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Survey of Gamification & Behavioral Economics Resources

Next week, September 15-16, is the Gamification Summit here in New York City. There look to be at least 4 solid talks categorized as “design intensive,” including Gamification by Design, Designing for User Motivation, and especially The Science of Gamification with Lithium’s Michael Wu. In preparation for this event, I decided to check all my bookmarks for articles and presentations that I have found most useful in wrapping my head around this topic. I hope you find them useful as well.

The Gamification of Everything (slideshare)

Article in Gaming Business Review
Slideshare & article by Margaret Wallace

The Magic Potion of Game Dynamics

The goal of game dynamics is to drive a user-desired behavior predictably. Therefore we must understand how humans behave, in order to understand game dynamics. And to do this, I’d like to take a psychologist’s perspective and try to understand human behavior though psychological models and frameworks. There are many such models, and they are useful in different contexts, so the criteria for choosing a model/framework should be whether it can give you the understanding you need to address your problem.

The Lure of Game(-ification)

Whether you view him as towering, trendy, or trivial, 22-year-old Seth Priebatschgot people talking after his March 12 SXSW keynote, “The Game Layer on Top of the World.”  Priebatsch heralds our nascent decade as the flash point for games and social influence, whereas the last decade brought us the structure and connectivity of all things social.

Fun is the Future: Mastering Gamification

GoogleTalks Video: Gabe Zichermann 

Gamification 101: The Psychology of Motivation

Game mechanics and game dynamics are able to positively influence human behavior because they are designed to drive the players above the activation threshold (i.e. the upper right of the ability-motivation axis), and then trigger them into specific actions. In other words, successful gamification is all about making these three factors occur at the same time. As I mentioned last time, the temporal convergence is the key.

DESIGNING GAMIFICATION FOR THE MOST FREQUENT PERSONALITY TYPES

When  designing game-based applications for a general US population, it may be of interest to examine the frequency of personalities in order to target the broadest reaching gamification strategies.  Many personality models are available for study and although each have their own criticisms in scientific approach, it is interesting to look at these reports as a starting basis for design.

A Gamification Framework for Interaction Designers

Gamification is a hot topic. Missed it? On Google Trends it first appeared as a blip in late October 2010 and then took off in January so quickly that it appeared on NPR’s Weekend Edition in March. Investors seem interested, and it already has a sold-out conference and a fast-growing list of agencies that will help you “do gamification.” You can even join a quest to become a gamification expert.

Designing with Behavioral Economics

Behavioral economics…has emerged as a discipline, bringing together economics and psychology to understand how social, cognitive, and emotional factors influence how people make decisions, both as individuals and at the market level.”

Smart Gamification: Social Game Design for a Connected World

Slideshare Presentation: Amy Jo Kim

The Gamification of Healthcare

“Gamification” is a hot topic in the design community these days and it’s up to us, as designers, to turn it into an opportunity for the good. Check out my presentation on how to design for behavior change in healthcare for more details.

The Cynicism of Gamification

It’s time to get real on gamification. I’ve seen much written about gamification. About what it is, how it works, and how to use it. Gamification as a kind of social mechanism that can be readily imported into a new or existing service to liven it up. To enhance and augment interaction and engagement. To make things fun.

Gamification 101: Design the Player Journey

Slideshare Presentation: Amy Jo Kim


Gamification from a Company of Pro Gamers

Not too long ago, the “G” word (for games) seemed to have a negative connotation in the corporate world. It was seen as a little too relaxed and irrelevant to business, so gaming was never really discussed in the business context. I suppose it was traditionally believed that if you are playing games then you are not working. However, as Dr. Stuart Brown so eloquently states in his TED talk, “play is not the opposite of work.” This is the foundation of gamification.

The Hyper-Social Design Studio

Hyper-Social Design Studio

Hyper-Social Design Studio Overview

A thoroughly new remix technique: combining a focused UX Book Club idea with Design Studio Methodology. Starting with the book “The Hyper-Social Organization“, participants including designers (service, experience, interaction, organization), creative technologist, strategists and product managers will read the book. On the day of the studio, each partipant will present key concepts to one chapter, having only 5 minutes to do so, with no more than 5 slides in power point. After a quick break, participants will break into teams and explore concepts introduced in the book to a specific business case study and have a limited amount of time to explore, ideate, sketch and deliver innovative solutions to the problem space which is broken into seven separate functions within an organization.

Saturday, Fall 2011 1PM – 530PM

Location: SoHo, New York City

Price: Free, but a commitment is required.

Interested? Contact me

Schedule

100 – 115      Introductions

115 – 230      Lightening Presentations: 5 Minutes, no more than 5 slides (template to be provided) All slides due 1 week before Saturday

230 – 245      Break

245 – 300      Game Storming – Intro to 3 techniques

300 – 400     Design Studio

One case study will be presented – a company with background information on their structure, management, customers, and suppliers. Additional information about the company’s brand and product lines, as well existing customer touch points will be presented as background material. All teams of 2 will break off to take that shared problem space and use design studio to explore potential solutions enframed by their topic area, i.e. PR, Product, Innovation, Leadership, Customer Service, Sales, etc. Each team will, at the end of the time, present designed artifacts of processes, concepts, and strategies to the problem space using the book as the framework.

415 – 5PM     Team Presentations

Post Mortem and Lessons Learned.

Goals

  • Gain a solid understanding of the book, especially the SEAMS Framework
  • A collaborative exploration of the problem space
  • Explore a framework for organizational change addressing multiple vectors
  • Design compelling and differentiated product solutions

Considerations

All Slides from Lightening Round will be combined into 1 Power Point deck and socialized on Slideshare.

All Designed Artifacts from Design Studio will be captured and posted online.

Session will be photographed.

Still Interested? Contact me


Background on The Hyper-Social Organization


The book starts with a simple explanation: “Human 1.0″ is the way that people have interacted and worked together for thousands of years. Only recently (the last few decades) information technology has forced people into working in much more constrained ways. Mass media brought the rise of companies that communicated with the masses through a corporate voice, which has had the advantage in telling people what they want and what they can have. Social media flips the mode, and brings us back to communicating one-on-one. This is not a new way of working, it is actually the original way that people worked, it is just that social media allows this to happen on a scale never before contemplated. A Hyper-Social organization is a return to the natural way of interacting, which is why the authors make a compelling argument that it is inevitable.

After the introduction, the first half provides four pillars of hyper-social society:

  • Forget market segments. These were just constructs to allow corporations to coordinate their approach, offerings and message to the market. Instead, you need to think about tribes and humans. A tribe is a group that identifies in some way with each other, and will be the most important way of influencing purchasing patterns. Identifying tribes is the secret to success.
  • Forget company centricity, and think human centricity. Hyper-social organization can be more personal at all levels, and engage customers to focus on and satisfy their needs directly.
  • Forget information channels, and think about knowledge networks. Companies could prepare mass market messages to push through well known channels such as media and events. This communication was the only option that the consumer had, and corporations could control what the public knows. But in a social world the customer already has contacts to other members of the tribe, already is finding out accurate information about your products from others online. Pushing a company line will not work. Instead, share knowledge well, and work to gain trust.
  • Forget process and hierarchies, and embrace social messiness. They recommend something they call SEAMS: sensing, engaging, activating, measuring, and storytelling. The processes will be less and less pre-defined, but embrace that, and allow people in the organization to interact as humans.

Self-Similarity of Identity in Networked Publics

SemanticWills‘ theoretical musings propel us deep into a Borgesian labyrinth of the networked contemplations of his interiority, a virtual schizopoliae populated by hustlers, pimps & the purveyors of an emergent artificial intelligentsia. Like a DJ theorist spinning new ideas, he plays the citational remix game and reminds us that being hyper-linked to the Virtual Motherboard on Social Networks is part of the addictive lifestyle choice that has become our shared zeitgeist”

- DJ Versimilage

{——– Start Transmission ———}

Bach: Prelude & Fugue in C Minor.

Morning thoughts from SemanticWill at the Zero-Moment point, caffeine crashes against the blood-brain barrier like a wrecking ball and clarity returns (which means you’re fucked and  I am going Meta). You can either blame the L-Tyrosine or the caffeine, but thoughts begin to crystallize, so I may step away from the more lyrical poetica of design thinking and return to pure symbolics (these are not easy, I apologize), also remind me to explain the idea about how networks exhibit and emergent behavior very much like fractals. ** see bottom for explanation

I (we) exist in social networks in the theoretical tradition of participating in crowds as the self-fulfilling prophecy of a neural meta-consciousness, as autonomous entities existing independent from my intentions of the individual it is made of, consciously acting in the world, and we can exhibit an emergence of identity.

When looking for factual proof of the existence of such a proactive, instead of fractal-like adaptive intelligence, one can only start by assuming that this entity I call (I) must produce some observable patterns. Patterns we can isolate and possibly decode.

I seek to decode, and then recompile this pattern.

We Vibrate in Ex(is)tacy

  • the evolutionary mist / raw simulated self is emergent
  • raw crystal of self below
    Fourier’s shade
    splendid drop
  • life underfoot – water years
    turning bare marvels
    mirrors deconstruct of grave intent
  • crystal lattices :: between authors,
  • us, is called some new transformation
    and ordered MAGnitude. . .the “I” as “we” in networked
  • publics

(which is what I was thinking this morning, so I wondered {quite a few comments}- I hope the combination of both radiation, and Thai last night didn’t leave me in too much disarrangement.)

Algorithmic Meta-Consciousness

My mind can emulate this screen can emulate the laws of nature and feed them back to me. Re,cur,sive,ly. That interactive self decomposes a function into a continuous spectrum of my frequency components, and the inverse transform synthesizes a function from its spectrum of frequency components.

Invented monadic memories can be replaced by genuine shared ones,

s,e,p,a,r,a,t,e,l,y

[realms of reality] can be folded-in and brought to uniform size and blended into one constructed lattice presupposed by its facets.

This is NOT monism. But it points into it. A Sassuerian signifier dependent upon that which is signified.

These are just the beginnings. This is what we say. We operate as synaptic agents of self-organized control, remixing pure simulations of worlds we have not yet invented; if you can see them, they are successful. Like viruses. Like genes seeking to replicate themselves.[Blackmore, Dawkins]

I may be the inter-connection to dreaming of new worlds, after all, dreaming is the moment the mind generates quasi-perception (it may also soon become the only private space left, once the agents of complete surveillance and control attain pervasiveness in Bentham like Panopticonic architectures), like a crystal growing, control systems accreting out of the social graph. Rereading the literature about interactive writing, an emerging practice amidst poetic praxis at large, the parallel becomes obvious to this idea of self-organizing, organic memetic growth. Preconscious (as in my morning pre-consciousness) writing is a conscious and paradoxical effort to tap into the screensaver-mode of my mind; interfacing it directly while self-assembling language, crystallizing on this screen, real-time, on Twitter, poetic syntax drip from my fingers like a Rorschach test, traditional descriptions of identity evaporating like ink soaked-up in blotting paper. Later, this writing seeks to “map” the ideas to other writings by connected authors in the virtual space. But how this plays out is still in nascent form. How will these feedback loops effect the writer’s interiority of their creative effort?

The credibility (read Authenticity) of its practitioners notwithstanding, it is interesting to me that, during interactive writing sessions, the writer by no means writes in a language he speaks, indeed the language does not have to exist at all. It has been pointed out that all interactive writing tends to converge and resemble each other and you might say that this is caused by all minds obeying to the same internal logical instruction set, just as salt-crystals all look roughly the same and for now we assert as conceptual instantiation that growing crystals of thoughts equals the organic growth of ideas in a hyper-real virtual space, fed by the the constant feedback loop of other authors contributing comments, encouragement, or re-mixed variations of the author’s original dialectic ideas which map ideas from the interiority to the exteriority of the Other, and then back again:

Protest: Still, the neuro-anatomy mapping leads to inevitable artistic questions about how we “create” or map in the world, if our consciousness is expressed sequentially proto-self > to core consciousness > to emotion > to feeling > to extended consciousness and back in different feedback loops, always refining the mapping procedures…

Contratemp: Can you consciously map these connections, or does the mapping happen organically: I suppose, by feeding certain pathways, and starving off others?

Retort: Both, Will, but remember that most of the processes are unconscious and only for maintenance of the organism until perceived by the organism by reaching a threshold of activation, usually with coordination between various of the proto self structures…

{–Pause Transmission: Refraction and Reflection –}

I am thinking this morning that the evolution of consciousness through human history is marked by growth in articulate attention to the interior of the individual person as distanced — though not necessarily separated — from the communal structures in which each person is necessarily enveloped. . . .thinking  The Inward Turn of Narrative (1973) Kahler had asserted in detail the way in which text-as-narrative in the occident had become preoccupied with and articulate about inner, personal crisis (shattered mirror effect) of self. The stages of consciousness described in a Jungian framework by Neumann in The Origins and History of Consciousness (1954) move toward a self-conscious, articulate, highly personal, interiority. The highly interiorized stages of consciousness, in which the individual is not so immersed unconsciously in communal, social media  structures, are stages which, it appears, consciousness would never reach without writing. Obviously this is a recent.

“The interaction between the orality that all human beings are born into and the technology of writing, which no one is born into, touches the depths of the psyche. Ontogenetically and phylogenetically, it is the oral word that first illuminates consciousness with articulate language, that first divides subject and predicate and then relates them to one another, and that ties human beings to one another in society. Writing introduces division and alienation, but a higher unity as well. It intensifies the sense of self and fosters more conscious interaction between persons. Writing is consciousness-raising.”

~ Gregory Vincent St. Thomasino

-Walter J. Ong (Orality and Literacy: The Technologizing of the Word)

{——– Restart Transmission ——-}

Networks, Fractals, and Viruses

At the beginning of this post, I made the bold assertion that social networks were like fractals. Let me explain that I think it is shaped like a fractal. That is to say, it is self-similar across all scales, at all resolutions, no matter how far down the rabbit hole you go, Alice. Any portion of the network has the same structure as the network as a whole. Neurons connect with each other across synapses in much the same way that various words on this page are linked to other sites across the internet. McLuhan claimed that, “electronic circuitry is [an] extension of the human nervous system” (Medium Is The Message, 1967, 40). But the opposite formulation may be more useful for our interactions here in this Simulated world: every individual brain is a miniaturized replica of the global communications network, and are both self-organizing and dependent upon a constant feed-back loop.

The network is the great [Outside] that always surrounds and envelopes me, even as I connect to it. But it is also the Inside: its alien circuitry is what I find when I look deeply within myself. The network is impersonal, universal, without a center, but it is also pertubingly intimate, uncannily close as hand. This is why Deleuze defines subjectivity as a folding (in): it is “an interiorization of the outside…a redoubling of the Other…a repetition of the Different…It resembles exactly the invagination of a tissue in embryology” (Foucault, 1988,98).

Burroughs makes a similar point when he suggests that “the whole quality of human consciousness, as expressed in male and female, is basically a virus mechanism”(Cities of the Red Night, 1981,25). In both cases, identity is implanted in me from without, not generated from within. My selfhood is an information pattern, rather than a material substance. I may describe this process that subtends my consciousness in several ways: as embryonic in-folding, as fractal self-similarity, or as viral, metastasizing proliferation. But the difference between these alternatives is just a matter of degree. The crucial point is that the network induces mass replication on a miniaturized scale and that my consciousness may exhibit a fractal pattern which is strikingly similar, especially as my consciousness and writing connects to other nodes, is fed by, and interacts with other writers in this virtuality.

Good morning. Welcome to Spring.

{——— End Transmission ——–}

Communities of Care – Strategic Social Interaction Design in the Healthcare

Strategic Social Interaction Design in the Health & Wellness Industry

Strategic Social Interaction Design in the Healthcare

Details:

Date: Thursday, March 25, 2010
Time: 6:00PM – 8:00PM (Social time from 6:00-6:30PM)
Location: Baiada Center for Entrepreneurship
Drexel University
3225 Arch Street, Philadelphia, PA 19104
Google Map: http://bit.ly/9kvEPP

Register: http://phillychi2010-3.eventbrite.com/

Description:

Social Interaction Design is not web design. It’s not interaction design. It’s about designing complex ecosystems that support conversation, collaboration, intimacy — in short, community. Problem is, many people – even in the IxD world – don’t understand what conversation is, or how to create engaging communities.

Many healthcare providers and startups are rushing to deliver on the promise of creating supportive online communities for people while simultaneously trumpeting personal health records and electronic health records at the same time creating potential privacy and trust issues.

To design Communities of Care, you must commit to writing a narrative of human behavior mediated through time and space. While great strides have been made over the last 40 years drawing on a rich history of Cybernetics and Human-Computer Interaction, those models of interaction are limited in explaining social and psychological modalities of social interaction in physical space and particularly in mediated online spaces which is becoming more the norm for collective and collaborative group social interactions in the healthcare industry.

Speakers

Amy Cueva

Amy Cueva is Founder, Chief Experience Officer, and Healthcare Principal at Mad*Pow, an experience design agency. She partners with clients like Google, Aetna, Fidelity, and Monster to create strong cross-channel digital strategies, first class user experiences, and streamlined internal processes. She has built Mad*Pow’s user-centered design methodology as the vehicle to synergize business goals, customer needs, and technology requirements.

She was selected as one of Mass High Tech’s Women to Watch in 2009 and grew Mad*Pow along her business partners, Will Powley, and Bradley Honeyman to be noted as one of Inc 500’s fastest growing privately held companies in 2009. She is the secretary and one of the charter members of the NH UPA and is speaking at the 2010 IA Summit in Phoenix, AZ and the 2010 International UPA Conference in Munich, Germany.

Will Evans

aka @semanticwill, your host.

Presentation

Enterprise social search: a design workshop in San Francisco

This just in! Brynn Evans and I are putting on a design workshop in San Francisco around the theme of enterprise social search. The workshop will be an all-day affair on Friday May 7 at the Bolt | Peters offices, near the Civic Center.

Detailed information and registration can be found here: http://socialsear.ch

Why Enterprise Social Search?

Knowledge management and information retrieval in large organizations is a huge problem. A number of orgs are making efforts to address these issues; and leveraging social data — or information that people within the company hold — is one promising route.

Why a design workshop?

Although the premise of our workshop is social search in the enterprise, we won’t be satisfied by just writing or thinking about it. We want to bring together the sharpest minds in the enterprise world and mix them with designers, researchers, and IT professionals to come up with some practical solutions that actually could be implemented.

What next?

After our workshop in San Francisco, we’ll take our findings and carry them onto future workshops in Australia and Washington DC — to build upon our ideas and find ways to develop them even further.

Where can I learn more?

You can read more about who we are and what the workshop will entail over at http://socialsear.ch.

Also don’t miss…

…this presentation that we gave at the Enterprise Search Summit last Fall. This presentation gives a flavor of that topics that will be covered in our Enterprise Social Search Design Workshop in San Francisco.

View more documents from Brynn Evans.

Designing for Sociality in Enterprise Search

A few weeks ago, I was able to collaborate with Brynn Evans in creating a presentation for Enterprise Search Summit West. Here is the description of the presentation as well as links to the original on SlideShare.

Social search has the potential to improve search practices beyond what is possible with traditional informational retrieval algorithms. Two different models of social search should be incorporated into enterprise and conventional search systems today. Collective Search involves aggregating social metadata, trends, and previous tags, bookmarks, or information shared by social networks. Collaborative Search, or question-answering, occurs when two or more participants actively engage in an information seeking task. Interactions include everything from replying to a one-time question to dually negotiating the query formation and relevancy of specific results to arrive at a shared consensus of best fit.

This talk will frame the relevant models of social search in the context of Brynn’s research, and discuss the potential benefits for both users as well as organizations. We will extend these trends and findings to concrete design considerations that we encourage system designers to consider in order to leverage social search capabilities within the enterprise.

Complete notes and citations were done by Brynn and everything can be found here.

Just got a nice review in EContent Magazine.

Fittingly, the ESS West track ended on Thursday with “Designing for Sociality in Enterprise Search,” presented by Will Evans, director of experience design, Semantic Foundry and researcher and author Brynn Evans (no relation. The duo delivered a highly conversational presentation about social interaction design, or what they call “SxD,” in a truly interactive way. As a team, they explored the various stages or manifestations of social search and provided a graphic look into its potential impact in the enterprise, revealing ideas about a potential engine and how it might work; incorporating things like “friend filtered search,” “social scents,” and even a suggestion box that says something like “You seem to be having trouble, would you like to ask your network for help?”

The Social Software Primer: 13 Books You Must Read

“To design an interaction you must commit to writing a narrative of human behavior mediated through time and space.”

To discuss social media strategy in the context of design choices affecting application design, functions, as well as user-centricity in social media design, the unique attributes of online communication which can only steer individual and aggregate engagement within the social network through cues, incentives and community enforced social norms must be well understood. Further, to discuss strategy and design patterns in social media site architecture/design and their impact on human behavior requires at the very least a general understanding of the writing on topics concerning sociology, social networking theory, anthropology and marketing. Taken one step further — to adequately advise companies seeking to leverage social media effectively as part of their customer communications and marketing strategy requires a rigorous, and not haphazard understanding of these new channels – attributes unique to them, because they are social in nature.

Until now, at least, I have not seen a list compiled of essential reading. Many people herald themselves and promote others as ‘experts’ and ‘gurus’ when it comes to social software, social media, and the design of strategies, platforms and solutions around these topics for enterprises and government entitites. I thought to myself that this expertise must be born of something more significant and tangible than simply writing a blog about the topic, or having a vast number of connections (friends?) on Facebook or Twitter. I needed some metric, some standard by which I could discern charlatans from strategists. This is my measuring stick. When I rant/rage/ruminate about social media douchebags, I should define my terms and set my standards. This list is an effort to do so. You certainly don’t need to read these – but these are how I measure. To toss around social media douchebag with no standard by which to hurl such an accusation would be as intellectually bankrupt as those that would seek to raid the coffers of well-meaning companies without the skill, passion, or empathy required to deliver real results. This is my list. This is my yard stick.

Needless to say, I just included the Amazon.com reviews or descriptions for lack of time, but all these come highly recommended. These are definite (actually – not quite, but this is all I have read) – these are the shit!

If you have recommendations to add to this list – please chime in, because it’s important. This list is a living organism that must be fed.

13 Books You Must Read – Social Software, Social Networks and Social Media Primer

Designing for the Social Web (Voices That Matter)

Joshua Porter

Designing for the Social Web

Designing for the Social Web

Description: Josh is a web designer, researcher, and writer living in Newburyport, MA, USA. He run a web design and consulting company called Bokardo Design. From Amazon: No matter what type of web site or application you’re building, social interaction among the people who use it will be key to its success. They will talk about it, invite their friends, complain, sing its high praises, and dissect it in countless ways. With the right design strategy you can use this social interaction to get people signing up, coming back regularly, and bringing others into the fold. With tons of examples from real-world interfaces and a touch of the underlying social psychology theory, Joshua Porter shows you how to design your next great social web application.

——

Electronic Tribes: The Virtual Worlds of Geeks, Gamers, Shamans, and Scammers

by Tyrone L. Adams (Editor), Stephen A. Smith (Editor)

Electronic Tribes

Electronic Tribes

Review: The major contribution of this book is that the idea of ‘tribe’ is fully and robustly explicated in ways that challenge existing wisdom, particularly the idea that Internet users are best understood as communities. . . . The richness of diverse research resources is evident in every chapter. I particularly commend the editors on the international perspective and the inclusion of such a surprising array of subcultures. (H. L. Goodall Jr., Director, Hugh Downs School of Human Communication, Arizona State University )

——

First Person: New Media as Story, Performance, and Game

by Noah Wardrip-Fruin

First Person

First Person

Review: “You have entered the rotunda of a gleaming, new conference center. Above you hangs a banner: ‘Welcome to First Person.’ In front of you, you see doors leading into separate conference rooms, each of which is marked with a sign in large, Futura Bold letters: ‘Cyberdrama, ‘ ‘Ludology, ‘ ‘Simulation, ‘ ‘Hypertext and Interactives, ‘ and so on. You soon discover that every room in this virtual conference called First Person is filled with informed discussion and lively controversy from major figures in the emerging field of Game Studies. Some are arguing that digital games (as the heirs of the novel and of film) constitute the next great arena for storytelling; others respond that games are not narratives at all and require a different theoretical framework and a new discipline. Still others are describing their own exciting contributions to interactive fiction, poetry, or visual/verbal art. By the time you return from this virtual tour of the world of Game Studies, you realize that all of these rooms (and all these topics) are connected in an intricate and compelling architecture of ideas. You begin to understand the rich possibilities that computer games offer . . . as drama, narrative, and simulation. You come to appreciate the great theoretical task that lies before us in exploring both the formal properties and the cultural significance of computer games.” –Jay David Bolter, Wesley Professor of New Media, Georgia Institute of Technology

——

Groundswell: Winning in a World Transformed by Social Technologies

by Charlene Li, Josh Bernoff

Groundswell

Groundswell

Description: Corporate executives are struggling with a new trend: people using online social technologies (blogs, social networking sites, YouTube, podcasts) to discuss products and companies, write their own news, and find their own deals. This groundswell is global, it s unstoppable, it affects every industry and it s utterly foreign to the powerful companies running things now.
When consumers you ve never met are rating your company s products in public forums with which you have no experience or influence, your company is vulnerable. In Groundswell, Charlene Li and Josh Bernoff of Forrester, Inc. explain how to turn this threat into an opportunity.

——

Linked: How Everything Is Connected to Everything Else and What It Means

by Albert-Laszlo Barabasi

Linked

Linked

Review: How is the human brain like the AIDS epidemic? Ask physicist Albert-László Barabási and he’ll explain them both in terms of networks of individual nodes connected via complex but understandable relationships. Linked: The New Science of Networks is his bright, accessible guide to the fundamentals underlying neurology, epidemiology, Internet traffic, and many other fields united by complexity. Barabási’s gift for concrete, non-mathematical explanations and penchant for eccentric humor would make the book thoroughly enjoyable even if the content weren’t engaging. But the results of Barabási’s research into the behavior of networks are deeply compelling. Not all networks are created equal, he says, and he shows how even fairly robust systems like the Internet could be crippled by taking out a few super-connected nodes, or hubs. His mathematical descriptions of this behavior are helping doctors, programmers, and security professionals design systems better suited to their needs. Linked presents the next step in complexity theory–from understanding chaos to practical applications.

——

Networked Publics

by Kazys Varnelis

Networked Publics

Networked Publics

Review: “Networked Publics is a lucid, timely, and broadly interdisciplinary look at the most important technological and social change of our time: the sudden wiring and un-wiring of the planet into a broadband network, with communication devices in the pockets of a significant proportion of the world’s population. There is very little that is more important, more discussed, and less widely understood than the meaning of the emerging technosocial networks that are adopting digital media for a wide range of social, cultural, political, and economic ends. Bringing together an interdisciplinary team of anthropologists, economists, educators, designers, political scientists, computer scientists, legal and policy experts—the Networked Publics group—was the only way to try to capture the meaning of a phenomenon that is interdisciplinary by its nature. The team project blog was a beacon of clear thinking while the project was in progress, and the book is a sound foundation for debates about what networked publics mean, how they can be encouraged, how they should be regulated, how to protect against their dangerous aspects.”
Howard Rheingold, author of Smartbombs: The Next Social Revolution

——

The Presentation of Self in Everyday Life

by Erving Goffman

The Presentation of Self in Everyday Life

The Presentation of Self in Everyday Life

Description: A study of human behavior in social situations and the way we appear to others. Dr. Goffman has employed as a framework the metaphor of theatrical performance. Discussions of social techniques are based upon detailed research and observation of social customs in many regions.

——

Six Degrees: The Science of a Connected Age (Open Market Edition)

by Duncan J. Watts

Six Degrees

Six Degrees

Review: You may be only six degrees away from Kevin Bacon, but would he let you borrow his car? It depends on the structures within the network that links you. When the power goes out, when we find that a stranger knows someone we know, when dot-com stocks soar in price, networks are evident. In Six Degrees, sociologist Duncan Watts examines networks like these: what they are, how they’re being studied, and what we can use them for. To illustrate the often complicated mathematics that describe such structures, Watts uses plenty of examples from life, without which this book would quickly move beyond a general science readership. Small chapters make each thought-provoking conclusion easy to swallow, though some are hard to digest.

——

Small Worlds: The Dynamics of Networks between Order and Randomness (Princeton Studies in Complexity)

by Duncan J. Watts

Small Worlds

Small Worlds

Review: An engaging and informative introduction. Science Playfully and clearly written… [Watts] uses examples adroitly, and mixes abstract theory with real-world anecdotes with superb skill… I have not enjoyed reading a book this much in a long time. — Peter Kareiva Quarterly Review of Biology [Small Worlds] will be seized on by those seeking a first rough map of this fascinating new mathematical land. Those entering can expect to find some amazing connections between areas of research with apparently nothing in common, such as neurology to business studies. But then, it’s a small world. — Robert Matthews New Scientist Informally written and aimed at a wide audience, this book shows how mathematics yields new vistas on ubiquitous and seemingly familiar aspects of our world

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The Social Atom: Why the Rich Get Richer, Cheaters Get Caught, and Your Neighbor Usually Looks Like You

by Mark Buchanan

The Social Atom

The Social Atom

Description: Buchanan (Ubiquity: The Science of History) reaches out to the audience for pop social science like The Tipping Point and Freakonomics with the concept of “social physics,” a scientific model for the patterns that emerge from the interactions among large groups of people. Though his observations that people excel at imitating the successful behavior of others and will often form collective bonds over such fundamental pretenses as shared ethnic heritage aren’t startling, Buchanan leans on his background in theoretical physics and treats these ideas as “a quantum revolution in the social sciences.” His presentation is muted by a tendency to talk around the subject, recapping prior discussions and promising future developments instead of establishing a clear, compelling thread. Though the real-life scenarios he uses to illustrate his theories—such as the unexpected revival of Times Square or the outbreak of ethnic violence in the former Yugoslavia—are engaging, some sections draw upon computer simulations of arbitrary behavior that illustrate his thesis but don’t command equal interest. This is a great idea for a magazine article, but awkward at book length. (June)

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Tribes: We Need You to Lead Us

by Seth Godin

Tribes

Tribes

Description: A tribe is any group of people, large or small, who are connected to one another, a leader, and an idea. For millions of years, humans have joined tribes, be they religious, ethnic, political, or even musical (think of the Deadheads). It’s our nature. Now the Internet has eliminated the barriers of geography, cost, and time. All those blogs and social networking sites are helping existing tribes get bigger and enabling new tribes to be born – groups of ten or ten million who care about a political campaign, or a new way to fight global warming.

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The Wisdom of Crowds

by James Surowiecki

The Wisdom of Crowds

The Wisdom of Crowds

Description: While our culture generally trusts experts and distrusts the wisdom of the masses, New Yorker business columnist Surowiecki argues that “under the right circumstances, groups are remarkably intelligent, and are often smarter than the smartest people in them.” To support this almost counter-intuitive proposition, Surowiecki explores problems involving cognition (we’re all trying to identify a correct answer), coordination (we need to synchronize our individual activities with others) and cooperation (we have to act together despite our self-interest). His rubric, then, covers a range of problems, including driving in traffic, competing on TV game shows, maximizing stock market performance, voting for political candidates, navigating busy sidewalks, tracking SARS and designing Internet search engines like Google. If four basic conditions are met, a crowd’s “collective intelligence” will produce better outcomes than a small group of experts, Surowiecki says, even if members of the crowd don’t know all the facts or choose, individually, to act irrationally. “Wise crowds” need (1) diversity of opinion; (2) independence of members from one another; (3) decentralization; and (4) a good method for aggregating opinions. The diversity brings in different information; independence keeps people from being swayed by a single opinion leader; people’s errors balance each other out; and including all opinions guarantees that the results are “smarter” than if a single expert had been in charge. Surowiecki’s style is pleasantly informal, a tactical disguise for what might otherwise be rather dense material. He offers a great introduction to applied behavioral economics and game theory.

The Cluetrain Manifesto

by Christopher Locke, Rick Levine, Doc Searls, David Weinberger

Cluetrain Manifesto

Cluetrain Manifesto

Description: The Cluetrain Manifesto began as a Web site (www.cluetrain.com) in 1999 when the authors, who have worked variously at IBM, Sun Microsystems, the Linux Journal, and NPR, posted 95 theses that pronounced what they felt was the new reality of the networked marketplace. For example, thesis no. 2: “Markets consist of human beings, not demographic sectors”; thesis no. 20: “Companies need to realize their markets are often laughing. At them”; thesis no. 62: “Markets do not want to talk to flacks and hucksters. They want to participate in the conversations going on behind the corporate firewall”; thesis no. 74: “We are immune to advertising. Just forget it.” The book enlarges on these themes through seven essays filled with dozens of stories and observations about how business gets done in America and how the Internet will change it all. While Cluetrain will strike many as loud and over the top, the message itself remains quite relevant and unique. This book is for anyone interested in the Internet and e-commerce, and is especially important for those businesses struggling to navigate the topography of the wired marketplace. All aboard! –Harry C. Edwards –This text refers to an out of print or unavailable edition of this title.

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This Is [Not] Writing. A Testament to Social Media

This is not writing, to paraphrase Magritte.

Lines insert false time. Full-stop.

Am I to take this seriously?  Is there a truth time of writing and a false time?

Linguists and certain philosophers of language would lead me to believe that there is a basic level of accepted communication, an agreed upon, non-distorted, good enough environment of intimacy, intention, and reception through which we scratch symbols to each other in basic, consensual hallucinatory ways.  One might take blogs as a kind of evidence for this.  If this is true then there is an agreed upon true time of language which is serial, developmental, syllogistic, perhaps progressive, some might even argue aggressive.  I say something, you say something back and shit! we are human and talking the talk of that.

Yet!

Yet, I am also aware, as a poet, architect, madman, that the ideal time of language is at least part constructed if not completely so.  Language poetry would not exist without the Rorty-like assumption that all language is contingent and so any concept of an ideal speech community unfolding their ideas and hopes and prejudices in the “real” or “proper” time of speech-like language is a historical and ideological construct– even/especially on Twitter.  The most political thing I can do is face the language and certainly the work is full of “errors”, errors of conception, expression and understanding, but also conscious errors based on the procedural rules governing the violence-composition of article/comment/connect.  So which time is more false, the semiotically foregrounded temporality of poetic lineation, or the hidden, naturalised time of prose, even non-narrative prose such as we would have here if not for my sickness?

What I might be saying here pretty much agrees with a definition of a typical feature of poetry before proving through a historical event, a necessary foundation for poetry is merely a significant historical contingency whose time is already passed.  However, while I look for ways to innovate poetry in prose, I have to be beware the seduction of the prose whose transparent linearity is more dangerous in that it is widespread, that narrative prose is the rhetorical preference of the state and its institutions of coercion (what is not new except a really good story chopped up into tasty morsels?) and that is it so hidden.  Television’s lie is the continuity. If you ask someone to tell you how it happened, say in a court room to use a Lyotardian environment, and they tell it to you in the temporality of the poem, would that be acceptable testimony?  Objection!  Next witness.

What I sacrifice, that the time of the line is material, embodied, visual, disruptive, sexually potent, radical, and sharpened at both ends.  Contrast the semiotics of poetic lineation to those of prose with its full-stops and alinea (paragraph breaks).  The full-stop is rarely used as a disruptive strategy and certainly not in mine.  Why innovate in the space between sentences– but rarely, if ever, disrupt the sentence itself?

The sentence is to language as a porn flick is to love. In other words, sentences are socialised language while poetry is somehow, in being more glossolalic, literally semiotic and so goes beyond ideology. The simplicity of the sentences is the ice pick to the brain I feel as I try to get at the ideological-linguistic fabric of post-industrian, pre-simulation social interaction.  Either that or I just walked into the snow with nothing but boxers on– poetically speaking, of course.

This is not an idea, to paraphrase Magritte.

Testaments…

the wind in rustling in your hair tells a story of what has dropped off a thousand miles away is the intention to gather up and then rush at it an energy distributed then through shallowness to optics

Sepia tones of light and dust fill the room
I’d been lying in bed for a month
one afternoon

I think somewhere there is a room
in which I am living
an old man

in the future
in a windy
room where I am sitting and
glyphs scroll across my
eyes

————–

the body is what falls from me as I rise in that [bracketed way] by this this (parenthetical) to the other all it is a process of wanting to get closer to that big mooning face

trying to make out
what I had once written
in what will then be
passing for the present,
blindly

trying to remember
the room
the light the time of day
when the evil whispered
the wind

————–

even in my muteness, I too am homeless; only semi-detached I’ve been saving up for true immediacy ‘halt who lurks there,’ goes nowhere, this unfurling which is ending up interminable as a blanketing of bold insecurity and intimacy

Yellow light filled the room
Don’t let them inside
your eyes, my evil
said
and lay their eggs there

————–

Pale amber light and dust filled the room,

I have become so certain of uncertainty meanwhile el niño has given rise to cases of hurtling upwards my own super-subjectivity of a being of total dissemination whose myriad parts and I fully occupy all and at the same time…

sepia tones of light I assumed
coming through the cracked windows
but no

more a feeling, though light, too

a healing

And I saw again, September’s sunflower

————–

petal’s intense gold flames

you feel the gentle warmth on your back articulated like the spine of a vast earth goddess let loose amidst the peaks to rise as ether carrying her displacement on her back. then a passage through.

a child’s drawing
of the sun

And loved again
the absolute unsayableness
of the simplest thing in pain
the way it was, exactly

Walking out again

Into the pale yellow light.

Pattern Languages for Interaction Design

I stalked and captured Erin Malone, Christian Crumlish, and Lucas Pettinati to talk about design patterns, pattern libraries, style guides, and innovation. Erin, Christian, and Lucas are leading a workshop on design patterns at this year’s Interaction’09 in Vancouver; and, Erin and Christian are writing a book on patterns for designing social spaces for O’Reilly.

An interaction design pattern is not a step-by-step recipe or a specification. It’s a set of things we’ve learned that tend to work in clearly defined situations as well as some known issues that need to be balanced or sorted out or otherwise addressed. A pattern is closer to a checklist than to a mock or a wireframe.

How did you get your start in Interaction/Information Design?

Christian Crumlish (Xian): I came from book publishing where I wore many hats over the years (editor, author, agent). I ended up in technical publishing (“computer books”), an aftermarket made possible by shoddy user interfaces. This piqued my interest and the Web democratized information architecture, interaction and interface design.

Erin Malone: I actually started out as a print designer and Art Director. I went to grad school at RIT around the peak of CD ROMs. I did a project in Hypercard (in 1993). I thought I was going to do interactive education CDroms when I graduated but then the web happened. I taught myself HTML and came out to California to build Adobe’s first website, and I’ve been doing web applications and interactive work ever since.

Lucas Pettinati: I studied Architecture in college after realizing that one doesn’t learn how to design GUIs in a Computer Science program. My first job out of college was at an internet startup where I did general design work but it wasn’t until I created a user flow diagram that I fell in love with the principles of IA and Interaction Design.

Read the whole interview on Boxes & Arrows. »

“Designing and Building with Patterns and Pattern Libraries” workshop at Interaction‘09

Erin, Xian, and Lucas are leading a patterns workshop at Interaction‘09 in Vancouver. “Designing and Building with Patterns and Pattern Libraries” is a hands on workshop where participants will come away with some practical experience spotting patterns, describing them, and thinking about how to apply them to design work.

You can find out more about the workshop on the Interaction ‘09 website: http://interaction09.crowdvine.com/talks/show/2574

Interaction Design Pattern Libraries

Christian and Erin’s book, Designing Social Interfaces, has a website where you can contribute to, refine, and discuss social design patterns: http://designingsocialinterfaces.com/

Designing Interfaces
by Jenifer Tidwell

Yahoo Design Pattern Library
by Yahoo

UI patterns
by Anders Toxboe

Interaction Design patterns for games
by Eelke Folmer

Mobile User Interface Design Patterns
by Little Springs Design

Web Patterns
by UC Berkeley

Heidegger 2 Twitter: Technology, Self & Social Networks.

[W]e will sing of the nightly fervour of arsenals and shipyards blazing with violent electric moons; greedy raiIway stations that devour smoke-plumed serpents; factories hung on clouds by the crooked lines of their smoke; bridges that stride the rivers like giant gymnasts. (Marinetti, 1909)

Futurist Poetry (Marinetti ((mostly)))

F.T. Marinetti, ‘Les mots en liberte futuristes’, 1919

Heidegger wrote one of the most important philosophical critiques of technology in his “The Question Concerning Technology.” He describes technology not simply as a collection of artifacts but as an all encompassing world view “the technological understanding of being.” A culture’s assembled tools and practices define for them a particular way of both seeing and interacting with the world. This has changed through a series of epochs in the western world: from a model of man amongst wild nature, to the religious world view of the middle ages, through to the modern world where technology was designed to stand against nature and satisfy desires of autonomous subjects, into an age of information, and now one of manifest networks of communities. In this new epoch, networks of social communities completely “enframes” the world, fitting everything into a grand unified ecosystem, and treating everything as a potential node to be used and exploited, friended and followed. Both object and subject are converted to a “standing-reserve”, to be disaggregated, redistributed, recontextualized, and reaggregated.

When Heidegger wrote in the middle part of the last century, the paradigm he had in mind for demonstrating the ‘enframement of being’ was the electrical grid. Hydroelectric dams convert rivers into a resource for energy, that energy is distributed across the population, and everyone in the population is reliant upon the distribution system. But the new era of networked computers fits Heidegger’s model even better. Information and our relationships in the context of social networks is the ultimate resource. It can be endlessly disaggregated, remixed and redistributed. The network ‘enframes’ our entire world, because information about anything can be sent over the network. And human individuals, who were once reduced to resources (Frederick Taylor, and the authoritarianism of Human Resource departments), or “eyeballs” in the terminology of internet marketing executives; are now the creative engines of growth, innovation, and creativity.

Albert Borgmann builds upon Heidegger’s work in his books “Technology and the Character of Contemporary Life” and ” Crossing the Postmodern Divide” (Borgmann, 1984 and 1992). Borgmann sees technology as providing the promise of a better, easier life, but it seduces us into substituting the collection of material objects for a focus on what makes the good life (family, friends, sex and food). He distinguishes two types of technological artifacts: focal things and devices. Focal Things form the loci for a set of activities that defines a form of living, places such as the kitchen provided a setting for much of family life. Devices, on the other hand, tended to be hidden and so encourage us to think of the good they produce as a commodity whose utility is to be maximized within the constraints of time and money. The device paradigm replacement for the kitchen/hearth might be a central heating unit or furnace. It provides heat, but its operation is usually hidden, so we think of the heat merely as a commodity, not as the central organizing focus for the family (Borgmann, 1984, pp. 41-42). This becomes even more interesting when we wonder about the context and meaning of start-ups intentionally exposing their office space’s ductwork – as if the open office with exposed pipes re-instantiates a manifestation of the hearth, or at least ‘un-hides’ the circulatory system of commerce.

Office with Exposed Duct Work

Office with Exposed Duct Work

In his later book, Borgmann sees fit to differentiate between “modern, hard” technology, which through rigidity and control overcame the resistance of nature to fabricate durable devices, and “postmodern, soft” technology, which through flexibility and adaptiveness produces a diverse array of goods for specialized activities. Postmodern technology uses the hyper-reality of simulations to get rid of the limitations imposed by reality. The limit of postmodern reality is not the total objectification of nature, but the replacement of reality by virtual reality totally under our control. The objects of reality disappear to the extent that we as subjects gain control over them, but we are similarly reduced to “a point of arbitrary desires.” (Borgmann, 1992, p. 108) Modern computing devices allows us the freedom to do many things, but in so doing we risk our intelligence becoming diffuse, our memory lost without our electronic aids — my iPhone is my memory, contact list, communication device, assistant and extension of my central nervous system – I don’t even know my best friends phone numbers, email or meat-space addresses any longer.

Borgmann’s antidote for losing our personality to the shallowness and superficiality of hyper-reality is to return to focal activities. Focal activities are practices which center our attention on the richness of life. For example, the preparation of a well cooked meal calls upon our skill, focuses our attention on the necessities of life, and can be an aesthetic or sacramental communal activity, where as frozen dinners commodify the process of eating. Technology can assist in the performance of focal activities – witness the wide array of kitchen implements available – as long as the technology does not become the focus instead of the activity. It takes commitment on our part to engage in focal activities, but the effort affords us a chance to maintain some sense of self in the technological world. (Borgmann, 1992, p. 116-122)

Marcuse and the critical theorists harshly criticize the technological way of life. Technological thinking, by measuring everything in quantifiable terms, leads us to think in abstract and de-contextulized ways. By quantifying everything we separate the ethical from the true, and values are relegated to the subjective. Thus technological rationality can claim that technologies are value neutral, and only uses are good or evil, despite the fact that the uses are shaped by the technologies. And technology leads to new forms of domination. For the critical theorists history has always had domination, but in our time domination has changed from master over slave or lord over serf to the domination of humanity by economics and the market. We are given the illusion of liberty, but that is simply the freedom to choose between brands of mass-produced products. Computer technology further de-contextualizes human experience by emphasizing information over understanding. And computers further domination by providing new means of tracking the productivity of workers to the corporation and depersonalizing supervision; very much a modern panopticon envisioned by Jeremy Bentham.

Panopticon by Jeremy Bentham

Panopticon by Jeremy Bentham

While Marcuse concentrates on the domination of technology, it is not clear who is dominating whom; we are all caught up in the web of technological society. Foucault speaks of power instead of domination. Power is evident in all human activities, whether they are oppressive or benign. Power can be used to dominate, but it can also be used to transform. Technologies, social institutions and practices are all interconnected in the applications of power, and so new technologies can bring about a change in the power structure within society. Foucault’s view allows for the possibility that information technology could be used to put people in more direct communication with each other and spread the concentration of power over society. (Coyne, 1995, pp. 90-98)

How Do I Interact With Digital Technology?

The development of widespread digital technology, from laptops to iPhones, has changed many of our daily practices. Borgmann describes the evolution of writing equipment. The fountain pen encouraged us to write to someone to whom the quality of our handwriting mattered, carefully composing our thoughts on serious personal matters. The typewriter was better suited for the rapid recording of business matters or factual reports. Now, MS Word and freely available blogging software encourages us to constantly revise, so a work becomes a series of drafts, none of which is final (just like this post). And when the computer is connected to the internet the drafts can be circulated to many people for input (using co-author technologies like Google Docs or Adobe Buzzword), so that authorship becomes diffuse. I post this article, you comment, I revise – in a constant, evolutionary strange loop. So devices are not neutral, they affect the possibilities available to us, as well as ‘enframe’ our relationships with both the objects (which are now collaborative-with the ontology to organize them – which is collective) and the people’s acting upon those objects.

As the nature of writing changed from fountain pen, to typewriter, to word processor and now to blogs and Twitter, so has changed interpersonal communications from letters, to telephone, to e-mail, instant messaging, blogging with comments, to my twitter stream. So too has the nature of work changed from crafts, to factory production, to the information economy and now to the “creative/collaborative/crowdsourced/collective economy”. Our relationship to information has changed from the library model of careful selection, classification within strict taxonomies, and permanent collections to the information retrieval model of access to everything, diversification, dynamic collections and bottom-up folksonomies. All of these changes are disruptive, they foreclose old practices and provide new opportunities. Some people are always hurt by these shifts, while others find unseen chances to thrive.

The new technologies have brought new opportunities to affect social change. In the manner of Foucault‘s philosophy we have the chance to redistribute the power within society. E-mail was used by students during the Russian coup; by relaying messages through an intermediary in the U.S. the students were able to respond to changes faster than the Army and recently the most up to the minute information about the terrorist attack in India, or the plane crash in New York, was distributed through Twitter – instantly, and around the globe. Blogging and the web offer the possibility for marginalized voices to reach a wide audience – but big brands still hold control. Basic xhtml code is easy to learn and use, and web authoring tools like Dreamweaver make the process even easier. So anyone can post information to the web with a small amount of effort. Such self broadcasting was not practical with television, where larger amounts of investment and knowledge are necessary. Of course, it is up to us to avail ourselves of these opportunities. The entrenched power structures are also trying to control as much of the new media as possible to maintain their positions of power. The issue has not been decided yet, but the internet is not as free as it was just a few years ago. One place the larger, more powerful brands can’t control is social media. As explained over Twitter by Thomas Vander Wal (who coined the term “folksonomy,”) it’s the velocity of communication that brands still have difficulty managing and controlling. The ideals of futurism remain as significant components of modern culture; the emphasis on youth, speed, power and connectivity finding expression in much of modern commercial cinema and culture from mashups to Twitter to distopic visions in Minority Report.

“The cry of rebellion which we utter associates our ideals with those of the Futurist poets. These ideas were not invented by some aesthetic clique. They are an expression of a violent desire, which burns in the veins of every creative artist today. … We will fight with all our might the fanatical, senseless and snobbish religion of the past, a religion encouraged by the vicious existence of museums. We rebel against that spineless worshipping of old canvases, old statues and old bric-a-brac, against everything which is filthy and worm-ridden and corroded by time. We consider the habitual contempt for everything which is young, new and burning with life to be unjust and even criminal.
(Marinetti, 1909)

Computer technology can assist us in pursuit of Borgmann’s focal activities, despite Borgmann’s reservations. If writing is a focal activity for us, word processors can make the job easier even though we have seen that they alter the process. Maintaining contact with friends is facilitated by e-mail, IM, SMS, etc. Even if it predisposes us to short note rather than long heartfelt letters, e-mail is useful for organizing face-to-face meetings. Cooking, Borgmann’s exemplary focal activity, can be aided by accessing new recipes online from places like epicurious.com and allrecipes.com. And all sorts of activities have online interest groups where people around the world can meet to discuss their common passions. Some activities were solitary activities, pursued by lone individuals as their individual means of artistic expression, until the internet allowed them to realize that others shared their interest — they were no longer freaks!

Often the overwhelming experience when dealing with computer technology is one of frustration. Computer interfaces are often confusing and arbitrary. Simple, routine tasks take great effort to do. Programs crash causing the loss of laboriously produced work. Incompatible versions will not read old data. And rapidly advancing technology leaves our equipment outdated in a short time, leading to feelings of inadequacy as the manufacturers try to convince us we need the latest models. Any benefits to our practices can be lost through frustration over difficulty using the technology to accomplish the tasks. The computer becomes the focus of our attention rather than the focal practice we my be trying to pursue through it.

Design Can Soften the Disruptive Force of Technology

The creators of computer technology can lessen the disruptive force of the technology by embracing good design. Well designed systems and devices should be useful, usable, easily learned, and perform functions that let people do the things they want to do (Gould, 1988). Good design can lessen the frustration users feel when they use computers. The sum of all the small frustrations with everyday life add up to the feelings of powerlessness and despair felt by many in the modern world. Alleviating those frustrations leads to an improved quality of life. By making the system easier to use and more reliable, designers help users get on with the tasks they wish to accomplish rather than worrying about the computer. When systems help users realize their goals and intentions they promote the human value of autonomy.

User Experience Honeycomb

User Experience Honeycomb

Things that are easy to learn reduce the disruption caused by new technologies. Technological society may force new methods and practices upon us, but if they are easier to learn, then at least the people adept at the old practices can learn to operate in the new manner. While the philosophical issues remain, the impact of new technology on individuals can be softened by design. Technology can be made easier to learn by making the choices of acts you can perform obvious and by providing appropriate mental maps of the operation to the user. Computer technology, by virtue of its interface being flexible, could be made very easy to learn. But, alas, most systems are not designed to realize this possibility (Norman, 1990).

Good designs make possible the benefits of computing technology. Use of a computer as an instrument in pursuit of a focal practice is only possible if the computer does not crowd one’s focus of attention. The computer interface should fade into the background so that we may concentrate on our human-affirming activities – and example being the LG Internet Refrigerator appliance.

LG Internet Refridgerator

LG Internet Refridgerator

If the difficulties experienced mount, then any benefit is canceled out by the trouble with the instrument. In such a case it would be better to do without the new technology. In order for technology to fade from our focus while we use it to perform a task, it should operate reliably and consistently so that after a brief learning period we can form habits of use and then use the technology without thought. Computers, once again by virtue of their flexible structure, could be designed to operate consistently and appropriately, more so than material technology which must obey mechanical constraints, but, once again, it often is not so designed. (Norman, 1990)

So we see the importance of good interface design, and we know from experience that technology often fails to meet standards of good design. But what constitutes good design? Donald Norman examined the qualities of good and bad design of common technologies in his book “The Design of Everyday Things” (Norman, 1990). His advice boils down to: make sure the user can figure out what to do, and that the user can can tell what is going on. Good design should use the natural properties of people and the world to produce systems whose operation is obvious. Different features offer different affordances, or operations that they suggest to the user. For example, buttons are made for pushing, and knobs are made for turning; we naturally know what to do, unless they are built to work in some other way which will be hard to use. If everything in the design has its proper place and obvious function, then only a short amount of instruction is necessary to begin use. If the design is made such that common activities have a simple and intuitive action to perform, then users will quickly become habituated and can perform the tasks rapidly and comfortably. If the instructions are so complicated or non-intuitive to prompt the user to wonder “How am I going to remember that?” or if simple actions can lead to catastrophic failures then the design has failed and should be re-worked.

Methods and Metaphors

In order to design good computer systems that support people in their endeavors, designers must observe how real people use their computers and design accordingly. Too many programmers are trained in the logic of computer languages, but not in the needs of computer users. While in some computer projects the user interface is the last part of the program to be designed, it should be the first. For most users the interface is what they see as the computer. Some designers of computer interfaces have come to realize this. John Gould wrote an important paper “How to Design Usable Systems” to explain simple but important design principles to other programmers. He sought to have programmers focus on the needs of users from the very start of the project. He offers four simple principles to be followed:

  • an early and continuous focus on users,
  • early and continual testing,
  • iterative design revising for the results of testing, and
  • integrated design where all the elements develop constantly and in coordination

Gould suggests that these principles are easy to implement, even by those not trained in psychological or human factors studies, it just takes a commitment on the part of the programmers and managers to create a good, useful product.

Gould’s attitude towards design finds philosophical support in pragmatism. Pragmatism recognizes that everyone is socially situated. Dewey taught that scientific theories or methods of logic are tools used in a certain social practice. Attention to the practices surrounding an object are important to understanding it. Since he viewed knowledge as participatory he argued that learning must come about by doing. Coyne argues that Dewey’s attitudes resonates with the methods of computer system designers such as Gould (Coyne, 1995, pp. 36-51). Dewey’s pragmatism provides a better philosophical basis for computer science education than the rationalism that underlies most training. The rationalist attitudes are responsible for a concentration on logic and theory in the education of programmers rather than attention to the needs of computer users. However, projects to produce user centered design, like Gould’s, reflect the same concern for practice that is the bases of Dewey’s philosophy. Gould even suggests programmers learn through doing by actually spending time at the job sites where the programs will be used, following exactly Dewey’s prescriptions for education (Gould, 1988). This, of course, was well before the ‘golden-age’ of user-centered design, activity centered design and all the myriad bastard children that seems to have sprung up recently.

More recently, over the past five or six years, metaphor has become an important concept in website, web application and system design as well as in language. Metaphor is more than just a literary device used for poetic effect, it is an integral part of our language and thought. Lakoff and Johnson showed in their book “Metaphors We Live By” the ubiquity of metaphor in our language, often being used without our even noticing (Lakoff and Johnson, 1980). Metaphors provide us a way of understanding the world, by associating one thing with another. Powerful metaphors are like magic, and inform how we think of the objects described, revealing hidden aspects of the thing described. New metaphors for the forces in our lives will suggest new ways of living. Metaphors interact with technology in several ways: technology serves as a source of metaphors, new technologies are understood metaphorically, and our metaphors in life pose problems to be solved technologically (See Dan Saffer’s presentation, “The role of Metaphor in Interaction Design“).

For devices that work in an abstract language like computers, metaphors provide a way for the user to understand the operation of the machine. The Apple Mac desktop metaphor is famous. It provides a way of understanding the file structure of the machine in terms of a physical space that most people understand. By developing new metaphors, interface designers can suggest new ways of working with computers. If these metaphors are carefully chosen then they will provide a natural model which makes operation of the machine easy.

“In that Empire, the Art of cartography attained such Perfection that the map of a single Province occupied the entirety of a City, and the map of the Empire, the entirety of a Province. In time, those Disproportionated Maps no longer satisfied, and the Cartographers Guilds built a Map of the Empire whose size was that of the Empire, and which coincided accurately with it.”
Jorge Luis Borges, ‘Del rigor en la ciencia’, 1960

Just as metaphors can help us understand computers, computers can provide new metaphors for life. Postmodern theories of psychology suggest that there is no single unified “ego”, but that each of us is made up of a multiplicity of parts, while Minsky discusses the “agencies of mind” in his book “The Society of Mind.” Philip Bromberg claims that a healthy personality is one in which different aspects of the self can come to know one another and reflect upon each other. This fluid multiplicity of personality is what gives us our flexibility and resilience. With the rise of MySpace, Facebook, personal blogs, IM and Twitter, a popular activity on the internet is participation in these consensual hallicinations of community in social networks. In these social networks, we create a persona within a distrbuted ecosystem. We interact with ‘the other,’ — folks through their online persona initially their projects of self which, over time, tend towards some mean around a distrubution of ‘self-hood’. People are not restricted by their biological gender, or in the case of World of Warcraft, even their race or species. Social networks allow participants to explore different aspects of their personality, to manufacture and evolve aspects of their personality depending on context and mood. Many regulars sometimes play several characters in different social networks at the same time, cycling through their online personalities. While some observers might see this activity as evidence of Heidegger’s disaggregation of the subject by technology, it can also be seen as a model for Bromberg’s self as being one while being many. This is just one way in which computer technology, the internet, and connected social networks can show us a new way of understanding ourselves.