Top Tags

Tag UX

Entries 21 Total

Design Thinking Resources

The UX Canon: Essential Reading for the User Experience Designer

For some time I had been slowly acquiring books, reviewing books, and recommending books to colleagues who were interested in “getting into” interaction design, user experience design, information architecture or usability. This eventually led to me cataloging my list of what I consider the best books in the field. With help from my friend Dave Malouf (co-founder of the IxDA and Professor of Interaction Design at SCAD), we edited this list of my canon, and now I want to share this list with you. If you have a question about a particular book, feel free to email me.

Next steps, besides slowly acquiring and reviewing more books, is to begin further classification of books. Until that can happen, this is my UX library. If I don’t own it or haven’t read it, it’s definitely not on this list. At the same time, there are books that I own that aren’t included because I thought they sucked for one reason or another. The fourth option is that I have it, have read it, liked it, but simply forgot to include it. So if you ask “Why haven’t you included X, Y, or Z – it’s one of those reasons.”


The Big UX Picture

The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity by Alan Cooper

Emotional Design: Why We Love (Or Hate) Everyday Things by Donald A. Norman

Leonardo’s Laptop: Human Needs and the New Computing Technologies by Ben Shneiderman


Core: Required Readings in User Experience Design

About Face 3: The Essentials of Interaction Design by Alan Cooper , Robert Reimann, David Cronin

Information Architecture for the World Wide Web: Designing Large-Scale Web Sites by Louis Rosenfeld, Peter Morville

Designing Interactions by Bill Moggridge

Designing the User Interface by Ben Shneiderman


Introductions to UX

The Elements of User Experience: User-Centered Design for the Web by Jesse James Garrett

A Project Guide to UX: For user experience designers in the field or in the making by Russ Unger and Carolyn Chandler

Sketching User Experiences: Getting the Design Right and the Right Design by Bill Buxton

Designing for Interaction: Creating Smart Applications and Clever Devices by Dan Saffer

Thoughts on Interaction Design by Jon Kolko

Thoughtful Interaction Design: A Design Perspective on Information Technology by Jonas Löwgren , Erik Stolterman

Designing the Obvious: A Common Sense Approach to Web Application Design by Robert Hoekman Jr.

Information Architecture: Blueprints for the Web by Christina Wodtke

The Electronic Design Studio: Architectural Education in the Computer Era by Malcolm McCullough

Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing by Malcolm McCullough


Practice, Methods and Tactics in UX

Communicating Design: Developing Web Site Documentation for Design and Planning by Dan Brown

The User Is Always Right: A Practical Guide to Creating and Using Personas for the Web by Steve Mulder , Ziv Yaar

Design Research: Methods and Perspectives by Brenda Laurel and Peter Lunenfeld

Rapid Contextual Design: A How-to Guide to Key Techniques for User-Centered Design by Karen Holtzblat, Jessamyn Burns Wendell, Shelley Wood

Contextual Design : A Customer-Centered Approach to Systems Designs by Hugh Beyer, Karen Holtzblatt

Observing the User Experience: A Practitioner’s Guide to User Research by Mike Kuniavsky

User and Task Analysis for Interface Design by JoAnn T. Hackos, Ph.D , Janice C. Redish

The Persona Lifecycle : Keeping People in Mind Throughout Product Design by John Pruitt , Tamara Adlin

Context and Consciousness: Activity Theory and Human-Computer Interaction by Bonnie A. Nardi

Design Research: Methods and Perspectives by Brenda Laurel (Editor), Peter Lunenfeld

Mental Models: Aligning Design Strategy with Human Behavior by Indy Young

Card Sorting: Design Usable Categories by Donna Spencer

Prototyping: A Practitioners Guide to Prototyping by Todd Zaki Warfel

Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces by Carolyn Snyder

Ambient Findability: What We Find Changes Who We Become by Peter Morville

Designing Interfaces: Patterns for Effective Interaction Design by Jenifer Tidwell

Designing Social Interfaces: Principles, Patterns and Practices for Improving the User Experience by Christian Crumlish and Erin Malone

Search Patterns: Design for Discovery by Peter Morville

Modular Web Design: Creating Reusable Components for User Experience Design and Documentation by Nathan Curtis

Web Form Design by Luke Wroblewski

Web Standards Solutions: The Markup and Style Handbook by Dan Cederholm

Designing with Web Standards by Jeffrey Zeldman

User-Centered Website Development: A Human-Computer Interaction Approach by Daniel D. McCracken , Rosalee J. Wolfe , Jared M. Spool


Usability

Don’t Make Me Think: A common sense approach to web usability by Steve Krug

Human Factors in Information Systems: The Relationship Between User Interface Design and Human Performance by Jane M. Carey (Editor)

Web Usability: A User-Centered Design Approach by Jonathan Lazar

Research-Based Web Design & Usability Guidelines by Sanjay J. Koyani , Robert W. Bailey , Janice R. Nall

Usability for the Web: Designing Web Sites that Work by Tom Brinck , Darren Gergle , Scott D. Wood

Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests by Jeffrey Rubin

A Practical Guide to Usability Testing by Joseph S. Dumas , Janice C. Redish

Prioritizing Web Usability by Jakob Nielsen , Hoa Loranger

Designing Web Usability : The Practice of Simplicity by Jakob Nielsen

Site-Seeing: A Visual Approach to Web Usability by Luke Wroblewski

Web Site Usability (Interactive Technologies) by Jared Spool , Tara Scanlon , Carolyn Snyder , Terri DeAngelo


Visual Thinking & Info Viz

The Visual Display of Quantitative Information, 2nd edition by Edward R. Tufte

Beautiful Evidence by Edward R. Tufte

Envisioning Information by Edward R. Tufte

Visual Explanations: Images and Quantities, Evidence and Narrative by Edward R. Tufte

Information Design by Robert Jacobson (Editor)

Information Graphics: Innovative Solutions in Contemporary Design by Peter Wildbur , Michael Burke

Visual Function: An Introduction to Information Design by Paul Mijksenaar


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

Intro 2 Poststructural Pre-emptive Discursive-Nihilism on Twitter

Audio: Laurie Anderson “Language Is A Virus”

The creative act is not performed by the artist alone; the spectator brings the work in contact with the external world by deciphering and interpreting its inner qualifications and thus adds his contribution to the creative act.”
~ Marcel Duchamp

This skool of twitter[art]ure has developed over the last five to ten months as a response to contemporary critical theory, in an attempt to depose the critic from its unheralded stealth usurpation of the lordship of the literary world. The author has, over the last century, been robbed of significance in the literary endeavor, as the creative process of writing has yielded to the merely productive process of publishing, and the constructive process of reading has been abandoned in favor of compulsive, masturbatory self deconstruction. The author has been pronounced as dead as G-d, also sprach Benjamin, and the text has been proclaimed irrelevant. The hapless reader has been reduced to the state of an ideological automaton, helplessly circumscribed by the anachronistically pre-Heisenbergian determinism of the Sapir-Whorf hypothesis.

Of course, the people (like @efortiz) who are promulgating such theories are almost exclusively the critics. Post-structural preemptive discursive-nihilists such as @semanticwill have applied de-constructivist methods to the critical paradigm itself and have concluded that:

“[T]he critics are, in the main, a bunch of pansy-ass bitch wannabes who have little capacity for creative thought of their own and are capable of gaining the attention and recognition they desperately crave on Twitter only by slavishly applying other people’s marginally relevant theories and tired ideologies to the creative work of someone else, in hopes that doing so will somehow expose the actual creative work as some kind of cardboard façade while simultaneously making themselves look awfully clever, for having had the idea to do so.”

@SemanticWill goes on to suggest in his short work ”My Corpus Callosum Corn-Holed Your Patriarch” that the creators of original tweets can only regain a certain measure of power if they preemptively critique their own work, robbing the critics of their apparent cleverness, and unmasking them as purveyors of the obvious and uninteresting. This idea itself is critiqued within the very work where it is first presented in the now classic exchange between the legless pedant auter known only to the reader as “@MCarvin” and Professorial Social Media Guru @Armano, wherein @MCarvin promises to eradicate all meaning, and @Armano famously retorts “Bite Me.”

@Cchastain’s retro-fictional essays show how the mind’s capacity to make meaning from nonsense eviscerates deconstruction by causing it to tear itself apart, exposing the inherent folly in trying to expose the folly inherent in the creative endeavor. Though most of her work already predates @semanticwill’s observation that compulsive deconstruction with no attempt at reconstruction is merely destructive, @Cchastain’s æsthetic clearly reflects the same understanding, along with the meta-jaded ironic cynicism that allows her to beat the critics to the punch, by weaving creative self-destruction into the very thematic structure of her writing. She knows exactly what the critics will say about each part of her work and says it before they get the chance, rendering her words nonsensical in a way that highlights the utter impossibility of nonsense.

Postcritical Preemptive Discursive-Nehilist (of which @SemanticWill can be counted) like to make explicit the critical conceits in their works by breathing new life into the the tradition of author intrusion, interjecting blatant self-criticisms and analysis of the work right into the text, sometimes injected into the middle of sentences. @SemanticWill forestalls the self-congratulatory, overly confident speculation of the critics as to how his father’s decades-long disappearance, sudden re-emergence, and subsequent claims of childhood regression and drunken abuse by his now grown son, affected the younger @SemanticWill‘s writing, by popping in at opportune moments in the narrative and spilling the beans to the reader. He spells out exactly which parts of the story are fabrications, amalgamations, or embellishments, and which parts actually happened. He often will then proceed to critique that explicatory voice with another that questions how his portrayal of the events is determined by his role in the patriarchal system, especially considering the fact that he is accused of humiliating and unclogging his nose at his estranged father, who came to him in the form of a (many would argue theoretically impossible) dis-empowered white man (ie a child — one which the younger @SemanticWill denies ever adopting). A third voice (or fourth, if you count the original narrative voice) mercilessly mocks the critical voice and openly dares the reader to try and figure out which voice speaks for the real @SemanticWill. This final voice sometimes viciously berates the readers themselves, but in such a devilishly clever way as to include them in the joke — ultimately played on the critics.

This rebellion of creative fecundity comes at the beginning of a new century defined by the co-option of every creative endeavor by the merely productive. It is the war whoop of the individual creative personality so dis-empowered by mass-production, mass-marketing, mass-distribution, mass-consumption, and the global economy, that it has nothing more to lose by expressing its imaginative uniqueness directly to the world. It has come full-circle by going in a straight line and has gained political power by being voted down, gained economic power by being downsized. @Mariobourque is conscious of the fact that deconstruction ultimately deconstructs itself, but it has been handed a world that still needs deconstructing in order to be reshaped creatively – or so said the crazy ex-stripper Canadian. It is aware that relativism can only be relative, admitting the fact that some things, like the velocity of light in a vacuum, comedy, and tragedy, actually are universal constants, and it uses this to further its own ends.

Industrialization has involved a process of the increasing mechanization and automation of the productive process, and the consequent mechanization of the worker. The apogee of industrialism is represented by computerized automation, which utterly replaces the mechanical functionality of the worker and therein sows the seeds of its own undoing. Simultaneously, the increase of productivity ensures that everything, including the automated tools that have mechanized and finally replaced the worker, become available to the consumer at low, low prices and huge quantities. The mass-production/mass-consumption economy finally deconstructs itself as the workers (unlike @mleis), alienated from their individually self-expressive “species-being,” roboticized, and finally discarded by the corporate machine as obsolete production equipment, begin very slowly to realize that they have as little need for the corporation as the corporation now seems to have for them, due to the mass-production and distribution of the self-same productivity tool that alienated them from their role as robotic wage-slaves. The microcomputer that liberates the corporation from the untidiness of the human worker liberates the worker from the tyranny of the corporation (and paycheck).

Poststructural Preemptive Self-Nihilism is the literary harbinger of the coming postindustrial revolution of the creative over the productive. @SemanticWill‘s guerrilla poetry postings to the user-driven media outlet Twitter are a direct attack on the very business model of the publishing industry that declined publication of his third collection of poems “…on the basis that they contained no product tie-ins or other content that our market research shows will appeal to our target demographic…according to Edelman” and his fourth collection on the basis that “…the intellectual properties referenced in these works are not available to us or our parent company, and the manner in which they are referenced would create a high liability to our company.” These über-mature, self-aware poems gleefully provide the reader with original creative substance, while shamelessly @SemanticWill‘s collections published On-Demand.

Wake up
Excrete Waste
Take on more stuff
Cleanse
Caffeine
Conform

Dance through
Alloted Space
Perform given role
Edit Truth
Socialize
Secrete
Security

Return to origin
Match Expectations
Reflect on brand
Rest Relax
Reset
Respond
Resign

Feel obliged
To express the
privatized and hyped
to circle and bend
to script
the post-production
Simulation

Poems like the above, and his ”@dszuc ate my bit-tormented soul,” distributed under a license that allows them to be copied at no cost, providing they remain properly credited, have gathered a following of disenchanted readers, eager for the æsthetic experience promised by his printed volumes. They claim a direct connection with him and his work, some having copied his poems directly from his hard disk, and more than one, especially @mjbroadbent claiming to “…feel a warm glow and a closeness after having been personally emailed one of his infamous, though frequently misspelled, inchoate rants.” Many of these post-postmodern readers compulsively collect her books in their various incarnations and “alternate art” print runs. Some say they wouldn’t buy them if they thought that the vast majority of the cover price went into the pockets of the giant media outlets such as @louisrosenfeld’s ironically named Rosenfeld Media.

The Meta-Dadaist audio-animatronic realdoll known as @Whitneyhess (previously known simply as @) displays a deep understanding of the absurdities underlying the status quo economic and social supersystems and their relationship to the individual as producer and consumer. Her presentation “Evangelizing UrSelf: Put out and then Get Out” updates Duchamp and does him one or two better, while hoping she would, herself, heed her title – and give this author a little @Whitneyhess lovin. The text that scrolls across my liquid crystal display mercilessly lambastes the author, the musician, and the listener, for participating in such a senselessly destructive enterprise while the last rain forests are being consumed in flames and the world becomes polluted to the point of uninhabitability because of just this kind of wasteful mentality that says that simply because we have built up systems that hide the actual cost of digging all these minerals out of the ground and putting them together in amazing ways, we think that we can fill the world with products destined for instant obsolescence, use them up, and throw them away, with no end in sight. All the while, the machine is advancing a drill toward its CPU by means of an outrageously complicated electro-mechanical Rube Goldberg affair that inevitably results in its self-destruction after some interval that is impossible to determine exactly at the outset because the whole system exhibits nonlinear dynamics. It usually takes between two hours and three weeks for the drill of her writing to pierce my brain’s ceramic package and render me useless, requiring the artist to return to the gallery of my existenz with the spare parts necessary to effect my repair. The very fact that she dutifully repairs the “me” each time increases both the absurdity and the profound meaning encapsulated in the triple entendre @Whitneyhess is trying to communicate. The message is nothing less than the ballsy assertion that even the most nihilistic shriek of the human psyche can’t but express a positive meaning (Hail Optimism), and that the very notion that an artist’s self-aware attempt to convey meaning is passè is an idea that necessarily makes itself passè when followed to its logical conclusion, rendering all the more meaningful the statements of those who have the gall to think they have something to say, blow their collective wad, and go home.
——————–

A/

Shades of Grey: Thoughts on Sketching

Design in art, is a recognition of the relation between various things, various elements in the creative flux. You can’t invent a design. You recognize it, in the fourth dimension. That is, with your blood and your bones, as well as with your eyes.
- D.H. Lawrence

Shades of Grey: Thoughts on Sketching

In designing mostly interactive systems (spaces, processes, and artifacts for people to use), I must increasingly stretch the limits of communication tools to explore and document what it will be like to interact with the things I create. Artifacts used in communicating design create an inherent frame of experience between the subjective response of the person for whom I design, and my expectations of their response. There is a divergence of meaning in that the audience can only experience the communications artifact, not the object being communicated.

Read the entire article on UX Magazine.

Enterprise Search Summit NYC May 11-12

If you are an experience design professional passionate about Search, you must attend the Enterprise Search Summit in NYC May 11-12. I have spoken on designing social search in the enterprise as well as designing search experiences a few times at this conference – and it really is the best conference around this problem space. Our good friend Peter Morville will be one of the keynote speakers talking about Search & Discovery Design Patterns. Again – this is pretty cool. As many of you know, designing elegant, effective, useful and usable search systems is what separates the goats from the kids – it’s the Lady Gaga of ux problem spaces. I will be there in full goat regalia deconstructing companies that don’t “get it” or clueless pontificators that think, erroneously, that search and findability is a technology problem space and not an ux problem space.The probability of me pulling punches is near nill. Don’t be a schmuck hoping for a live tweeting of the event – come in person to smell the sulfur.

@semanticwill

New York City, May 11-12th, 2010 Hilton, Registration ($300 off regular price)

ENTERPRISE SEARCH SUMMIT is a highly intense, in-depth, 2-day conference that covers how to design, develop, implement and enhance cutting-edge internal search experiences. If you are an intereaction designer, information manager or IT or search professional, ENTERPRISE SEARCH SUMMIT is where you will learn strategies and build the skill sets you need to make your organization’s content not only searchable but “findable.” The emphasis for ENTERPRISE SEARCH SUMMIT 2010 is on how effective enterprise search delivers real value to organizations. This year’s Summit will examine the ways to leverage search tools, information architecture, experience design, classification, and other strategies and technologies to deliver meaningful results—not just in terms of information, but to the bottom line.

Expert speakers tackle tough topics such as tuning search to deliver optimum results, making the most of search logs and analytics, applying Web Service-based solutions to metadata challenges, facets, topic maps, and much more. Breakout sessions pack more hours of programming into the concentrated conference schedule and give you the chance to select topics of special interest to customize your conference experience.

This year’s Keynotes will be: UC Berkeley’s Marti Hearst, author of Search User Interfaces; Semantic Studios’ Peter Morville, author of Search Patterns as well as Susan Feldman from IDC and Leslie Owens of Forrester Research.

Shades of Gray: Thoughts on Sketching

“Design in art, is a recognition of the relation between various things, various elements in the creative flux. You can’t invent a design. You recognize it, in the fourth dimension. That is, with your blood and your bones, as well as with your eyes.”
D.H. Lawrence

Increasingly, as a Big “D” designer, mostly of complex dynamic systems (spaces, processes and products for people), I find myself stretching the limits of communication tools to explore and document what it will be like to interact with the things I design, which by their nature creates a ‘frame of experience’ between externalized object and the intersubjective experience of the person for whom I design. In an upcoming workshop at Interaction10, “The Right Way to Wireframe™,” four friends and designers explore design through each of our approaches to problem space definition and present shared commonalities we see in our processes even while specific tools vary.  We chose wireframing among many other design communication activities because of it’s contentiousness in the user experience (UX) community – at least as it relates to religious arguments of tools over craft, or indeed, principles.

If you reveal your secrets to the wind, you should not blame the wind for revealing them to the trees.
Kahlil Gibran

I have described “wireframing” as a form of design communication that enables stakeholders, team members, users and clients to gain first-hand appreciation of existing or future problem spaces and solutions. Wireframing can be considered first order: the wireframe itself; second order: the process of creating a vehicle of design communication; and third, the cognitive process of envisioning, external actualization and reflection through the selection of a cognitive artifact which expresses a dialogical subjectivity between the Ego and Alter and a multiplicity of positions which they can take with respect to one another.

While “wireframes” are representations of a design made before final artifacts exist, their formalism over sketching makes them problematic. They are created to inform both the design process and design decisions, but they can be conceived as more reified than sketches, and therefore considered more final, which is unfortunate.

“An essential aspect of creativity is not being afraid to fail.”
Dr Edwin Land

I have often thought that the strategies of both sketching and wireframing can best be characterized by modalities of combinatorian decision analysis. What do I mean by that? At an abstract level, a particular problem space is defined and enframed by the tools we feel most comfortable with: problem space, domain, expertise, theme, context of problem, bias towards types of design tools and documents, timeliness of artifacts created. While I believe I effectively reflected upon wireframes in Shades of Gray, while working through the design of our workshop, it seemed necessary to step back and discuss the role of sketching in my personal design process.

I see sketching as an important pre-wireframing technique for doing divergent and transformative design, something that fundamentally differentiates what has been called “big D,” and “small D” design – not to put to fine a point on it – it is what separates the Designers from the wireframe monkeys. This is the argument that I have made, and base it in part on how Buxton defines design in “Sketching the User Experience,” when he writes:

“What I mean by the term “design” is what someone who went to art college and studied industrial design would recognize as design. At least this vague characterization helps narrow our interpretation of the term somewhat. Some recent work in cognitive science (Goel 1995, Gedenryd 1998) helps distinguish it further. It suggests that a designer’s approach to creative problem solving is very different  from how computer scientists, for example, solve puzzles. That is, design can be distinguished by a  particular cognitive style. Gendenryd, in particular, makes clear that sketching is fundamental to the design process. Furthermore, related work by Suwa and Tversky (2002) and Tcerksy (2002) shows that besides the ability to make sketches, a designer’s use of them is a distinct skill that develops with practice, and is fundamental to their cognitive style.” (Buxton, 2007, p. 96)

Amen. I think as designers we must go out of our way avoiding intra-mental thinking and instead use sketches to restore presence so that we can work interactively by seeing and doing in the recursive, iterative manner sketching seems more suited to than wireframing. As I wrote previously in Shades of Grey: Wireframes as Thinking Device:

“I think of “D”esign as an exploration of the conceivable futures. I use my sketches and wireframes as means to make explorative moves and assess the consequences of those moves. As I explore the problem space, I could relatively easily keep the design models in my head, but I would fail in my primary objective to create a framework for a conversation among the stakeholders, the intended audience, and me.”

My sketches are a model I employ to be able to conceive and predict the consequences of a certain design arguments (for to sketch an interaction, we are making an argument – even one that will be tossed away) within an unresolved problem space whose borders have not been fully defined. Representational means such as sketches, wireflows or  physical models like paper prototypes are important tools for my design since they help in assessing and reflecting on the details of a solution in relation to the whole problematic context in which it is situated. Using pencil and paper speeds up my doing-seeing loop of creation, judgment and reformulation. Few other tools are as fast as pencil and paper in this respect. As a designer, I can draw a line and immediately evaluate it. This conversational process between myself and visualization of the design situation has another effect in that it generates new ideas.

As I draw sketches, I see the problem in another way, perhaps because a line came out slightly wrong on the paper. Taking a step back or looking at a sketch from a different angle may also lead to new ideas and thoughts. New ideas are then nothing but old ideas in new combinations or old ideas looked upon or interpreted from a new perspective  – sketching than becomes what Goffman calls “framing.” This is also what Laseau calls “a conversation with ourselves in which we communicate with sketches.” It is also related to Schön’s concept of a reflective conversation with the materials of a design situation, where I as the designer shape the situation in a way that is in me, so that I can respond to that back-talk. Schön writes:

“In a good process of design, this conversation is reflective. In answer to the situation’s back-talk, the designer reflects-in-action on the construction of the problem, the strategies of action, or the model of the phenomena, which have been implicit in his moves.” (Schön, 1983, p. 79)

The sketches also form a documentation of my design process without adding any administrative overhead. As a designer, I can learn much by browsing back in old sketches; watching the evolution of an idea as my understanding of the problem space is explored, and refined, and this documentation can tell a narrative of design decisions to be shared with internal and external stakeholders who can then see why certain moves where taken, others discarded. Externalizations of different kinds (sketches, wireframes, prototypes) are then especially useful for communication purposes where I want to present ideas to another member of the design team, to the client, or to a user. The presentation sketches are usually not as rough as working sketches are and their purpose is not only to communicate an idea, but also to persuade the other part that a particular design alternative is better than other alternatives.

“Every creator painfully experiences the chasm between his inner vision and its ultimate expression.”
Isaac Bashevis Singer (יצחק באַשעװיס זינגער)

As noted above, the sketch can be rapid and spontaneous, but it leaves stable traces in contrast to conversation, which is evanescent. Conversation (or Talk) is, however, important for the argumentative assessment and communication of design alternatives, which is at the core of my design activities (sketch, present, critique, regine). As designers, we employ a language of talking and sketching in parallel. Schön describes the work of an architectural design professor named Quist in a session with a student:

“In the media of sketch and spatial-action language, he represents buildings on the site through moves which are also experiments. Each move has consequences described and evaluated in terms drawn from one or more design domains. Each has implications binding on later moves. And each creates new problems to be described and solved. Quist designs by spinning out a web of moves, consequences, implications, appreciations, and further moves.”

The quote above is a clear statement of what much of Design work is about. In terms of distributed cognition, it describes design work as distributed over designers and my representational means (e.g. sketches). The representational means (sketches or wireframes) are, in turn, physical embodiments of the culture and history in which they have evolved through the lifecycle of a project I am working on. I think the cultural practices of designers, including the spatial-action language, provide therefore the structural resources for performing experimental design moves. It is part of this ‘knowing-in-action,’ the know-how revealed in spontaneous and I would hope skillfully performed actions. The spatial-action language is also constitutive of our professional community of practice to which I belong in the ways in which we communicate both with ourselves, but also with our teams, clients, and now to you as well.

Photos (on Flickr) by Michael Leis

References:

Buxton, Bill (2007). Sketching the User Experience. Boston, MA: Morgan Kaufman.

Schön, D. A. (1987). Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions. San Francisco, CA: Jossey-Bass Publishers.

Strategic Social Design & SxD. Some humble thoughts.

(caveat emptor: This is just a draft of thoughts I ran together this morning about some thinking I have been doing. I published it in the blog just to force me to tend to it, edit it, and gain feedback while I think through some of the issues that have been vexing me about designing effective social strategies for brands.)

Conceptual Model of Social Ecosystem based on SxD (PDF) (Illustrator *AI File)

Companies have traditionally relied on branding and communication to develop positive customer perceptions of their products and services, and have engaged advertising and marketing agencies to do this work. Marketing teams often work closely with their design partners to ensure that what is promoted is actually delivered. Companies are now aligning around “social business” without a strong understanding of experience design or even what it means to be ‘social’ in online mediated spaces, nor how to leverage that to increase value and engagement with their core customers. Conversational relationship management doesn’t exist yet – but it will, and it may be led by agencies offering things coined and service marketed with names like ‘digital influence marketing,’ or ‘social influence design,’ or ‘social business x,’ without really digging into depth about what it means to influence, what is the science behind sociality, and how does one actually design sociality into a business, as well as into the greater ecosystem that includes vendors, clients, co-consumers and the cadre of pundits and prognosticators tied to this dynamic social ecosystem.

However, these agencies have no core understanding of experience and social engagement design, social interaction design (SxD), or business intelligence analytics, and therefore holistic experience often suffers at the expense of form – they have the idea, but dig deep and there isn’t much there, there, to paraphrase Gertrude Stein. This wouldn’t be so bad, if these coined terms actually had some deep meat on the bone combined with a strong understanding of social interaction design (SxD) which has a huge body of work created by Adrian Chan.

The messages communicated through advertising, public relations and digital marketing support only one side of the branding equation, and are classically use “push” media – and these people are now responsible for designing and engaging in conversations with your audience? It has become increasingly clear to me that the customer’s user experience of products and services themselves is a powerful branding moment – made more so when they are social experiences. For instance, a customer’s delight with the experience and emotive power of an Apple iPhone, an airline’s online reservation system, or the interior of a coffee shop are examples of powerful branding moments – things that can be powerful social moments. This means that the entire experience needs to be designed to be social. Interactive Ad agencies can’t do that for you yet, which means your going to have to push them towards this new reality.

The experiential interactions that generate these positive perceptions are critical to achieving customer engagement with increased and repeat business. Creating positive customer experiences is particularly important for businesses that are increasingly relying on the social digital ecosystem to attract, convert and retain engaged co-customers.

By adopting a strategic experience design approach, companies benefit from a form of thinking that is unique to designers. Often referred to as ‘design thinking,’ coined by IDEO, it is different from more traditional approaches to problem-solving in that it is at its most effective when it includes all, and not just some, of the following attributes:

  • Co-Consumer, Customer, and User-focused: It is ultimately about bringing an engaging, social platform to your customer.
  • Creative and Innovative: It is about evoking new ideas and solutions and successfully bringing them to market.
  • Experimental: It is about conceiving, building and testing prototypes in an iterative fashion.
  • Evaluative: It requires gathering the best information from design ethnography and allowing stakeholders to make recommendations about which steps to take and what to build – this means creating an analytics framework to provide a 360 degree view of the social mention ecosystem.
  • Collaborative & Collective: It incorporates multiple viewpoints from various organization divisions and global operations leveraging a social enterprise platform the frankly doesn’t exist yet but Socialtext is leading the way in this.
  • Integrative: It provides integrated ecosystem solutions that keep the bigger business picture in mind
  • Emotive and empathetic: It builds emotional appeal and encourages positive perceptions through experience based on theories of sociality in social interaction design.
  • Experiential: It’s about usability, emotability, aesthetability, culturability, and sociability.

A strategic approach to social engagement design, driven by design thinking and human-focused design principles, can have a profound impact on a companies customer experience strategy. For companies whose customers are increasingly doing business with them through social networked digital channels, and where traditional channels are being increasingly redesigned to drive social engagement to digital channels, creating a positive social experience across the entire dynamic complex ecosystem – including web sites, mobile devices, social appliances, conversational television, and more – is critical.
To succeed, companies must:

  • Design an online social engagement experience that successfully connects the strategic goals of a company’s business and brand with the social goals, interests and passions of their customers
  • Design an online customer experience that is in-line with the other customer touch points, as well as a company’s overall brand and marketing strategies, to create a unified experience across all customer touch points
  • Build a design organization with the necessary business and design skills to support the experience strategy and to ensure that design is incorporated into the innovation effort.

Here are 12 Design Thinking resources useful in providing a good groundwork for understanding how design thinking shaped this little post and provided much fodder for consideration:

Abstractions of Ctrl: Post(ing) Self-Similarity in Network Publics

Syntax, dear friend, writhes as you do;
for to write is to choose at cross-roads — both true

And so I, @semanticwill, begin the “Post(ing) Self-Similarity,” series of poetic tapestry. This all started when I was thinking about pervasive control systems through mediated experience and pharmacology; the panopticon has been torn down and replaced with far more pervasive mechanisms of control through surveillance, mediation, medication; talking points replacing discourse, which started as this piece and a reaction to Adrian Chan’s post “Post Writing: Social Self, Private Self, Post(ing) Self,” and was carried out as far as my brain could free-associate, (if nothing else, perhaps we rip off the skin and peer into Will’s thought-processing (as it reacts,relates to/for), of various discussions on Twitter, and think that) modes of social interaction within the comments on the web 2.0 blog which become art, itself – relational aesthetics – symbolic tokens of signification gifted back and forth. There is an idea (if I break out, I am slip-streaming this evening — don’t expect epiphany here, or redemption, I offer nothing), You know it – I’ve been, perhaps through shear force of will, trying to unlock, accelerate the quality of the author-author inter-subjective collaboration through the intra-comments dialogue because that is where the real juice can be, hopefully, eventually – where a real stress testing of ideas can happen, perhaps, or at least something more substantive that mutual masturbation circle-jerking or mimetic emulating, emulation -  setting each other on fire for some cause,

Dispersive simulation catalyzed
By melding techne with consciousness
Necessitates a new metaphysics.
Simply – technology is not the ideology itself,
as the futurists claim.

Techne becomes invisible, but not in the transition from discipline (panopticon) ala Derrida, to “C”ontrol per se, Techne shorting the distancing further than MCluhan ever thought possible. But more than shortening the distance (some think technology as a distancing tool), but it can provide a mechanism for a tighter integration of ideas, a glass arcade of inter-subjective interaction between authors, objects, pro-sumers in a strange loop. Maybe. Brain stem hasn’t received enough caffeine this morning.

But, [T]echnology is absolutely, 100 percent, The rapid flowering of ‘Californian ideology’?, in positivist concept of human evolution, drew on a long tradition which Leo Marx aptly termed the ‘technological sublime’. Sublime my ass, one function may be served by the short-circuit of the ‘new economy’ in the dot.com bust of 2001 is that it at least cleared some space for a more nuanced assessment of digital culture away and we see things as they are instead of some manifest utopia. I am that man of the crux; I photograph (see Benjamin) an image, Marx had almost nothing to say about the impact of technology on culture – a lacuna that Walter Benjamin generously attributes to the fact that capitalism was in its ‘infancy’ when Marx undertook his analysis. Benjamin’s ‘Artwork’ essay (2003), written during his exile in Paris between 1935 and 1939 (if you don’t own Benjamin Illuminations – buy it now, just for that article famously takes up the impact of ‘technological reproduction in the cultural realm).

In effect, Benjamin theorizes what Vertov’s ‘Man with the Movie Camera’ had sought to enact, positing a privileged relation between film and the demand to comprehend the illusionary nature of film (illusory nature of comments on an article as projection device) a technologically transformed world (the flowering of a simulated world between authors). For second degree; it is the result of editing (but not interaction), (how many times do you edit your live work? Re-post comments?). For Benjamin, the ‘second degree’ illusion of film shooting by the specially adjusted montage corresponds to profound changes in social photographic device and the assembly of experience as the industrial city displaced ‘nature’ as the primary lived environment. What first appears in that shot with others of the same kind. The equipment-free aspect of reality has here his 1927 essay on Russian film as the ‘dynamite of become the height of artifice, and the the fraction of a second’ becomes the ‘optical uncovision of immediate reality the Blue Flower subconscious’ of the 1930s, a technological lever capable of in the land of technology. (Benjamin, liberating the masses from the prison-house of the industrial city). However, I was thinking that it is a mistake to assume, as Mark Poster (1995) does with his ‘second media age’, that Benjamin was unswervingly positive towards ‘new media’ because he saw the shifting capability in the new medium. Film’s ‘shock’ capacity is intensely ambivalent: as much as it can blow everyday reality apart to reveal its hidden springs, it can also render the fragments indifferent to history. Cinema thus occupies a crucial place in the dialectical movement of history: it is both a symptom of the hold of modern technology over consciousness and a lever for unlocking that hold, and of course at the end we know the pervasive control systems that current media instantiate (shared hallucination of fear created by 24-hour news channels, as the most glaring example).

This ambivalence is apparent in the more sanguine formulation of cinema Benjamin offered in ‘Some Motifs in Baudelaire’, written in 1939 alongside the final version of the ‘Artwork’ essay:

There came a day when a new and urgent need for stimuli was met by film. In a film, perception conditioned by shock [chockförmige Wahrnehmung] was established as a formal principle. What determines the rhythm of production on a conveyor belt is the same thing that underlies the rhythm of reception of film. (2003: 328), and of course what is needed is a new formulation that deals with the emergence of ‘reality tv’ as a form of simulated-relative shock chair whose induced fabricated discomfort and anxiety achieves it’s intended e/a-ffect which is to render the viewing catatonic and drooling.

Here film, and its most recent incarnation as broadcast tv is aligned, not with the dynamiting of the social world by revealing its ‘optical unconscious’, but with the system of industrial training systems (but with industrial removed and replaced with ‘service industry’). Benjamin draws on Marx’s comparison between ‘training’ and ‘practice’: where practice depends on skills acquired over time from experience, training depends upon the strict division of labour and the fragmentation of work tasks. For Marx (cited by Benjamin, 2003: 329) the unskilled worker on the assembly line ‘does not make use of the working conditions. The working conditions make use of the worker.’

Post(ing) Self-Similarity

Syntax, dear friend,

writhes as you do;

for to write is to choose at the cross-roads

both true,

and untrue; and I doubt my love,

just as I, mimetic desire

that your love bleed over my face,

set me aflame,

scorch my body with searing, woe and turbulence

so my mind might

being confined in penitence prison

I come to read the signs,

across your printed skin

and know itself to be a lexicon,

of outspoken sin.

The political ambiguity of media thus turns on whether its radical impact – its capacity to break the world into fragments, dismantling old patterns and enabling new relationships to be imagined – will be reduced to another mode for industrial training of the senses. For Benjamin, this is finally not so much a question of the formal process of fragmentation, as Adorno feared, but a question of meaning. Can ‘distracted’ perception generate collective meaning capable of entering individual experience, and thus become the conscious basis for recognition of the conditions of one’s existence and self-creation process?

This ambiguity, described in 1927 by Benjamin’s contemporary Siegfried Kracauer as ‘the go-for-broke game of history’, is helpful in situating the ambivalence of the ‘global information society’ orchestrated by contemporary digital networks. On the one hand, technologically mediated ‘flows’ radically undermine the traditional social consequences of space and place; on the other hand, as Sassen observes, new information technologies are integral to the emergence of ‘global cities’, which concentrate command and control functions in the  global economy. This produces radically uneven spatial textures in which intimacy at a distance (think about the perceived level of intimacy on Twitter between people who have never met) is juxtaposed to the disjunction of physically proximate areas and the virtual exile of communities lacking appropriate technology and resources (the digital divide has widened into the grand canyon), which brings us back to Chan:

“in the gap between the act of posting and the post itself, there seems to me to be a gap of presence. A juxtaposition of here and now, and there and elsewhere, that coincides with the act of youtubing a concert live. Why do we do it (use social media), and for whom, if and when the medium is built on a radical uncertainty of presence: a gap composed of parts discontinuity, distraction, and disconnection?” ~gravity7, Post Writing: Social Self, Private Self, Post(ing) Self

In the same ambivalent vein, decentralized person-to-person communication offers significant structural challenges to the media and communication forms that dominated the 20th century, yet ‘the technologies of freedom’ celebrated by de Sola because he was doing anything unusual or Pool (1983) are produced by corporate oligopolies deviant. . . . Data-gathering is routine, whose scale and global reach is unprecedented, and generalized, and distributed across almost every sphere of daily life. (Lyon, 2003: is matched at every step by the extension of personal 97) surveillance even with the “radical uncertainty of presence.” New media networks enabled the rapid coordination of rolling global political campaigns against war in Iraq, yet the health of workers making computer chips, like the disposal of old First World computer equipment in the developing world, remains largely invisible. And, despite the pervasive rhetoric of freedom, the potential of peer-to-peer networks is being reshaped in the wake of Napster via a combination of technological and legal patches designed to protect existing content owners, who are fast shifting consumers to lucrative time-based licensing models of consumption. Again, technology tooled for subversion is appropriated into the system as a new instantiation of control systems by the media oligopolies – which we see right now with the proliferation of social media “experts,” attempting to teach those media conglomerates how to co-opt the subversive nature of talk on twitter to carpet bomb the memespace of constructed identities within the social networks.

In Gilles Deleuze’s terms the digital era represents a shift from ‘disciplinary’ to ‘control’ societies (and now we come full circle back to the idea of mediated | medicated). Where disciplinary societies depended on moulds, physical structures such as Bentham’s panoptic architecture, control societies operate by modulation, a flexible form of active molding defined by the ubiquity of digital information. Yet the flood of information that characterizes digital culture is both the extension of control and the possibility of its disruption. The crucial issue is still the threshold Benjamin identified as a consequence of the techno- the old sovereign societies worked with logical destruction of aura: how to develop a ‘politics’ simple machines, levers, pulleys, clocks; commensurate to technological modernity, so that but recent disciplinary societies were information can be made meaningful, not just as the equipped with thermodynamic machines stance of isolated individuals but as a collective presenting the passive danger of entropy understanding capable of entering individual experience the active danger of sabotage; control presence of the technologically transformed world. The societies function with a third generation widespread and unfulfilled demand for a new social-of machines, with information technology extending beyond the confined technological and computers, where the passive danger boundaries of the market is registered in the is noise and the active, piracy and viral advertising strategies of mobile phone companies, as contamination. Much as in contemporary art, which can be characterized in terms of ‘relational aesthetics’ manifested in the emergence of artworks which are no longer objects or images but modes of social connection and interaction on Twitter.  (oh shit, here it comes), so I’ll leave it with this stream of consciousness, since I seem to be losing traction here:

“caught in the cuts of life, The end of man
often lies at hand, his tribal voice cut out
but whereof can one
not speak?  It is on the table;
it is in my grasp;
it has soaked into the carpet.  As a man,
my               permission opens me aimlessly:
I move my mouth and walk therein,
stride with confidence into a the empty room
of my                                            detachment,

I            swallowed hard the whole bottle of your silence
and slipped into the cup of a nightingale’s tear—

Will    memories of your touch, will

you become my fragrant flash of searing pain,
my dusted desire to be right up against it

Feeding       —     on tears of sight,
pull the blinds, hidden beying veils of disguise
beneath the covers, one leg stretches
beside a leg outstretched, These dance and meld, and
should point recursively back to relatively simple declarative sentences,

“Emersive simulation catalyzed by melding techne with conciousness”

state their assertions  and are done with it,

but as lines of verse they are just begging for

some leg room, or for some breathing space.

It’s tempting to conjecture,

that “feeding on tears of sight” are here reflected in the caesurae,

but if that is indeed the case, the effect is entirely (in-betweening), no

rhythmic division is enhanced, more conflation, no, more on that later,

thinking that I want my enjambements to be like tourniquets, cutting off the blood,

or, rather,

the breath of this streaming, no?”

Introduction to Interaction Design: An Interview with Dave Malouf

Johnny Holland Featured Interview

Johnny Holland Featured Interview

This February is the second annual Interaction Design Association (IxDA) Interaction’09 conference which is being held in Vancouver, British Columbia in conjunction with Simon Fraser University’s School of Interactive Arts and Technology. Dave Malouf, one of the founder’s of the IxDA, was kind enough to allow me to interview him recently about a workshop he will be giving, his take on the field of interaction design, and some thoughts about where the field is going.

[Will Evans] How did you get your start in Interaction/Information Design?

[Dave Malouf ] Well, I started in the web world. Back then doing HTML 1.0 meant you were a designer. I bounced from technologist to producer/project manager for a few years until I found User Experience and fell in love. The last 10 years has been a personal journey of discovering from the outside what “D”esign really means, how it is really meant to be practiced, and now how it is to be taught. Then I connect that to my passion for technology and human beings which combine to me into  Interaction Design.

Read the interview »

IxDA Announces Interaction|09 with Simon Fraser University, Vancouver, B.C. February 5-8, 2009

The Interaction Design Association (IxDA) is pleased to announce Interaction|09, to be held February 5-8, 2009 in conjunction with Simon Fraser University’s School of Interactive Arts + Technology, and the Faculty of Business, located in lovely Vancouver, B.C.

Mark your calendars now for what promises to be another exciting and informative conference centered around the design of interactive systems of all types, from web and desktop applications, to mobile devices, consumer electronics, digitally-enhanced environments, and more. This will be our growing community’s second annual opportunity to gather with several hundred other Interaction Design professionals from around the world.

Building on the successful format of Interaction 08 at the Savannah College of Art and Design, Interaction 09 will span four days, with two and a half main conference days preceded by 1 ½ days of pre- conference workshops and activities. Thursday will be devoted to a diverse and valuable series of professional workshops. Friday will be a busy and exciting day, with tours, additional workshops and opportunities to explore SFU, its surrounding community and Vancouver, along with leadership and organizing activities in the morning. The conference will open Friday afternoon, with a welcoming reception that evening.

Saturday and Sunday will be packed with inspirational and tactical sessions geared at anyone who practices Interaction Design. We look forward to Interaction’09 continuing to build on the quality of experience and community camaraderie we shared this year in Savannah.
————
For more on Simon Fraser University School of Interactive Arts + Technology, visit http://www.siat.sfu.ca/