On Modularity: “Always Look Both Ways When Componentizing the Street”

March 3rd, 2009 — 12:00am

That’s the title of my just-submited guest contribution to Nathan Curtis’ forthcoming book “Modular Web Design.” (I’m in good company; Todd Warfel and Andrew Payne are two of the other contributors.) When Modular Web Design comes out (follow on Twitter for details), you can turn directly to chapter four, ‘Variations’, and read my cautionary tale.

What about the rest of the book? I’ve seen the complete outline, and let me say that if you like modularity as much as we do and you’re designing interfaces, this is the book for you. Maybe you’re even working with some variation of the building blocks, or a similar design framework? And the cover features Legos!

Of course, if you *don’t* like modularity, there’s no need to sweat about it: the future has a place for everyone [We’ll be busy playing with our Siftables]. Just don’t be surprised if it turns out to be smallish, dry, and bit – uhh – box-like

Comment » | Building Blocks, Information Architecture, User Experience (UX)

The Architecture of Fun: Massively Social On-line Games

February 27th, 2009 — 12:00am

Here’s my presentation from the Italian IA Summit on Killzone.com as a leading example of the next generation of Massively Social On-line Games.
As usual, I try to share some of the best thinking on these ideas; in this case I quote liberally from Nicole Lazarro. (I hope she takes this as a compliment.) Her insights into the emotional drivers for social and game experiences and the nature of cross media are – no surprise – right on, and coming true years after first publication.
Some of the more eye-opening material I discovered while looking into the design of this game / community hybrid concerns the direct connection between game mechanics (a design question), the space of possible choices for players, the emotions these choices inspire and encourage, and the resulting experience of the game environment.
From the functional to the psychological, it seems there really is an ‘architecture of fun’ for both games and social experiences. It is just another example of how architecture of any (and all) kinds is an enormous influencing factor on peoples’ experiences.
This is the first of two parts – stay tuned for the follow-up, once we clear the disclosure question.
A slidecast will follow shortly, now that my laptop is back in working order, and I can fire up ScreenFlow.

Massively Social Games: Next Generation Experiences from Joe Lamantia

Comment » | Social Media, User Experience (UX)

Join Me For ‘Beyond Findability’ the IA Summit 09 Workshop

February 23rd, 2009 — 12:00am

If you’re keen to help shape the way that the user experiences of the future are conceived and defined, join Andrew Hinton, Matthew Milan, Livia Labate, and yours truly in a full-day workshop / seminar titled “Beyond Findability: Reframing IA Practice & Strategy for Turbulent Times” at the 2009 IA Summit in Memphis.
We’ve got a lot of great material to share – and shape – on where this new[ish] discipline is headed, from four complementary but distinct professional perspectives (digital agency, in-house services group, management, design consultancy), shared by leading practitioners.

Here’s a quick description:
“Changes are happening fast in technology, the economy, and even the various User Experience professions. In the midst of such turbulence, conventional Information Architecture can have trouble seeming fully relevant. Some may see it as a commodity, or a narrow specialty that has little to do with the game-changing emergence of social media, ubiquitous & mobile computing, and the rest.
This full-day workshop will address such concerns with a boundary-pushing foray into IA craft and strategy. We’ll show how core IA skills are more relevant and strategically important than ever, and we’ll explore how we can extend IA to its full potential in 21st century UX design.”

Read more about Beyond Findability here.

Register here.

See you in Memphis!

Comment » | Information Architecture, User Experience (UX)

Speaking About Massively Social On-line Games In Italy

February 13th, 2009 — 12:00am

I’ll be speaking at the Italian IA Summit next week on some of the exciting work MediaCatalyst has been doing in the area of massively social on-line games. We’re the digital agency behind Killzone.com, the integrated on-line community for the Killzone game series, which is just about to release it’s second installment (selling well – KillZone 2 is #10 on Amazon, in pre-orders alone).
I think hybrid experiences that combine games dynamism and sophisticated social spaces are a very important part of the future for interactive experiences, and the organizers have been kind enough to offer us the opening keynote, so if you can get a ticket to Forli, we’d love to see you in the audience.
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Here’s the full description of our talk:

Co-evolution of a Socially Rich Game Experience and Community Architecture

What form will the next generation of interactive experiences take? The exact nature of the future is always unknown. But now that everything is ‘social’, and games are a fully legitimate cultural phenomenon more profitable and more popular than Hollywood films, we can expect to see the emergence of experiences that combine aspects of games and social media in new ways.

One example of a hybrid experience that combines game elements and complex social interactions is the cross-media environment formed by the popular Killzone games and their companion site Killzone.com. By design, the Killzone games and the Killzone.com site have co-evolved over time to interconnect on many levels. In the most recent version (planned for public release in early 2009), the game console and web site experiences work in concert to enhance gameplay with sophisticated social dynamics, and provide an active community destination that is ‘synchronized’ with events in the game in real time. The hybrid Killzone environment allows active game players and community members to move back and forth between game and web experiences, with simultaneous awareness of and connection to people and events in both settings.

Leading games researcher and designer Nicole Lazzaro calls these hybrid experiences ‘Massively Social On-line Games’. In these types of interactive experiences, players build meaningful histories for individual characters and groups of all sizes through competitive and cooperative interactions that take place in the linked game and community contexts. Game mechanisms and social architecture elements are designed to encourage the accumulation of shared experiences, group identities, and collective histories. Over time, designers hope shared experiences will serve as the basis for a body of social memory.

This case study will follow the co-evolution of Killzone and Killzone.com, revisiting major business and design decisions in context, examining the changing nature of the community, and considering the lessons learned at each stage of the development of this early example of the next generation of massively social on-line game.

Comment » | User Experience (UX)

8 Waves of Change Shaping Digital Experiences

December 11th, 2008 — 12:00am

I’ve been focused on understanding future directions in the landscape of digital experiences recently (which nicely parallels some of the work I’ve been doing on design and futures in general), so I’m sharing a summary of the analysis that’s come out of this research.
This presentation shares an overview of all the major waves of change affecting digital experiences, some of the especially forward-looking insights around shifts in our identities, and the implications for those creating digital experiences.
The 8 waves discussed here (are there more? let me know!)

  • Digital = Social
  • Co-Creation
  • Digital Natives
  • Itʼs All a Game
  • Take Away
  • Everyware
  • Convergence
  • Seeing Is Believing

Waves of Change Shaping Digital Experiences from Joe Lamantia

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

Discount Code for Indi Young’s ‘Mental Models’ Webinar

December 10th, 2008 — 12:00am

Designers, product managers, and anyone who aims to create relevant and beautiful experiences would be wise to check out Indi Young’s upcoming webinar, Using Mental Models for Tactics and Strategy, on December 11th. Indi literally wrote the book on mental models for user experience – read it, if you haven’t yet – and this webinar is part of the Future Practice series produced by Smart Experience and Rosenfeld Media, so expect good things for your modest investment.

Even better, our friends at Smart Experience and Rosenfeld Media are offering a 25% discount on registrations, which is good for these tough times.

Use this discount code when registering: LAMANTIAWBNR

Enjoy!

Comment » | Information Architecture, User Experience (UX)

Proud To Be American (Once Again)

November 5th, 2008 — 12:00am

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Comment » | Civil Society

Launching “Everyware” My New UXmatters Column

November 4th, 2008 — 12:00am

First Fictions and the Parable of the Palace is the inaugural installment of “Everyware: Designing the Ubiquitous Experience,” a column exploring user experience and design in the era of ubiquitous computing. ‘First Fictions’ considers the profound design implications of foundational visions of ubiquitous computing imagined by technologists such as Mark Weiser and John Seely Brown, and finds precedent for these sorts of techno-social futures in the poetic parables of Jorge Louis Borges.
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“Everyware” will be a journey through the expanding wavefront of the ubiquitous experience as it impacts design, covering topics ranging from ubiquitous computing to near-field communication, pervasive computing, The Internet of Things, spimes, ubicomp, locative media, and ambient informatics.

I hope it’s as good to read as it has been to write. And keep the comments flowing!

2 comments » | Everyware, User Experience (UX)

Effective Portals Article in Intranets Today

November 2nd, 2008 — 12:00am

Readers active in the enterprise, intranet, portal, and syndicated content & functionality spaces might be interested in The Building Blocks of Effective Portals that appears in the November / December issue of Intranets Today.
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Intranets is one of the leading publications focused on these topics, with regular contributions from the likes of Rachel Alexander, Jane McConnell, and James Roberston.
You will need a log-in to read the complete article on-line, but perhaps you were thinking of subscribing, and this will pull you in.

Comment » | Building Blocks, Information Architecture, Intranets

Ubiquitous Computing and Borges’ “Parable of the Palace”

October 26th, 2008 — 12:00am

I’ve been looking at ubiquitous computing for the past few weeks, working on the first installment of what will be a recurring column in UXMatters, and it’s had me thinking a lot about Borges’ enigmatic Parable of the Palace.
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I’m not exactly sure what the resonance is — it literally popped into my head a few weeks ago — but the connection has stuck with me. Maybe it’s the quantum uncertainty of the tale? Or the ambiguity of the symbols. Are designers the poet? It feels that way some days. Is the palace the world around us? Maybe we’re also the emperor…

Without further ado, I present the parable in it’s entirety.

Parable of the Palace
by Jorge Luis Borges

That day the Yellow Emperor showed his palace to the poet. Little by little, step by step, they left behind, in long procession, the first westward-facing terraces which, like the jagged hemicycles of an almost unbounded amphitheater, stepped down into a paradise, a garden whose metal mirrors and intertwined hedges of juniper were a prefiguration of the labyrinth. Cheerfully they lost themselves in it — at first as though condescending to a game, but then not without some uneasiness, because its straight allées suffered from a very gentle but continuous curvature, so the secretly the avenues were circles. Around midnight, observation of the planets and the opportune sacrifice of a tortoise allowed them to escape the bonds of that region that seemed enchanted, though not to free themselves from that sense of being lost that accompanied them to the end. They wandered next through antechambers and courtyards and libraries, and then through a hexagonal room with a water clock, and one morning, from a tower, they made out a man of stone, whom later they lost sight of forever. In canoes hewn from sandalwood, they crossed many gleaming rivers–or perhaps a single river many times. The imperial entourage would pass and people would fall to their knees and bow their heads to the ground, but one day the courtiers came to an island where one man did not do this, for he had never seen the Celestial Son before, and the executioner had to decapitate him.

The eyes of the emperor and poet looked with indifference on black tresses and black dances and golden masks; the real merged and mingled with the dreamed–or the real, rather, was one of the shapes the dream took. It seemed impossible that the earth should be anything but gardens, fountains, architectures, and forms of splendor. Every hundred steps a tower cut the air; to the eye, their color was identical, but the first of them was yellow and the last was scarlet; that was how delicate the gradations were and how long the series.

It was at the foot of the penultimate tower that the poet (who had appeared untouched by the spectacles which all the others had so greatly marveled at) recited the brief composition that we link indissolubly to his name today, the words which, as the most elegant historians never cease repeating, garnered the poet immortality and death. The text has been lost; there are those who believe that it consisted of but a single line; others, of a single word.

What we do know–however incredible it may be–is that within the poem lay the entire enormous palace, whole and to the least detail, with every venerable porcelain it contained and every scene on every porcelain, all the lights and shadows of its twilights, and every forlorn or happy moment of the glorious dynasties of mortals, gods, and dragons that had lived within it through all its endless past.

Everyone fell silent; then the emperor spoke: “You have stolen my palace!” he cried, and the executioner’s iron scythe mowed down the poet’s life.

Others tell the story differently. The world cannot contain two things that are identical; no sooner, they say, had the poet uttered his poem than the palace disappeared, as though in a puff of smoke, wiped from the face of the earth by the final syllable.
Such legends, of course, are simply literary fictions. The poet was the emperor’s slave and died a slave; his composition fell into oblivion because it merited oblivion, and his descendants still seek, though they shall never find, the word for the universe.

Comment » | Art

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