Archive for August 2009


Geek to Chic: The Cultural Branding of Augmented Reality Experiences

August 29th, 2009 — 12:00am

Since I wrote about the user experience of augmented reality less than two weeks ago, the most important development is the arrival of augmented iPhone apps (unofficially for the moment, officially in September).

Why is this so important, when Wikitude and other AR Android apps have been available for almost a year?  Bringing augmented reality to the iPhone changes the cultural assumptions made about AR experiences as a class of offering. Endorsing AR experiences for iPhone users moves augmented reality from the geek realm of Android and Google, to the chic world of Apple.  Culturally, the assumptions we make about the new products and services from Apple and Google are driven largely by the differences in way we perceive the two brands.  Apple is chic, while Google is geek.

Looking Ahead

Connecting the Apple brand to augmented experiences will persuade many people to try out AR.  Yet as I’ve said, and many others as well, getting the user experience of augmented reality ‘right’ is absolutely the critical element to the long term viability of this new class of experiences.  This entails two efforts.

First, designers must refine the experiences offered by all those AR applications based on the four classic interaction patterns known so far – Head-Up Display, Tricorder, Holochess, and X-ray Vision.  Two factors make refinement essential: competition from other AR offerings that reduces the novelty value of your experience, and increased ‘load’ on the UX in the form of actual use for everyday purposes in the complex setting of real life.  Think about trying to choose where to get lunch for the afternoon by sorting through 1500 listings for coffee shops and restaurants while standing on a street corner in the rain in London holding your phone aloft.  The functional aspects of AR experiences just aren’t refined enough to handle the interaction design, visualization, and contextual sensitivity challenges implied. [Prediction: AR usage cases will naturally settle on a set of common scenarios that balance the strengths and weaknesses of each of the four classic patterns.  More speculation on that in a later post.]

Second, designers must address the gaps in the set of concepts now used as the basis for imagining new augmented experiences.  I flagged six ‘missing’ patterns in the range of experiences offered so far; Loner, Second Hand Smoke, Pay No Attention To the Man Behind the Curtain, The Invisible Man!, Tunnel Vision, and AR for AR’s Sake (see the article for details).  I’m sure the very savvy readers of this blog can identify even more.

I hope all the AR innovators, designers, and entrepreneurs working hard on the crest of this breaking wave of technology find ways to take on both of these tasks.  If they can’t refine the existing models and fill in those experience gaps, then neither Apple chic nor Google geek cred will suffice to make augmented reality viable in the long term.  And what could literally be a new way of seeing the world – one with legitimate potential for changing our behavior with regard to urban spaces, the environment, social structures, play, and economics, among just a few spheres of human activity – will remain little more than a camera obscura style curiosity.

Comment » | Augmented Reality, Everyware, The Media Environment, User Experience (UX)

“Interaction Design For Augmented Reality” In ReadWriteWeb

August 29th, 2009 — 12:00am

Marshall Kirkpatrick of ReadWriteWeb links to Inside Out: Interaction Design for Augmented Reality (the latest Everyware column) in two recent stories tracking the fast-moving augmented reality space; Augmented Reality: Five Bariers to a Web That’s Everywhere and, and RobotVision: A Bing-powered iPhone Augmented Reality Browser

Thanks, Marshall!

And as a bonus, Tim O’Reilly tweeted about Marshall’s article.  I doubt that Tim reads this feed, but it’s always nice to be recognized, even indirectly.

Comment » | Augmented Reality, Everyware, The Media Environment, User Experience (UX)

Fall Speaking: Janus Boye Conference, EuroIA, BlogTalk

August 25th, 2009 — 12:00am

A quick rundown on my fall speaking schedule so far.

waffles_logoFirst up is BlogTalk 2009, in Jeju, Korea on September 15 and 16. There I’ll be talking about ‘The Architecture of Fun’ – sharing a new design language for emotion that’s been in use in the game design industry for quite a while.  [Disclosure: While it’s a privilege to be on the program with so many innovative and insightful social media figures, I’m also really looking forward to the food in Korea :) ]

Next up is EuroIA in Copenhagen, September 26 and 27.  For the latest edition of this largest gathering of the user experience community in Europe, I’ll reprise my Architecture of Fun talk.

euro_ia_2009_logo

Wrapping up the schedule so far is the Janus Boye conference in Aarhus, November 3 – 6.  Here  I’m presenting a half-day tutorial titled Designing Information Experiences.  This is an extensive, detailed tutorial that anyone working in information management will benefit from, as it combines two of my passions; designing for people, and using frameworks to enhance solution scope and effectiveness.

jboye_com_aarhus09

Here’s the description from the official program:

When designing for information retrieval experiences, the customer must always be right. This tutorial will give you the tools to uncover user needs and design the context for delivering information, whether that be through search, taxonomies or something entirely different.

What you will learn:
•    A broadly applicable method for understanding user needs in diverse information access contexts
•    A collection of information retrieval patterns relevant to multiple settings such as enterprise search and information access, service design, and product and platform management

We will also discuss the impact of organizational and cultural factors on design decisions and why it is essential, that you frame business and technology challenges in the right way.

The tutorial builds on lessons learned from a large customer project focusing on transforming user experience. The scope of this program included ~25 separate web-delivered products, a large document repository, integrated customer service and support processes, content management, taxonomy and ontology creation, and search and information retrieval solutions. Joe will share the innovate methods and surprising insight that emerged in the process.

Janus Boye gathers leading local and international practitioners, and is a new event for me, so I’m very much looking forward to it.

I hope to see some of you at one or more of these gatherings that altogether span half the world!

Comment » | Dashboards & Portals, Enterprise, Information Architecture, User Experience (UX), User Research

“Inside Out: Interaction Design for Augmented Reality” Live @ UX Matters

August 19th, 2009 — 12:00am

I’m very happy to announce that Inside Out: Interaction Design for Augmented Reality – the latest installment of my column Everyware @UX Matters –  is live now.  (Timing is sometimes the writer’s friend, as I was at the Layar event Monday night here in Amsterdam just the day before, and had the chance to talk with some of their team.)

AR is more of a perspective and class of experiences than an instance of new technology, so I wanted to approach the subject from the specific perspective of user experience and interaction design.  Reactions from the augmented reality community are positive so far; Claire Boonstra of Layar, and no less than the inimitable Tish Shute of UgoTrade, have all been kind enough to recommend it.  Thanks to them and to everyone who’s tweeted and posted this one.

As we explore the role augmented reality will play in our gigantic experiment with everyware, we should keep in mind that the map is not the territory.  But there is no denying an effective map will surely help point the way as you try to find your way around a strange new country.

1 comment » | Augmented Reality, Everyware, User Experience (UX)

Value Dissonance, Digital Goods, The Long Tail & My Oven

August 5th, 2009 — 12:00am

This weekend I went looking online for the service manual for my oven, to effect some DIY style repair work, and was unpleasantly surprised to find every collection of digital service manuals within ready googling distance locked tightly away behind a solid e-commerce wall.

Ten, five, or even three years ago, some thoughtful mechanical engineer would have lovingly uploaded a blurry pdf conversion of a scan of a photocopy of the original KorEnglish instruction manual to a public file share hosted somewhere deep in the wilds of homebrew electronics land.  And there it would be, waiting for people who needed it.

Not anymore, apparently.  Thanks to all the MBAs who read The Long Tail during the revenue models section of their Digital Business courses, and then went prospecting for an under-monetized content domain with predictable transaction and renewal flow volumes (read, opportunity), I now have to pay $20 to find out how to take apart my ailing appliance.  To soften the monetary blow, I have an instantly findable, one-click-to-purchase, secure-payment-capable experience.  But it’s still $20, when it would have been free last time I looked.

Take note, this is a sea change in digital culture staring us in the face: DIY become $DIY, thanks to ‘rationalization’ of the home brew electronics information economy.

If it sounds like I’m bemoaning the simple fact that businesses like to colonize new markets, and I now have to pay for something I used to get for free, I want to say ‘Not true.’  (Okay, partially true.)  Something was wrong with this experience.  At first I thought it was price: That manual is fully digital, meaning it comes with absurdly low publication costs for printing, distribution, inventory and restocking, thanks to the-great-copying-machine-in-the-sky-called-the-Internet.  It’s also transparently findable via a simple two-word query, which I know because I went looking for it myself, so there’s few of the typical costs from AIDA (generating awareness and motivating my decision to buy).  Yet the instruction and service manual for a piece of hand-me-down kitchen equipment now carries the hefty price tag of $19.95.  And that’s without a preview; this is digital merchandise I’m expected to buy on blind faith.  So much for free.

Then I realized something deeper was involved.  This experience is interesting because it demonstrates the inevitable tension that comes from living in an era during which basic cultural layers, with very different ways of assigning value, come into friction with one another.  At heart, this is a modern experience of value dissonance driven by two ancient human patterns in collision.

The first pattern: I am ‘given’ the oven for ‘free’ by virtue of my ‘membership’ – earned by marriage – in the local operating unit of the folk-recycling economy instantiated by my extended family; specifically, my Dutch in-laws.  Apartments in Europe don’t come with appliances, so after moving to Holland from New York, I need a new oven thanks to the legacy incompatibility in electric distribution infrastructures (voltage differences) between Norte America and Europa.  This lovely unit was available from the family’s pool of collectively managed assets, thanks to a construction accident in my wife’s cousin’s neighbor’s adjoining property, which caused a flood of water into their home while they were on a 3-week  holiday, resulting in substantial water damage, compensated in proper Dutch fashion by a hefty insurance settlement, which allowed this particular pair of agents in the extended family network to go shopping for a new kitchen set-up, all appliances included, long before the projected lifecycle expiration of their current oven. [ill winds indeed…])

This pattern is as old as managing the aggregate livestock and pasturage.  Deciding which of the children to educate, send to the military / priesthood (or some other form of bachelorhood), or sequester in a convent b/c of lack of required marriage dowries is the same thing.  For me, all is fine and good: I have the oven I need, and all I have to do in return is allow the extended family to use my house to host the annual family New Year’s dinner.   A fair trade for all parties.

The second pattern: the constant evolution in the definition of first-tier tradable goods: Successive waves of technosocial change have made the instruction manual for my oven a digitally tradeable good on it’s own.  At brith, the manual was “part of” the consumer product package of the oven, only available – and meaningful – when sold with the appliance.  Fast forward to the pre-Long Tail Internet, and the manual was free to me, as a resident of the unfenced realm of the digital frontier, exchanged via the folk economy of DIY practitioners.  But now that the technical infrastructure required to effectively enclose this resource is  itself nearly free, and every MBA knows the Long Tail (sounds like one of those terrible fake American Indian names people used be given in TV sitcoms, when some form of hijinks led them to visit a ‘Native American Tribe,’ and the characters had to be identified within the tribe’s conceptual space [another example of truly awful sort of cultural friction…]), this particular piece of digital content has a price tag.  A hefty one.

So using the free appliance now requires content from the ambient information cloud in the form of a paid asset that is now, on it’s own, a tradable good.  This misalignment causes friction and dissonance for me; I have an appliance from the folk-resources layer, but all the useful information *about* the appliance resides in the newly monetized Long Tail digital content economy.  The newly digital manual that should come with my hand me down oven is very much trying its hardest to be a traditional product from the universe of tradable goods: a Thing, with a Price, sold by a Business, to Customers.

What drives the friction, and what makes this worth paying attention to and writing about, is that it is the opposing direction of the movements of these different kinds of goods, digital and material, that creates dissonance by bringing me a free physical oven and an expensive digital service manual.

The oven used to be part of the first-tier tradable goods layer.  It was a packaged consumer appliance product, created by a manufacturer, sold via optimized distribution networks that moved it through the chain from manufacturer to wholesaler to retailer at a fixed price, communicated via marketing channels embedded within discovery and communications media.  Since then, it’s ‘fallen out of’ the tradable goods economy, and is treated as a family asset, to be handed around as best suits the collective needs, without any official transactions taking place.  We could put it back into the tradable goods economy as used, if we choose to sell it, or even enter it into the recycling economy, where it would be broken down into constituent elements – e.g. motors, wiring, display, or at a lower level of integration physical materials like glass and steel – to whatever extent possible.  But almost all of the changes in value for material goods when they shift from one cultural / economic layer to another are one-way, and downwards.  The possible paths for re-uptake of material goods that have fallen into the folk economy layer used to be transformation into antiques, art, or collectibles – all one form or another of the museum economy.

That’s not the case with digital goods in general, like the newly Long Tailed service manual for my oven.  The manual was originally part of the consumer / product economy for tradable goods when bundled with the oven.   Since then, it has undergone several transformations.  First, it was un-bundled and digitized for the DIY layer (making it part of the folk economy),  Now it is once again part of the product economy, though now in it’s un-bundled  and digitized form.  In terms of which economy it’s part of, *the manual is moving all around the page on it’s own*.  That’s highly unnatural!

This is a key property of digital goods that the material world is just beginning to understand.  Digital goods are designed for just this sort of mobility: We can move digital goods all around the map in terms of the cultural / economic layers they inhabit, and their consequent value, with a few changes in addressing and format.  No transformation of a digital good is necessarily one-way.  And when these transformations aren’t synchronized with the elements that inhabit the physical world, we feel the conflict and tension that results.

In my case, the oven is moving one way, while the information about it is moving the other way.  This failure to dance together economically and culturally is a consequence of the way that the oven was designed, made, marketed, distributed, etc.  It’s a temporally isolated form of dissonance that emerges from friction with the new digital layer that’s permeating the world so rapidly.  If you’re familiar with spimes, and related concepts like service avatars and information shadows, you know this is a (ostensibly) temporary state of affairs.  Once our cultural frames of reference catch up with our technical capabilities, and everything is part of the great database in the sky, these experiences of friction should be much less common.

But in the meantime, I have to fix my oven on my own.  Or cough up the $20 for the manual…

Comment » | Ideas

“Learning From Games: A Language For Designing Emotion” Live @ Johnny Holland

August 3rd, 2009 — 12:00am

I’ve joined the Johnnies!  The good people at Johnny Holland Magazine just published Learning From Games: A Language For Designing Emotion.  This article is a introduction to the ideas I talk about under the heading ‘Architectures of Fun’, which is my perspective on the great research and design framework built by leading games consultant Nicole Lazzaro, of Xeo Design.  Check it out, and let the rest of the Johnny community know what you think about this powerful language for designing the emotional elements of experiences.

Johnny_Holland_Emotional_Design_Language

Comment » | User Experience (UX)

Back to top