Posts Tagged: User Experience


29
Sep 07

Ambient connections create more socially aware networks

Twitter is a centerpiece to techi-discussions where everyone shakes in amazement that such a simple application could become so integral to people’s lives. It is the simplicity, content and medium that supports such phenomenal adoption. More specifically, the interfaces to Twitter are minimal – website, email, feeds, Twitter Tools (extensions to Twitter) and most importantly text messaging. The website supports initial account creation, management, historical archive and message broadcasting, but in truth, like every other website would require a user to show up to participate and benefit. Extending their interface to email offers the few people who have a computer but no mobile phone a way to engage, but it is the text messaging that lets Twitter reach down and touch you in your pocket. There is too much information and yet participating in Twitter only increases it. So, why are we experiencing such compulsion?

Twitter has been described as micro-blogging and it is not a terrible coin. Twitters are character limited training people to marshal life updates into pithy messages. If one made a valuation of a blog post that journals a person’s day-to-day activity, the value in any given twitter is at most proportionally as small. However, considered in the context of the same person’s daily twitters and an individual’s understanding is enhanced. Consider one person’s twitters in their twitter-network cocktail and the twitter-log takes on additional meaning, meaning only understood by the receiver. Throw into the mental mix that one person does not necessarily need to know another in order to follow them – supporting fantastical senses of potentially very distant individuals.

Blog-trolling a last weekend I remember running across Matt Hatem’s reflection on the social sixth sense. He actually ends up meeting a friend that he might not have otherwise through Twitter. Interestingly, Matt’s very real social connection enhances his relationship with Twitter. Regularly, Twitter is a simple way to keep up with his network virtually. He is left to construct what one buddy is up to based on what he knows of them and what the message said. In his example, though, Matt bridged the relationship into the real world, which is far richer and now forever part of how Matt understands Twitter – it connects him with people he knows – virtually and in the flesh.

Matt also points off to Clive Thompson’s Wired article How Twitter Creates a Social Sixth Sense. Clive offers similar anecdotal support that small messages understood cumulatively have meaning, meaning that changes what we understand about the people we know. The fact that these messages show up on a mobile phone – a intimate device – offers urgency of interruption and often a visually simple rolling log of what is what in the network. The mobile phone has become an ambient device that creates more socially aware people, in some cases, actually getting them away from tiny keyboards and meeting up close enough to touch.


18
Sep 07

Agreeing on experience design

Back in May, Adam Greenfield contributed a great article for Adobe’s Design Center Think Tank space called On the ground running: Lessons from experience design. He begins with an insightful – on hindsight obvious – observation that the distinctions between products and services is blurring. Adam introduces the roll of experience design as the agent helping blur these lines, highlighting three examples of XD gone awry: Nike+, Acela and Puma’s Trainaway. He ends with a resonating statement about conversations and not control, suggesting that while very often, tight experience design requires a greater level of control, but opening solutions up to user modification, the ultimate in end-user collaborative design.

While Adam’s examples illustrate his points well, there is another side of the conversation worth consideration. Obviously the three examples all result in some level of failure, which might lead to the conclusion that each was not worth doing. The thing about failure is that if the vision is grand enough, any action toward achieving that goal sets the stage for tomorrow’s experience. Nike+ (the iPod nano, Nike bio telemetric transponder shoes and the online data visualization) might not have been the hit people were hoping for – I actually did not know they lacked popularity – but the offering shows that someone over at Nike is thinking about how we reinvent the running shoe, a completely commoditized product with endless air pockets, gels and spring. Even if it fails, then notion that your shoes might have some electronics in them has come to pass in popular culture. It is no longer limited to the shock activated flashing LED. A recent post by Jonah Lehrer jokes about your iPod being made of biological flesh and yet continues on reviewing some research where scientists have shown circuits can be constructed out of biological material. It is all fantasy until someone tries to commercialize it and then the world gets to add it, flop or not, into the accepted realm of possibilities. This approach is probably not the best way to run a business, but its wonderful at winning the hearts and minds of people.

One of the areas Adam shines focus is the challenge in trying to control the end-to-end solution to deliver great experience design with a quote from Nokia’s Chris Heathcote. It might be the case that designing for one person is not practical; however, I also think we tend to try to make a single solution apply to too many. Narrowing the target audience may limit overall breadth of success, but it ensures at least one population is thrilled. For those early-adopters, runners and techi types, the Nike+ might have been a great geeky trip. Is this not just the long tail of XD?

Seth Godin posted on his obsession with improving alarm clocks, ending with the fact that products could be better if we tried to make them better. If the distinctions between products and services are blurring – a very sophisticated undertaking – then maybe the reason some have failed in the past has less to do with experience design and more to do with people agreeing its worth trying to make things better. As Adam explored, it only takes failure in any one of many things to challenge the overall experience.


26
Aug 07

Simpsonized

Simpsonized MeYesterday morning while catching up on some email a Photojojo email from July 20 featured The Simpsonizer. My results were pretty good. Interestingly enough, I find this two dimensional avatar more accessible than my Second Life me, Vienna Lamourfou. Maybe that has something to do with the fact that the couple of times venturing as Vienna I ended up immobilized in a teleport.

Given a set of Simpsonized friends, could our FaceBook, Twitter and IM chats have a little more character? What kind of cartoon might that be like? How about our interactions taking the form of a printed comic? How might it change our experiences and memories of what we are doing in virtual spaces?


6
May 07

Getting radical with UCD

Mark Detweiler from SAP has an exciting article – Managing UCD within Agile Projects – in the May / June issue of interactions. Last year I used SCRUM to manage a small development team on a high-profile project and one of the lessons we learned was that agile development does not work well with disciplines that are not also agile. The development is managed and completed in a series of sprints (we worked three, 30 day sprints) and the application was twitching before any formal UCD work had completed. This challenge applies to more than just User Centered Design (UCD); accelerating development is only so valuable. Detweiler’s UCD centric view offers a series of tips on making a better go at it, but the truth is this problem needs a more radical conception.

Detweiler offers three iterative UCD phases, Understanding Users, Defining Interaction and Designing the user interface. One observation is that UCD teams need to focus their energy on work that influences the current development sprint. Every profession has more they want to do. Delivering it apart form the product development positions their brilliance it to be ignored.

Understanding users is important, but it is not going to hold up development, so what is the minimal amount of work that needs to occur in order to have the development team be more considerate of the user context. Since we are iterating, maybe each sprint has a refinement of the user definition. One thing for sure, the developers will create a user persona if one is not provided.

Defining user interaction has to happen in a more collaborative manner with the development team. It is often just as easy to code the application, as it is to write the use case documentation. This does not mean use cases are a waste of time, but we need to ask what about the document is going to influence development. The time may be better spent with the UCD professional in the initial task breakdown meetings to help define interactions in detail. Having access to a UCD professional as the development occurs helps accelerate decision-making, but the goal is not to have the solution be perfect – it is to have a thoughtful solution, where lessons learned inform the next sprint’s interaction design. The UCD professional needs to own their role representing their stakeholders, but not constantly checking in to see if they are meeting expectations – there is simply no time for checking in and reporting back at every turn.

Designing the user interface as part of an agile development project is difficult. Short of starting this work prior to development, we need to find the opportunity in having the user interface be quick and dirty. An existing design system can address the developer’s need to assemble the application without having to worry about the overall application style. Assuming that a custom user interface is required, the designers need to be in the boat of iterative design. Save the Mona Lisa for a few iterations from now. If you want to influence this sprint’s user interface, worry less about the pixels and more about the styles. Design elements that telegraph where the design will be going. Development is iterative – it is assumed things will change so influence at each point, but save the masterful work for a time when it is not needed yesterday. Great work often takes time; why pretend it can be done in less?

All of this feels a little sloppy and this is why I think what we need is to revisit UCD and maybe the larger thought of user experience and how it is most affective in an agile development environment. This issue is exacerbated in innovation teams where often prototypes catch like wildfire and suddenly a solution with little to no formal UCD thought is at Version 1.0, causing pause to the value and role of UCD. We need to do more than apply more resource or slow down development to accommodate external dependencies. We need to do more than just the same thing in a slightly modified way. To be successful, we need to reinvent UCD or stop being agile.


27
Apr 07

One child, many parents

One of the areas I focus on in my job is the social behaviors we enable and then capture in digital spaces, such as tagging, rating, commenting, sharing (email) etc. I am particularly interested when I see how other companies leverage similar capabilities in their products.

Adobe Photoshop Lightroom offers hierarchical classification (might have been in their Album product, I don’t remember), wherein the keyword Animals might contain Dog and Cat. Tagging an image with Dog or Cat implicitly adds Animals. However, if I had another keyword Family and add Dog as a child tag, Lightroom essentially sees two Dog tags and will only see the implicit tags if specified explicitly. If all I type in is Dog, it picks Dog > Animals and I do not benefit from the Dog > Family relationship. Adobe Lightroom Keywords dialogue

From an end user point of view, this is when a flat list of tags is often more powerful, there are no semantics between tags upon entry, users just type away. This brings me to one of the elements I am curious about, the post processing of tags to understand their semantic relationships so that Dog can be both a part of Family and Animals without the user worrying about declaring either. The notion of implicit tagging is interesting, but it is not implicit if a user needs to take an additional action to experience the benefit.