Contribution to Designing the Search Experience

July 15th, 2012 — 12:00am

Search and discovery is a ubiquitous and under-addressed question in the user experience and interaction design domains, so it’s very exciting to see former colleague Tony Russell-Rose and co-author Tyler Tate take it on their new book, Designing the Search Experience. I mention this for two reasons: first, because I expect it to be a good book. I’ve collaborated directly on a number of papers and projects with Tony (including the initial articulation of the Language of Discovery), and he has the rare ability to synthesize strongly research-based and theoretical perspectives with a thorough understanding of innovative industry practice. And Tyler’s work speaks for itself :)

Second; I’m excited to be a contributor. Tony and Tyler have gathered a number of recognized and respected practitioners and voices in the search and discovery arena, and it’s a privilege to be invited. My piece appears in chapter 4, and is a thorough readout of how we’ve used the modes of discovery to drive product design. I hope you find it interesting.

Designing the Search Experience is due for publication in the fall – look for the announcement, and then get ready to buy!

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Speaking at UX Australia on “Designing Big Data Interactions For Big Data In the Age of Insight”

June 17th, 2012 — 12:00am

I’m speaking at this year’s UX Australia event in Brisbane, presenting a talk titled “Designing Big Data Interactions For Big Data In the Age of Insight Using the Language of Discovery “(that’s a mouthful…!).  The full description of the talk is here.  The complete program is available here, and includes a good mix of well-known UX thought leaders and new speakers.UX Australia Session Description

I’m looking forward to finally seeing Australia in person; I was booked for the 2010 UX Australia edition, but had to cancel in order to finish my move from Amsterdam back to the U.S., and I’ve been bummed about missing a great excuse to take a very long flight to the other side of the planet :)

 

 

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Slides for UXLX talk “The Language of Discovery: A Grammar for Designing Big Data Interactions”

June 3rd, 2012 — 12:00am

I’ve posted the slides from my UXLX talk on the Language of Discovery. Thanks to a few days spent featured on the slideshare homepage, they’ve clocked over 60,000 views in the past week!  In combination with the buzz from the audience for the talk, I think this shows there is broader awareness and appetite for answers to the question of how designers will make big data accessible and ‘engageable’.

From the practical perspective, if you’re looking for a way to describe discovery and sense making needs and activities, there’s no better resource than this.  And the LOD is well-grounded from the methodological and research perspectives, having roots in HCIR, cognitive science, and a number of other academic disciplines that contribute to the toolkit for understanding human interaction with information and discovery activity.

I hope the language of discovery is part of that bigger picture of how creators of interactions and definers of experiences shape the new tools people use in the Age of Insight.

The Language of Discovery: Designing Big Data Interactions from Joe Lamantia

Also, the Lanyrd page for the talk aggregates the slides, sketch notes, and pointers to some other resources.

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Sketchnotes for UXLX Big Data Talk

May 27th, 2012 — 12:00am

Sketchnotes from my UXLX talk are posted. Thanks to the crew at Livesketching for creating these, and sharing them (this photo is courtesy of flickr user visualpunch).

As I’m sure you can see by the level of density, I was moving quickly to cover a lot of ground…!

Sketchnotes for "The Language of Discovery: A Grammar for Designing Big Data Interactions" - Lightning talk by Joe Lamantia

 

The complete set of sketch notes from UXLX is available as a set on flickr here.

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Speaking at UXLX on “The Language of Discovery: A Grammar for Designing Big Data Interactions”

April 20th, 2012 — 12:00am

I’ve just confirmed that I’ll be presenting a lightning talk at this year’s UX Lisbon, in May – I’m excited!  There’s a great lineup of UX speakers, and I’m looking forward to catching up with the international UX community for the first time since moving back to the U.S.

UX LX Session Page

I’m sharing some of the work I’ve been doing at Endeca / Oracle, around the question of interaction and sense making for the emerging category of big data.  This is a UX question I don’t think is on the radar of many practitioners.  And for those who are encountering it, the framings I see for how to engage with this from the UX perspective are scattered and — frankly — small.  They tend to focus on the specifics of visualization, and miss the larger picture of how people engage in discovery tasks and activities every day, on small and large scales. If you’ve followed my work on other emerging interaction UX and interaction spaces like enterprise applications, games, mobile, social networks, and – before I returned to my roots in making products in a startup context – augmented reality, it’s easy to see I’m interested in the deep structure of new interaction spaces, and I think a forward-looking perspective on the broad and fundamental conceptual frame of reference for such new spaces is essential for anyone who intends to work in them in a serious and impactful fashion. So consider this talk an introduction to the package of ideas about technology, interaction, products, and their discovery aspects that I refer to as of the “Age of Insight” – the era in which everyone discovers, and everything is discoverable.

The 2012 UXLX program is online, the talk is titled The Language of Discovery: A Grammar for Designing Big Data Interactions, and the session description is below.

I hope to see a good mix of familiar and new faces at this growing event.  Thanks to the organizers for including me in the program!

The Language of Discovery: A Grammar for Designing Big Data Interactions

The oncoming tidal wave of Big Data, with its rapidly evolving ecosystem of multi-channel information saturated environments and services, brings profound challenges and opportunities for the design of effective user experiences.

Looking deeper than the celebratory rhetoric of information quantity, at its core, Big Data makes possible unprecedented awareness and insight into every sphere of life; from business and politics, to the environment, arts and society. In this coming Age of Insight, ‘discovery’ is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments.

To provide architects and designers with an effective starting point for creating satisfying and relevant user experiences that rely on discovery interactions, this session presents a simple analytical and generative toolkit for understanding how people conduct the broad range of discovery activities necessary in the information-permeated world.

Specifically, this session will present:

  • A simple, research-derived language for describing discovery needs and activities that spans domains, environments, media, and personas
  • Observed and reusable patterns of discovery activities in individual and collaborative settings
  • Examples of the architecture of successful discovery experiences at small and large scales
  • A vocabulary and perspective for discovery as a critical individual and organizational capability
  • Leading edge examples from the rapidly emerging space of applied discovery
  • Design futures and concepts exploring the possible evolution paths of discovery interactions

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A Taxonomy of Enterprise Search: Complete Paper

September 18th, 2011 — 12:00am

The EuroHCIR organizers have published proceedings from this year’s workshop (which I was unfortunately unable to attend), which means I can make our paper A Taxonomy of Enterprise Search and Discovery directly available.  The complete proceedings are here, and are also packaged as a single download.

Here’s the text of the published paper, including references, and adding in a few illustrations omitted to meet page limits on papers.  Many thanks go to co-authors Tony Russell-Rose and Mark Burrell for putting this paper together.

A Taxonomy of Enterprise Search

ABSTRACT

Classic IR (information retrieval) is predicated on the notion of users searching for information in order to satisfy a particular “information need”. However, it is now accepted that much of what we recognize as search behaviour is often not informational per se. For example, Broder (2002) has shown that the need underlying a given web search could in fact be navigational (e.g. to find a particular site or known item) or transactional (e.g. to find a sites through which the user can transact, e.g. through online shopping, social media, etc.). Similarly, Rose & Levinson (2004) have identified consumption of online resources as a further category of search behaviour and query intent.

In this paper, we extend this work to the enterprise context, examining the needs and behaviours of individuals across a range of search and discovery scenarios within various types of enterprise. We present an initial taxonomy of “discovery modes”, and discuss some initial implications for the design of more effective search and discovery platforms and tools.

Categories and Subject Descriptors

H.3.3 [Information Search and Retrieval]: Search process;

H.3.5 [Online Information Services]: Web-based services

General Terms

Human Factors.

Keywords

Enterprise search, information seeking, user behaviour, knowledge workers, search modes, information discovery, user experience design.

1. INTRODUCTION

To design better search and discovery experiences we must understand the complexities of the human-information seeking process. Numerous theoretical frameworks have been proposed to characterize this complex process, notably the standard model (Sutcliffe & Ennis 1998), the cognitive model (Norman 1998) and the dynamic model (Bates, 1989). In addition, others have investigated search as a strategic process, examining the various problem solving strategies and tactics that information seekers employ over extended periods of time (e.g. Kuhlthau, 1991).

In this paper, we examine the needs and behaviours of varied individuals across a range of search and discovery scenarios within various types of enterprise. These are based on an analysis of the scenarios derived from numerous engagements involving the development of search and business intelligence solutions utilizing the Endeca Latitude software platform. In so doing, we extend the classic IR concept of information-seeking to a broader notion of discovery-oriented problem solving, accommodating the much wider range of behaviours required to fulfil the typical goals and objectives of enterprise knowledge workers.

Our approach to enterprise discovery is an activity-centred model inspired by Don Norman’s Activity Centred Design, which “organizes according to usage” whereas “…traditional human centred design organizes according to topic, in isolation, outside the context of real, everyday use.” (Norman 2006). This approach is an extension of previous activity-centred modelling efforts which focused on a “captur[ing] a systematic and holistic view of what users need to accomplish when undertaking information retrieval tasks more complex than searching” (Lamantia 2006), employing Grounded Theory to provide methodological structure (Glaser 1967).

In this context, we present an alternative model focused on information discovery rather than information seeking per se, which has at its core an initial taxonomy of the “modes of discovery” that knowledge workers employ to satisfy their information search and discovery goals. We then discuss some initial implications of this model for the design of more effective search and discovery platforms and tools.

2. INFORMATION RETRIEVAL MODELS

The classic model of IR assumes an interaction cycle consisting of four main activities: the identification an information need, the specification of an appropriate query, the examination of retrieval results, and reformulation (where necessary) of the original query. This cycle is then repeated until a suitable result set is found (Salton 1989).

In both the above models, the user’s information need is assumed to be static. However, it is now acknowledged that information seekers’ needs often change as they interact with a search system. In recognition of this, alternative models of information seeking have been proposed. For example, Bates (1989) proposed the dynamic “berry-picking” model of information seeking, in which the information need (and consequently the query) changes throughout the search process This model also recognises that information needs are not satisfied by a single, final result set, but by the aggregation of results, insights and interactions along the way.

Bates’ work is particularly interesting as it explores the connections between the dynamic model and the search strategies and tactics that professional information-seekers employ. In particular, Bates identifies a set of 29 individual tactics, organised into four broad categories (Bates, 1979). Likewise, O’Day & Jeffries (1993) examined the use of information search results by clients of professional information intermediaries and identified three distinct “search modes” or major categories of search behaviour: (1) Monitoring a known topic or set of variables over time; (2) Following a specific plan for information gathering; (3) Exploring a topic in an undirected fashion.

O’Day and Jeffries also observed that a given search would often evolve over time into a series of interconnected searches, delimited by certain triggers and stop conditions that indicate the transitions between modes or individual searches executed as part of an overall enquiry or scenario. Moreover, O’Day & Jeffries also attempted to characterise the analysis techniques employed by the clients in interpreting the search results, identifying the following six primary categories: (1) Looking for trends or correlations; (2) Making comparisons; (3) Experimenting with different aggregations/scaling; (4) Identifying critical subsets; (5) Making assessments; (6) Interpreting data to find meaning.

More recent investigations into the relationship between information needs and search activities include that of Marchionini (2005), who identifies three major categories of search activity, namely “Lookup”, “Learn” and “Investigate”.

3. A TAXONOMY OF ENTERPRISE SEACH AND DISCOVERY

The primary source of data in this study is a set of user scenarios captured during numerous engagements involving the development of search and business intelligence solutions utilizing the Endeca Latitude software platform. These scenarios take the form of a simple narrative that illustrates the user’s end goal and the primary task or action they take to complete it, followed by a brief description of their job function or role, for example:

“I need to understand a portfolio’s exposures to assess portfolio-level investment mix” (Portfolio Manager)

“I need to understand the quality performance of a part and module set in manufacturing and the field so that I can determine if I should replace that part” (Engineering)

These scenarios were manually analyzed to identify themes or modes that appeared consistently throughout the set. For example, in each of the scenarios above there is an articulation of the need to develop an understanding or comprehension of some aspect of the data, implying that “comprehending” may constitute one such discovery mode. Inevitably, this analysis process was somewhat iterative and subjective, echoing the observations made by Bates (1979) in the identification of her search tactics: “While our goal over the long term may be a parsimonious few, highly effective tactics, our goal in the short term should be to uncover as many as we can, as being of potential assistance. Then we can test the tactics and select the good ones. If we go for closure too soon, i.e., seek that parsimonious few prematurely, then we may miss some valuable tactics.”

There are however some guiding principles that we can apply to facilitate convergence on a stable set. For example, an ideal set of modes would exhibit properties such as: Consistency (they represent approximately the same level of abstraction); Orthogonality (they operate independently to each other); and Comprehensiveness (they address the full range of discovery scenarios).

The initial set of discovery modes to emerge from this analysis consists of a set of nine, arranged into three top-level categories consistent with those of Marchionini (2005). The nine modes are as follows, each shown with a brief definition:

1. Lookup

1a. Locating: To find a specific (possibly known) item;

1b. Verifying: To confirm or substantiate that an item or set of items meets some specific criterion;

1c. Monitoring: To maintain awareness of the status of an item or data set for purposes of management or control

2. Learn

2a. Comparing: To examine two or more items to identify similarities & differences;

2b. Comprehending: To generate insight by understanding the nature or meaning of an item or data set;

2c. Exploring: To proactively investigate or examine an item or data set for the purpose of serendipitous knowledge discovery

3. Investigate

3a. Analyzing: To critically examine the detail of an item or data set to identify patterns & relationships;

3b. Evaluating: To use judgment to determine the significance or value of an item or data set with respect to a specific benchmark or model

3c. Synthesizing: To generate or communicate insight by integrating diverse inputs to create a novel artefact or composite view

Evidently, the output of this process has been optimized for the current data set and in that respect represents an initial interpretation that will need to evolve further. For example, “monitoring” may appear to be a lookup activity when considered in the context of a simple alert message, but when viewed as a strategic activity performed by an executive in the context of an organisational dashboard, a much greater degree of interaction and complexity is implied. Conversely, “exploring” is a concept whose level of abstraction may prove somewhat higher than the others, thus breaking the consistency principle suggested above.

However, the true value of the modes will be realised not by their conceptual purity or elegance but by their utility as a design resource. In this respect, they should be judged by the extent to which they facilitate the design process in capturing important characteristics common to enterprise search and discovery experiences, whilst flexibly accommodating arbitrary variations in domain, information resources, etc.

4. MODE SEQUENCES AND PATTERNS

A further interesting observation arising from the above analysis is that the mapping between scenarios and modes is not one-to–one. Instead, some scenarios are seen to involve a number of modes, sometimes with a primary or dominant mode, and often with an implied linear sequence. Moreover, certain sequences of modes tend to re-occur more frequently than others, forming specific “mode chains” or patterns, analogous to higher-level syntactic units. These patterns provide a framework for understanding the transitions between modes (echoing the triggers identified by O’Day & Jeffries), and allude to the existence of natural seams that can be used be used to provide further insight into information enterprise search and discovery behaviour.

These mode chains echo the above-mentioned efforts to create goal-based information retrieval models, which yielded modes and a set of broadly applicable “information retrieval patterns that describe the ways users combine and switch modes to meet goals: Each pattern is assembled from combinations of the same four [elemental] modes” (Lamantia 2006).

Mode Networks

Figure 1. Discovery mode network

The five most frequent mode patterns are listed below. These have been assigned descriptive (if somewhat informal) labels to aid their characterisation, along with the sequence of modes they represent and an associated example scenario:

  1. Comparison-driven optimization: (Analyze-Compare- Evaluate) e.g. “Replace a problematic part with an equivalent or better part without compromising quality and cost
  2. Exploration-driven optimization: (Explore-Analyze-Evaluate) e.g. “Identify opportunities to optimize use of tooling capacity for my commodity/parts
  3. Strategic Insight (Analyze-Comprehend-Evaluate) e.g. “Understand a lead’s underlying positions so that I can assess the quality of the investment opportunity
  4. Strategic Oversight (Monitor-Analyze-Evaluate) e.g. “Monitor & assess commodity status against strategy/plan/target
  5. Comparison-driven Synthesis (Analyze-Compare-Synthesize) e.g. “Analyze and understand consumer-customer-market trends to inform brand strategy & communications plan

Further insight may be derived by examining how the mode patterns combine across all the scenarios to the form of a “mode network”, as shown in Figure 1. Evidently, some modes act as “terminal” nodes, i.e. entry points or exit points to a discovery scenario. For example, Monitor and Explore feature only as entry points at the initiation of a scenario, whilst Synthesize and Evaluate feature only as exit points to a scenario.

5. DESIGN PRINCIPLES FOR SEARCH AND DISCOVERY SOLUTIONS

The modes establish a ‘taskonomy’ or collection of defined discovery activities which are structurally consistent, domain and scale independent, orthogonal, semantically distinct, conceptually connected, and flexibly sequenceable. Such a profile — analogous to notes in the musical scale, or the words and phrases we assemble into sentences — should allow the modes to serve as a language for the design of variable scale activity-centered discovery solutions through common constructive mechanisms such as concatenation, combination and nesting. And if the modes do act as an elementary grammar for discovery, then sustained use as a functional and interaction design language should result in the creation of larger and more complex units of meaning which offer cumulative value.

Professional experience with employing the modes as both an analytical framework for understanding discovery needs and as a design grammar for the definition of discovery solutions suggests that both implications are valid. Further, our observations of using the modes suggest the existence of recognizable patterns in the design of discovery solutions. We will briefly discuss some of the patterns observed, doing so at three common levels of solution scale: on the level of a single functional or interface element, for whole screens or interfaces composed of multiple functional elements, and for applications comprising multiple screens.

5.1 Single element patterns

5.1.1 Comparison Views

One of the most common design patterns is to support the need for the Compare mode by creating A/B type comparison views that present two display panes – each containing data display charts or tables; or single items or groups of items – side by side to emphasize similarities and differences.

5.1.2 Contextual Views

Another common design pattern supports the Analysis mode by allowing a fore-grounded view of a single chart, table, item, or list, accompanied by its contextual ‘halo’ – the full body of information available about the element such as status, origin, format, relationships to other elements; annotations; etc.

5.2 Whole screen patterns

5.2.1 Dashboard

One of the most common screen-level design patterns is to support the Monitoring and Synthesis modes by presenting a collection of metrics which in aggregate provide the status of independent processes, groups, or progress versus goals in a ‘dashboard’ style screen.

Figure: Dashboard Screen

5.2.2 Visual Discovery Screen: 4-Dimensions

 

A second common screen-level design pattern for discovery experiences is the visual discovery screen, which supports modes such Exploration, Evaluation, and Verification by layering views that present visualizations of several dimensions of a single axis of focus such as a core process, organizational unit, or KPI. When switching between layered views, the axis in focus remains the same, but the data and presentation in the dimensions adjusts to match the preferred discovery mode.

Figure: Visual Analysis Screen

5.3 Application-level patterns

5.3.1 Differentiated Application

The ‘Differentiated Application’ pattern assembles a collection of individual screens whose distinct compositions and designs support individual discovery modes of Analysis, Comparison, Evaluation and Monitoring in aggregate to address the ‘Strategic Oversight’ mode sequence. Application-level patterns often address a spectrum of discovery needs for a group of users with differing organizational responsibilities, such as management vs. detailed analysis.

Figure: Differentiated Application Structure

 

 

 

 

 

 

 

 

 

 

 

 

 

 

6. DISCUSSION

The above analysis is predicated on the notion that the user scenarios provide a unique insight into the information needs of enterprise knowledge workers. However, a number of caveats apply to both the data and the approach.

Firstly, the scenarios were originally generated to support the development of a specific implementation rather than for the analysis above. Therefore, the principles governing their creation may not faithfully reflect the true distribution or priority of information needs among the various end user populations. Secondly, the particular sample we selected for this study was based on a number of pragmatic factors (including availability), which may not faithfully represent the true distribution or priority among enterprise organizations. Thirdly, the data will inevitably contain some degree of subjectivity, particularly in cases where scenarios were generated by proxy rather than with direct end-user contact. Fourthly, the data will inevitably contain some degree of inconsistency in cases where scenarios were documented by different individuals.

We should also acknowledge a number of caveats concerning the process itself. In inductive work with foundations in qualitatively centered frameworks such as Grounded Theory, it is expected that a number of iterations of a “propose-classify-refine” cycle will be required for the process to converge on a stable output (e.g. Rose & Levinson, 2004). In addition, those iterations should involve a variety of critical viewpoints, with the output tested and refined using a separate, independent sample on each iteration. Likewise, the process by which scenarios are classified would benefit from further rigour: this is a critical part of the process and of course relies on human judgement and inference, but that judgement needs to go beyond simple word matching and be consistently applied to each scenario so that subtle distinctions in meaning and intent can be accurately identified and recorded.

That said, some interesting comparisons can already be made with the existing frameworks. For example, the first and third of the search modes suggested by O’Day and Jeffries have also been identified as distinct discovery modes in our own study, and the second (arguably) maps on to one or more of the mode chains identified above. Likewise, the search results analysis techniques that O’Day & Jeffries identified also present some interesting parallels.

7. CONCLUSIONS AND FUTURE DIRECTIONS

To design better search and discovery experiences we must understand the complexities of the human-information seeking process. In this paper, we have examined the needs and behaviours of varied individuals across a range of search and discovery scenarios within various types of enterprise. In so doing, we have extended the classic IR concept of information-seeking to a broader notion of discovery-oriented problem solving, accommodating the much wider range of behaviours required to fulfil the typical goals and objectives of enterprise knowledge workers.

In addition, we have proposed an alternative model focused on information discovery rather than information seeking which has at its core a taxonomy of “modes of discovery” that knowledge workers employ to satisfy their information search and discovery goals. We have also examined some of the initial implications of this model for the design of more effective search and discovery platforms and tools.

Suggestions for future work include further iterations on the “propose-classify-refine” cycle using independent data. This data should ideally be acquired based on a principled sampling strategy that attempts where possible to address any biases introduced in the creation of the original scenarios. In addition, this process should be complemented by empirical research and observation of knowledge workers in context to validate and refine the discovery modes and triggers that give rise to the observed patterns of usage.

8. REFERENCES

[1] Bates, Marcia J. 1979. “Information Search Tactics.” Journal of the American Society for Information Science 30: 205-214

[2] Bates, Marcia J. 1989. “The Design of Browsing and Berrypicking Techniques for the Online Search Interface.” Online Review 13: 407-424.

[3] Broder, A. 2002. A taxonomy of web search, ACM SIGIR Forum, v.36 n.2, Fall 2002

[4] Kuhlthau, C. C. 1991. Inside the information search process: Information seeking from the user’s perspective. Journal of the American Society for Information Science, 42, 361-371.

[5] Lamantia, J. 2006. “10 Information Retrieval Patterns” JoeLamantia.com, /information-architecture/10-information-retrieval-patterns

[6] Glaser, B. & Strauss, A. 1967. The Discovery of Grounded Theory: Strategies for Qualitative Research. New York: Aldine de Gruyter.

[7] Marchionini, G. 2006. Exploratory search: from finding to understanding. Commun. ACM 49(4): 41-46

[8] Norman, Donald A. 1988. The psychology of everyday things. New York, NY, US: Basic Books.

[9] Donald A. Norman. 2006. Logic versus usage: the case for activity centered design. Interactions 13, 6

[10] O’Day, V. and Jeffries, R. 1993. Orienteering in an information landscape: how information seekers get from here to there. INTERCHI 1993: 438-445

[11] Rose, D. and Levinson, D. 2004. Understanding user goals in web search, Proceedings of the 13th international conference on World Wide Web, New York, NY, USA

[12] Salton, G. (1989). Automatic Text Processing: The Transformation, Analysis, and Retrieval of Information by Computer. Addison-Wesley, Reading, MA.

[13] A.G. Sutcliffe and M. Ennis. Towards a cognitive theory of information retrieval. Interacting with Computers, 10:321–351, 1998.

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Presenting “A Taxonomy of Enterprise Search” at EUROHCIR

June 6th, 2011 — 12:00am

I’m pleased to be presenting ‘A Taxonomy of Enterprise Search’ at the upcoming EuroHCIR workshop, part of the 2011 HCI conference in the UK.  Co-authored with Tony Russell-Rose of UXLabs, and Mark Burrell here at Endeca, this is our first publication of some of the very exciting work we’re doing to understand and describe discovery activities in enterprise settings, and do so within a changed and broader framing than traditional information retrieval.  The paper builds on work I’ve done previously on understanding and defining information needs and patterns of information retrieval activity, while working on search and discovery problems as part of larger user experience architecture efforts.

Here’s the abstract of the paper:

Classic IR (information retrieval) is predicated on the notion of users searching for information in order to satisfy a particular “information need”. However, it is now accepted that much of what we recognize as search behaviour is often not informational per se. For example, Broder (2002) has shown that the need underlying a given web search could in fact be navigational (e.g. to find a particular site or known item) or transactional (e.g. to find a sites through which the user can transact, e.g. through online shopping, social media, etc.). Similarly, Rose & Levinson (2004) have identified consumption of online resources as a further category of search behaviour and query intent.

In this paper, we extend this work to the enterprise context, examining the needs and behaviours of individuals across a range of search and discovery scenarios within various types of enterprise. We present an initial taxonomy of “discovery modes”, and discuss some initial implications for the design of more effective search and discovery platforms and tools.

There’s a considerable amount of research available on information retrieval — even within a comparatively new discipline like HCIR, focused on the human to system interaction aspects of IR — but I think it’s the attempt to define an activity centered grammar for interacting with information that makes our approach worth examining.  The HCIR events in the U.S. (and now Europe) blend academic and practitioner perspectives, so are an appropriate audience for our proposed vocabulary of discovery activity ‘modes’ that’s based on a substantial body of data collected and analyzed during solution design and deployment engagements.

I’ll post the paper itself once the proceedings are available.

Comment » | Language of Discovery, User Experience (UX), User Research

The Architecture of Discovery: Slides from Discover Conference 2011

April 16th, 2011 — 12:00am

Endeca invites customers, partners and leading members of the broader search and discovery technology and solutions communities to meet annually, and showcase the most interesting and exciting work in the field of discovery.  As lead for the UX team that designs Endeca’s discovery products, I shared some of our recent work on patterns in the structure of discovery applications, as well as best practices in information design and visualization that we use to drive product definition and design for Endeca’s Latitude Discovery Framework.

This material is useful for program and project managers and business analysts defining requirements for discovery solutions and applications, UX and system architects crafting high-level structures and addressing long-term growth, interaction designers and technical developers defining and building information workspaces at a fine grain, and

There are three major sections: the first presents some of our tools for identifying and understanding people’s needs and goals for discovery in terms of activity (the Language of Discovery as we call it), the second brings together screen-level, application level, and user scenario / use-case level patterns we’ve observed in the applications created to meet those needs, and the final section shares condensed best practices and fundamental principles for information design and visualization based on academic research disciplines such as cognitive science and information retrieval.

It’s no coincidence that these sections reflect the application of the core UX disciplines of user research, information architecture, and interaction design to the question of “who will need to encounter information for some end, and in what kind of experience will they encounter it”.  This flow and ordering is deliberate; it demonstrates on two levels the results of our own efforts applying the UX perspective to the questions inherent in creating discovery tools, and shares some of the tools, insights, templates, and resources we use to shape the platform used to create discovery experiences across diverse industries.

Session outline

Session description

“How can you harness the power and flexibility of Latitude to create useful, usable, and compelling discovery applications for enterprise discovery workers? This session goes beyond the technology to explore how you can apply fundamental principles of information design and visualization, analytics best practices and user interface design patterns to compose effective and compelling discovery applications that optimize user discovery, success, engagement, & adoption.”

The patterns are product specific in that they show how to compose screens and applications using the predefined components in the Discovery Framework library.  However, many of the product-specific components are built to address common or recurring needs for interaction with information via well-known mechanisms such as search, filtering, navigation, visualization, and presentation of data.  In other words, even if you’re not using the literal Discovery Framework component library to compose your specific information analysis workspace, you’ll find these patterns relevant at workspace and application levels of scale.

The deeper story of these patterns is in demonstrating the evolution of discovery and analysis applications over time.  Typically, discovery applications begin by offering users a general-purpose workspace that satisfies a wide range of interaction tasks in an approximate fashion.  Over time, via successive expansions in the the scope and variety of data they present, and the discovery and analysis capabilities they provide, discovery applications grow to include several different types of workspaces that individually address distinct sets of needs for visualization and sense making by using very different combinations of components.  As a composite, these functional and informationally diverse workspaces span the full range of interaction needs for differing types of users.

I hope you find this toolkit and collection of patterns and information design principles useful.  What are some of the resources you’re using to take on these challenges?

User Experience Architecture For Discovery Applications from Joe Lamantia

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

Video of ‘Social Interaction Design for Augmented Reality’ from TWAB 2010

July 2nd, 2010 — 12:00am

The good peo­ple at Chi Nether­lands just posted video of my talk “Play­ing Well With Oth­ers: Inter­ac­tion Design and Social Design for Aug­mented Real­ity” at the Web and Beyond 2010 here in Ams­ter­dam in June.  It’s couched as a col­lec­tion of design prin­ci­ples for the oncom­ing cat­e­gory of social aug­mented inter­ac­tions made pos­si­ble by the new medium of aug­mented real­ity.  But this talk is also a call to action for all mak­ers of expe­ri­ences for the emerg­ing engage­ment space of every­ware to focus on the human and the humane per­spec­tives as we explore the new inter­ac­tions made possible.

The out­line of the talk is roughly:

  1. Overview of aug­mented reality
  2. Social inter­ac­tion per­spec­tive on cur­rent AR experiences
  3. Def­i­n­i­tion of ‘social aug­mented experiences’
  4. Com­mon inter­ac­tion design pat­terns for AR
  5. Social ‘anti-patterns’ lim­it­ing design of aug­mented experiences
  6. Design prin­ci­ples for social aug­mented experiences

(The audio qual­ity is quite good, and the cam­era­man cap­tured most of the slides nicely — so this is a record­ing worth watching.)

This year’s TWAB fea­tured sev­eral talks on aug­mented real­ity, ubiq­ui­tous com­put­ing and related top­ics; you’ll find record­ings of these on the Chi Ned­er­land Vimeo chan­nel: http://vimeo.com/chinederland

Many thanks to the orga­niz­ers and vol­un­teers for putting on such a well-run event!

TWAB2010: Joe Lamantia – Playing well with others: interaction design and social design for augmented reality from Chi Nederland on Vimeo.

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

Social Interaction Design for Augmented Reality at the Web and Beyond

June 3rd, 2010 — 12:00am

Thanks to all who came to the Muziekgebouw on a lovely early summer day to talk about the emerging engagement space of social augmented experiences for the third edition of The Web And Beyond conference in Amsterdam.

For reference, here’s the session description from the official program:

Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.

Social Interaction Design For Augmented Reality: Patterns and Principles for Playing Well With Others from Joe Lamantia

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

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