how improvisation can be powerful in interaction design work. With collaboration activities in particular, improv becomes especially important when untangling complex problems that require teamwork or just getting a client unstuck.

Technology first, needs last: the research-product gulf
Don Norman
Design research is great when it comes to improving existing product categories, but essentially useless when it comes to breakthroughs.

Sugared puppy dog tails: gender and design
Elizabeth Churchill
Designers are not passive bystanders in the production, reproduction, reinforcing, or challenging of cultural values. We actively create artifacts and experiences. We design products with implicit or explicit assumptions about how products will be used and by whom. We mentally simulate the product user who is part of an imagined story of the product in use – these imaginary people are drawn from our everyday lives and usually have a gender, perhaps a shape, size, age and ethnicity. Thus we embed imagined, gendered others into our designs, inadvertently reproducing cultural norms because they seem so “natural.” And so in a chain of reification and reproduction, products are wired in subtle ways that reflect and reinforce existing cultural assumptions.

The lens of feminist HCI in the context of sustainable interaction design
Shaowen Bardzell, Eli Blevis
One might identify feminism’s central tenets as commitments to agency, fulfillment, identity, equality, empowerment, and social justice. I think these commitments make feminism a natural ally to interaction design. As computers increasingly become a part of everyday life, feminism is poised to help us understand how gender identities and relations shape both the use and design of interactive technologies – and how things could be otherwise, through design.

MyMeal: an interactive user-tailored meal visualization tool for teenagers with eating disorders
Desmond Balance, Jodie Jenkinson
Since patients with eating disorders (EDs) have demonstrably abnormal perceptions of the size of food, a meal-visualization tool could help patients with EDs feel more comfortable about portions by helping them understand what appropriate food portions look like in the context of a balanced meal.

On design thinking, business, the arts, STEM …
Jon Kolko, Richard Anderson
Why [is it] only now [...] that the language related to the intellectual and intangible aspects of design is beginning to catch on?

6 April 2010

Natural user interfaces are not natural

Donald Norman
In his bimonthly column in the ACM CHI magazine, Interactions, Donald Norman argues that most gestures are neither natural nor easy to learn or remember.

“Gestures lack critical clues deemed essential for successful human-computer interaction. Because gestures are ephemeral, they do not leave behind any record of their path, which means that if one makes a gesture and either gets no response or the wrong response, there is little information available to help understand why. The requisite feedback is lacking. Moreover, a pure gestural system makes it difficult to discover the set of possibilities and the precise dynamics of execution. These problems can be overcome, of course, but only by adding conventional interface elements, such as menus, help systems, traces, tutorials, undo operations, and other forms of feedback and guides.” [...]

“Gestural systems are no different from any other form of interaction. They need to follow the basic rules of interaction design, which means well-defined modes of expression, a clear conceptual model of the way they interact with the system, their consequences, and means of navigating unintended consequences. As a result, means of providing feedback, explicit hints as to possible actions, and guides for how they are to be conducted are required.”

Read article

4 January 2010

Latest issue of Interactions Magazine now available

interactions
The January-February edition of Interactions Magazine — exploring the evolving nature of experiences, people and technology — is online and some articles are available without subscription.

interactions: information, physicality, co-ownership, and culture
Richard Anderson, Jon Kolko
From tangible computing, to societal problem solving, to the trials and tribulations of user reserach – this issue explores the evolving nature of experiences, people and technology.

Tangible interaction = form + computing
Mark Baskinger, Mark Gross
The ability to merge physical and digital interactions has long been the goal of designers; the ubiquity of technology is now making that goal a reality. This piece from Mark Baskinger and Mark Gross explores that melding of physical and digital.

Why marketing research makes us cringe
Dan Formosa
What separates design research from marketing research is a core but elusive principle: There is a phenomenal distinction between evaluating a product before it is finalized, the focus of design research, and evaluating consumer response after a product is finalized.

Why designers sometimes make me cringe
Klaus Kaasgaard
Why is it that user experience design-often hailed on the covers of major contemporary business magazines as the creative savior of everything from product innovation to business operations-seems to prefer to paint a picture of itself as a misunderstood, misapplied, and unrecognized profession; a victim of ruthless market forces and incompetent business managers?

The transmedia design challenge: technology that is pleasurable and satisfying
Don Norman
I agreed to give a keynote address at the 21st Century Transmedia Innovation Symposium. Traditional dictionaries do not include the word “transmedia,” but Wikipedia does. Its definition introduced me to many other words that neither I nor my dictionaries had ever before heard (for example, “narratological“). Strange jargon aside, I do believe there is an important idea here, which I explore in this column.

The art of editing: the new old skills for a curated life
Liz Danzico
This age is not about writers learning new tools, nor is it about readers sift through content; it’s about editors experimenting and making meaning of stories for themselves and for their new audiences-whether those are small or large.

interactions cafe: on designers as catalytic agents
Richard Anderson, Jon Kolko

5 December 2009

The dignity and courage of Donald Norman

Donald Norman
There is true dignity in the continuous engagement of Donald Norman, the Nestor of the user experience community, as well as courage is his willingness to question some of his (and our) profound beliefs. In short, Don — in defiance of his age (Don was born on Christmas day in 1935) — keeps on pushing the envelope for all of us, and we like him all the more for that.

Today, three stories landed in my inbox. A first one dealt with the search for new contributing editors for interactions magazine, that Don reacted to with considerable attention.

The second was his latest column for the same magazine. Technology First, Needs Last advocates that “design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs.” It goes against many things we like to believe in, is provocative, and therefore highly useful.

Finally, Don was interviewed yesterday by the Irish Times on where he thinks the next focus of design should be. “Ecosystems,” he said, “where eco means not only the product, but also the environment, the planet.”

Thank you, Don, and keep up the pace.

1 December 2009

Our misguided focus on brand and user experience

Branded UX
If there is a future for designers and marketers in big business, it lies not in brand, nor in “UX”, nor in any colorful way of framing total control over a consumer, such as “brand equity”, “brand loyalty”, the “end to end customer journey”, or “experience ownership”. It lies instead in encouraging behavioral change and explicitly shaping culture in a positive and lasting way, argues Jon Kolko in a long piece on Johnny Holland.

“The focus on brand and control of the user experience is an attempt to avoid the above commoditization and irrelevance of artifact, and it references a dated model of dominance – one where a company produces something for a person to consume. This is the McDonalds approach to production, where an authoritative voice prescribes something and then gains efficiencies by producing it exactly as prescribed, in mass. The supposed new model is to design something for a person to experience, yet the allusion to experience is only an empty gesture. An experience cannot be built for someone. Fundamentally, one has an experience, and that is experience is always unique.

Interaction design is the design of behavior, positioned as dialogue between a person and an artifact. A person commonly doesn’t talk to an object; they use it, touch it, manipulate it, and control it. Usage, touching, manipulation and control are all dialogical acts, unspoken but conversational.”

Jon Kolko is an Associate Creative Director at frog design. He has worked extensively in the professional world of interaction design solving the problems of Fortune 500 clients. Prior to working at frog, Kolko was a Professor of Interaction and Industrial Design at the Savannah College of Art and Design, sits on the Board of Directors for the Interaction Design Association (IxDA), and is the Co-Editor-in-Chief of interactions magazine, published by the ACM. Kolko is the author of Thoughts on Interaction Design, published by Morgan Kaufmann, and the forthcoming text tentatively entitled Exposing the Magic of Design: A Practitioner’s Guide to the Methods and Theory of Synthesis, to be published by Oxford University Press.

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30 October 2009

Nov-Dec 2009 edition of Interactions magazine online

Interactions
The November-December edition of Interactions Magazine is online and some articles are available without subscription.

Unfortunately, the main menu page doesn’t say which articles are publicly available (although without images) and which aren’t (what about ‘affordances’ in web design?), so I have selected the six that are:

interactions: social, authentic, and interdisciplinary
Jon Kolko

Catalyzing a perfect storm: mobile phone-based HIV-prevention behavioral interventions
Woodrow W. Winchester, III

Implications of user choice: the cultural logic of “MySpace or Facebook?”
danah boyd

On authenticity
Steve Portigal, Stokes Jones

When security gets in the way
Don Norman

The authenticity problem
John Kolko

A seventh one, by my business partner Michele Visciola, can be downloaded in a pre-publication version from this blog.

30 October 2009

Experientia partner Michele Visciola on people-centred innovation as culture evolution

Michele Visciola
Experientia partner Michele Visciola, who is also the president of Experientia, has written an article entitled “People-centered innovation or culture evolution?” that got published in the November-December edition of Interactions magazine.

Here is the abstract:

“The biological theory of evolution and its applications to cultural anthropology (Cavalli Sforza, 2006) create an interesting framework with which to regard user research practices and innovation strategies. Mutation (i.e., a significant abrupt change in a given value system) is a rare event but can occur in any culture. Natural selection is the pressure that operates on a given system of values and beliefs in order to select those behaviours that fit to the environmental conditions of use. Migration is the meshing of behaviours and attitudes that can lead to a change of values. Finally, Drift is the barrier to the entrance of new values in a given cultural system. A deep understanding of these forms of cultural evolution will allow companies to better frame innovation models. Whether it is based on participatory and voluntary shifts in usage conditions (i.e. mutation), or on integrating new services and features into existing products (creating conditions for migration and drift), innovation should favour the natural selection of people’s idea selection so that it can resist and endure.”

The full article is available for subscribers only, but you can download a pre-publication version here.

22 September 2009

Enhancing user interaction with first person user interface

Sensors 1st person
Luke Wroblewski, an internationally recognized Web thought leader and Senior Director of Product Ideation & Design at Yahoo! Inc., provides a comprehensive overview of augmentation as a user interface, complete with real-world examples.

“Though many computer applications and operating systems make use of real-world metaphors like the desktop, most software interface design has little to do with how we actually experience the real world. In lots of cases, there are great reasons not to directly mimic reality. Not doing so allows us to create interfaces that enable people to be more productive, communicate in new ways, or manage an increasing amount of information. In other words, to do things we can’t otherwise do in real life.

But sometimes, it makes sense to think of the real world as an interface. To design user interactions that make use of how people actually see the world -to take advantage of first person user interfaces.

First person user interfaces can be a good fit for applications that allow people to navigate the real world, “augment” their immediate surroundings with relevant information, and interact with objects or people directly around them.”

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(via Bruce Sterling)