Is American Culture Healthy?

October 10th, 2008 — 12:00am

Trying out the Ask500People polling / survey / crowdsmarts (collective intelligence is too clean a term for this) service, I thought I’d throw out a complicated question, but ask for a simple answer.
In light of the collapse of American – and now global – financial markets [which are melting faster than the polar ice caps, if anyone’s interested in what may prove to be a telling environmental parallel with dire implications for our collective future], I’m wondering “Is American culture healthy?”
Here’s the responses so far – join in!
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Comment » | Curiosities

Frameworks Are the Future (Slides From EuroIA 2008)

October 8th, 2008 — 12:00am

In case you couldn’t make it to Amsterdam for EuroIA 2008, or if you were in town but preferred to stay outside in the warmth of a sunny September Saturday than venture into the marvelous Tsuchinski theater, I’ve posted the slides from my talk Frameworks are the Future of Design.
Enjoy!

Frameworks Are The Future of Design from Joe Lamantia

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

User Experience: About To Be Commoditized?

October 2nd, 2008 — 12:00am

Reading about the recent release of SocialText 3 I was struck by the strong parallels between the defining characteristics of enterprise environments in 2003/2004, and the emerging public Web 2.0 landscape. The essential characteristics of many enterprise environments are:

  • Syndication: streams of modular content and functionality broadcast widely to subscribers within the firewall, such as enterprise data feeds, ERP, BI capabilities, CRM, custom capabilities shared via SOA
  • Services (e.g. environmental, like the bees we used to have for pollination): identity, security, publication, data management, cloud storage, imap email, etc.
  • Social Structures: tangible networks & communities of like-minded people, oriented around a common practice, purpose, process, or pain; think of all the matrixed, horizontal org structures and ad-hoc networks encoded via internal email lists, IM, sprawling intranets, corporate directories, etc.

These same attributes are emerging as the hallmarks of the public Web 2.0 landscape. This is how the three S’s manifest for Web 2.0:

  • Syndication: A literal and figurative torrent of content in the form of blogs, RSS, feeds, streams, APIs, for social objects of all types, as well as catalogs of rentable content
  • Services: This layer is growing rapidly for the public internet, with OpenID / OAuth, mapping, visualization, backup, calendaring – the list is nearly infinite, and still expanding
  • Social Structures: The Web (and soon the mobile universe) is profoundly social now, and will continue to become ever more so.

I think you can easily see the strong parallels. It’s this similarity between the older enterprise environments and the emerging Web 2.0 environment that user experience practitioners, — and especially anyone practicing information architecture — should note.
Why? As I’ve written before, modularity is everywhere in this new environment, it’s apparent at all layers of the information world, from utilities like processing power, to services, to the elements that make up the user experience. The effects of modularity in syndication, services, and social structures on developers and IT have been profound; practices, processes, organizational structures, and business models have all shifted in response.

This wave of change first affected the developers who build and work directly with code and systems. But inevitably, disciplines further up the stack are feeling the impact of this shift, though many of us (and I’m putting user experience in this class) may not know it yet.

How will we feel that impact? One obvious way is in the pressure to adopt agile and other modular product construction practices created by and for developers as the preferred way to structure user experience and design efforts. This is a mistake that confuses the different stages of software / digital product creation (as Alan Cooper explained well at Agile2008). Design is not construction, and shouldn’t be treated as if it is. And one size fits all does not work when choosing the process and toolkit used for creating complex digital products, services, or experiences.

One result of this modularity rules all approach to user experience is the erosion of bounded or well-structured design processes that balance risk effectively for the various stages of design, and were meant to ensure the quality and relevance of the resulting products and experiences. Erosion is visible the trends toward compression or elimination of recognizable design concept exploration and usability verification activities in many design methods.

More immediately – in fact staring us right in the face, though I haven’t seen mention of it yet in m/any user experience forums – is the growing number of situations wherein there’s “No designer required”.

Examples of this abound, but just consider this feature list for the Social Text 3 Dashboard:

  • You decide what matters
  • Create your dashboard in minutes
  • Include 3rd party information and applications
  • Track & attend to what’s most important to you
  • Status updates flow automatically, as you work

If that’s not specific enough, here’s what comes out of the box, in the form of pre-built widgets:

  • My Conversations – changes others have made to any Socialtext workspace page you authored, edited, or commented on
  • My Colleagues – recent updates made by people you are subscribed to
  • Workspaces – workspaces you have access to and their activity metrics
  • Workspace Page – any page from any of your Socialtext workspaces
  • RSS Viewer – results of an RSS feed you configure
  • Workspace Tags – a tag cloud of all tags in a particular workspace
  • All People Tags – a tag cloud of all tags on people in Socialtext People

No architect required for most people here… and this trend is everywhere.

And then there’s the awesome spectre ofcommoditization. Listening to a friend describe the confusing experience of trying to select a short list of design firms for inclusion in an RFP made the linkage clear to me. I’ll quote Weil’s definition of commoditization from the paper referenced above, to make the point explicit.

Please recall that commoditization denotes the development of a competitive environment where:

  • Product differentiation is very difficult;
  • Customer loyalty and brand values are low;
  • Competition is based primarily on price; and
  • Sustainable advantage comes from cost (and sometimes quality) leadership.
  • Commoditization is driven by excess capacity.

Please note that I’m not implying user experience practitioners face overnight obsoletion.

But I am saying that I doubt our current disciplinary worldview and toolkit adequately prepare us for the realities of the new environment emerging so rapidly. Code, by contrast, is and always will be modular. (After all, that is the defining attribute of our alphabets.)

But user experience is holistic, and has to learn to build in its own way from these smaller pieces like a writer combining words and phrases. Eventually, you can create works of tremendous depth, richness, and sophistication; think of Ulysses by James Joyce, or the Mahabharata. These are richly nuanced experiences that are the result of working with modular elements.

My suggestion for one response to the oncoming wave of modularity and commoditization is to focus our value proposition in the creation of tools that other people use to define their individual experiences. In other words, shift our professional focus to higher layers of abstraction, and get into the business of defining and designing frameworks, networks, and systems of experience components. Practically, this will mean things like observing and defining the most valuable patterns arising in the use of systems of modular elements we design, and then advising on their use to solve problems. This is the direction common within enterprise environments, and in light of the appearance of public pattern libraries (Yahoo’s UI), I think I see it happening within parts of the user experience community. I’m not sure it’s happening fast enough, though.

I hoped to communicate some of these ideas in my talk on why frameworks are the future (at least for anyone practicing Experience Architecture) for the 2008 EuroIA Summit that just took place here in lovely Amsterdam. I’ll post the slides shortly. In the meantime, what do you think? Is user experience ready for the modularized, enterprise-like environment of Web 2.0? How are you responding to these changes? Is commoditization even on your radar?

Comment » | Information Architecture, Tools, User Experience (UX)

Improving Our Ethical Choices: Managing the Imp of the Perverse

September 30th, 2008 — 12:00am

Designers interested in the new challenges of ubiquitous computing / ubicomp, ethics, and the future of integrated experiences will enjoy Improving Our Ethical Choices: Managing the Imp of the Perverse, published in UXMatters on September 8th.

Ranging from Baudelaire to the Big Chill, with Edgar Allen Poe as guiding spirit, this fourth and final installment of the Designing Ethical Experiences series written for UXMatters provides practical suggestions – drawn mostly from business, psychology, and ethics researchers – on how to balance the tensions of difficult design choices. We’re not all philosophers, so as always the focus is on insights into how we make all types of decisions, not simply ethical dilemmas.

Aligning The Decision Cycle
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Here’s an excerpt:

Ethical fading, the tension between our Want and Should Selves, and our natural tendency to create juicy rationalizations are powerful obstacles to the making of ethical design choices. As UX professionals, how can we better align our Want and Should Selves, ensuring that we create ethical experiences?

 

I learned a great deal about myself and my outlook while researching and writing this series of articles. I hope readers find the insights and tools valuable; either directly as a resource for dealing with ethical challenges of the new integrated experiences, or more generally during the day to day ebb and flow of design work.

Comment » | Ethics & Design, The Working Life, User Experience (UX)

Cultural Clouds: A New Kind of Commons?

September 21st, 2008 — 12:00am

There’s a lot of buzz about cloud computing in the technology world these days, but I think something much more interesting is the emergence of cultural clouds as the newest kind of public commons. By cultural clouds, I’m talking about the new layer of the human cultural stack we’re busy laying down as a by product of all our social and creative activities in the inofverse.
To be clear, I’m not referring to the IT infrastructure layer wherein cloud computing is defined as the “style of computing where massively scalable IT-related capabilities are provided ‘as a service’ across the Internet to multiple external customers.” [Thanks Gartner, via BusinessWeek]

These new cultural clouds appear in the ever growing collections of crowdsourced collectively or socially accumulated judgements, cultural products, knowledge, history, relationships, etc., encoded in the form of managed digital information. This quick illustration shows some of the pools of activity and judgement that that make up these cloud commons; including wikis, public media, reputation statements, reading recommendations, social networks, wish lists, music listening histories, shared photos, films and videos, citation networks, geotagging and memory maps, comments and public discourse, hashtags and tags for photos, URLs, and songs, link streams, subscription and feed lists, blogrolls, etc. These are social, cultural, and conversational resources, not mineral deposits or physical topographies.

New Cultural Clouds / Commons
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The commons is an old construct that embraces natural resources – think land, air, water, the electromagnetic spectrum – and the more recent public domain of cultural materials not governed by copyright law.
Venerable institutions of custom and law, such as seasonal access to pasturage, the right of passage across borders for nomadic peoples, and common law, define and regulate the recognized forms of commons.

But socially collected, digital, reified human cultural products and judgements are a new *type* of commons. I think they’re a new type of resource, brought forth largely by the cognitive surplus we enjoy. And as profound technological permeation and ubiquitous computing bring on the age of everyware, the cloud commons will grow (and fragment / specialize / multiply?).
Who and what will govern the new cloud commons? How will we define and manage these resources?

By form and makeup, the cloud commons is ephemeral and distributed. But as digital information, it is eminently tangible and actionable. Our basic social structures and mechanisms – science, the law, economics, art, agriculture, religion, technology – will recognize the emergence of cloud commons, and respond accordingly. APML (Attention Profiling Markup Language), from the APML Working Group, is an example. The DataPortability project – “a group created to promote the idea that individuals have control over their data by determining how they can use it and who can use it. This includes access to data that is under the control of another entity.” – is another. [Advocating for the right to free movement of data is a digital analog of the ancient idea of right of way.] OpenID, OpenSocial, OAuth, OPML, and the rapidly evolving Creative Commons licensing system are other examples of responses to the appearance of cloud commons.

What does the future hold? As recognition of cloud-based commons grows, expect to see all the patterns of activity typical of new frontiers and zones of instability: wildcatting, pioneering, piracy, squatting, privateering, enclosure, slums and shanty towns (informal settlements in the parlance of architecuter and urban planning) extractive industries, sovereign claims, colonization, speculation, etc.

With history as a guide, I’m especially wary of enclosure movements, and extractive industries. Both practices can rapidly diminish the present value of a commons or commons-based resource. Worse, enclosure and extractive practices act as negative feedback mechanisms, decreasing current estimations of a commons or commons-based resource’s future value, making the tragedy of the commons a likely outcome scenario.

The U.S. radio spectrum, as enclosed by the FCC
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Is this framing of recently formed clouds of information and activity data as a new kind of commons accurate? Useful?

More on the idea of cultural clouds as the new commons forthcoming.

 

Comment » | Ideas, Social Media

Ubiquity and Chrome: Modular Is the New Black

September 19th, 2008 — 12:00am

The recent launches of Ubiquity (Mozilla Labs) and Chrome (Google) show how sexy it is to be modular on the web, from the user experience [Ubiquity], to basic application architecture of the browser [Chrome]. This shouldn’t be a surprise to anyone, but it’s not something I hear much about in the user experience community. The fragmentation of the web into a veritable blizzard of services, feeds, widgets, and API’s that create tidal waves of portable and sharable socially rich objects makes thinking about modularity indispensable. In all design contexts.

It’s time the user experience community embraced this way of thinking, not least because it has excellent pedigree. Fifty years ago, in his famous talk There’s Plenty of Room At the Bottom, physicist Richard Feyman said, “What I want to talk about is the problem of manipulating and controlling things on a small scale.” His point was simple: think about *all* the levels of scale and structure that are part of the world, from very small to very large. Feynman wasn’t talking about designing services and experiences for the web or the wider realm of integrated experiences(nice to see the community picking up my terminology…), but his message still applies. Working, thinking and designing at [sm]all levels of scale means doing it modularly.

The microformats community has understood this message for a long time, and is very successful at creating small, useful, modular things.

So how are you thinking modularly about user experience?

Comment » | Building Blocks, Information Architecture

Frameworks are the Future of IA: A Case Study and Example

August 20th, 2008 — 12:00am

September in Amsterdam approaches: in addition to the inevitable mix of clouds, rain, more rain, and tiny slivers of sunlight, September means EuroIA 2008, where yours truly will speak about design frameworks.

In case you can’t make the conference, here’s a text only summary of my talk. Pictures will follow the presentation – promise!

It’s a DIY Future
The Web is shifting to a DIY [Do It Yourself] model of user experience creation, one where people assemble individual combinations of content gathered form elsewhere for expressive, functional, and (many) other purposes. The rapid growth of widgets, the resurgence of enterprise portals, the spread of identity platforms from social network destinations to blogging services, and the rapid increase in the number of public APIs syndicating functionality and data, are all examples of the DIY shift.

Architects of the Future
For design professionals, the defining characteristic of DIY future is co-creation: the participation of a broad spectrum of people in creating experiences. In this new world, the role of designers is to define the tools co-creators use to assemble experiences for themselves and others. These tools will increasingly take the form of design frameworks that define the modular components of familiar structures such as social networks, functional applications, collaboration platforms, personalized dashboards, and management consoles.

Why Frameworks?
Frameworks are the future for three reasons. First, everyone can create sophisticated information structures now, and designers no longer serve as a gateway. Second, the definition of frameworks allows designers to continue to provide valuable services and expertise in a cost effective manner: It’s something designers can sell in a commodified digital economy. Third, designers have an good combination of human insight and architecture design skills; this hybrid way of thinking can serve as a differentiator and strength.

One example of the sort of design framework information architects will create more of in the DIY future is the Portal Building Blocks system described herein. Providentially, this design framework addresses many of the problems inherent in the current architectural schema for DIY self-assembled experiences.

History Repeats Itself: The Problem With Portals
The rise and fall of the Web 1.0 portal form offers a useful historical lesson for creators of the new generation of design frameworks underlying DIY self-assembled experiences.
Despite early promises of utility and convenience, portals built with flat portlets could only grow by expanding horizontally. The resulting experience of low-density information architectures was similar to that of navigating postwar suburban sprawl. Like the rapid decline of many once-prosperous suburbs, the inconvenience of these sprawling collections of portlets quickly overwhelmed the value of the content they aggregated.
The common problem that doomed many very different portals to the same fate was the complete lack of any provision for structure, interaction, or connection between the self-contained portlets of the standard portal design framework.
Looking ahead, the co-created experiences of the DIY future will repeat this cycle of unhealthy growth and sprawl – think of all those apps clogging your iPhone’s home screen right now – unless we create design frameworks that effectively provide for structure, connection, and interaction.

The Building Blocks – An Example Design Framework
The building block framework is meant to serve as a robust architectural foundation for the many kinds of tools and functionality – participatory, social, collaborative – that support the vision of two-way flows within and across the boundaries of information structures. This means:

  • Allow for rapid growth and structural change
  • Establish a common language for all co-creation perspectives
  • Encourage construction of scalable, reusable structures
  • Create high-quality user experiences
  • Enable sharing of assets across boundaries
  • Enhance social dynamics, such as 2-way conversation flows

The Building Blocks framework defines two types of information architecture components in detail – building blocks (or Containers), and navigation components (or Connectors) – as well as the supporting rules and guidelines that make it possible to assemble complex user experience architectures quickly and effectively.

The Containers and Connectors specifically provide for structure, interaction, and connection at all levels of the information environment; from the user experience – visual design, information design, interaction design, information architecture – to functionality, metadata, business rules, system architecture, administrative processes, and strategic governance.
Case Study: Evolution of an Enterprise Portal Suite

The Building Blocks began life as an internal tool for lowering costs and speeding design during the course of sustained portal work done for a Fortune 100 client. Over a span of ~24 months, the Building Blocks provided an effective framework for the design, expansion, and eventual integration of nearly a dozen distinct portals.

The design framework evolved in response to changes in the audiences, structures, and contents of portals constructed for users in different countries, different operating units, and several organizational levels.
The portal suite went through several stages of evolution and growth:

  • Experimentation
  • Rapid expansion
  • Consolidation & integration
  • Stability and continuity

Lessons In Designing Frameworks
Successful co-created experiences – Flickr (commercial) and Wikipedia (non-commercial) – combine deliberate top-down architecture and design with emergent or bottom-up contribution and participation in a new kind of structure Kevin Kelly calls the “hybrid”. Frameworks support hybrids!

Hope to see many of you in Amsterdam!

Comment » | Building Blocks, Dashboards & Portals, Information Architecture

Ethics and Design Podcast: Part Deux

June 30th, 2008 — 12:00am

The I.A. Podcast (by Jeff Parks of I.A. Consultants and BoxesandArrows podcast fame) just published the second of two interviews discussing research on ethics, design, social media, and conflict.

Play and download the second interview here.

Subscribe to the iTunes and feedburner feeds for the I.A. Podcast here.

These podcasts are based on the Designing Ethical Experiences series I’m writing for UXMatters: watch for publication of the final article later this summer.

Thanks again, Jeff!

Comment » | Ethics & Design, Social Media, User Experience (UX)

Understanding Juicy Rationalizations: How Designers Make Ethical Choices

June 23rd, 2008 — 12:00am

Understanding Juicy Rationalizations, part 3 of the Designing Ethical Experiences series, just went live at UXMatters.

Here’s the teaser:

From “The Big Chill”

Michael: “I don’t know anyone who could get through the day without two or three juicy rationalizations.”

“They’re more important than sex.”

Sam: “Ah, come on. Nothing’s more important than sex.”

Michael: “Oh yeah? Ever gone a week without a rationalization?”

Designers rationalize their choices just as much as everyone else. But we also play a unique role in shaping the human world by creating the expressive and functional tools many people use in their daily lives. Our decisions about what is and is not ethical directly impact the lives of a tremendous number of people we will never know. Better understanding of the choices we make as designers can help us create more ethical user experiences for ourselves and for everyone.
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Understanding Juicy Rationalizations is the first of a pair of articles focused on the ways that individual designers make ethical choices, and how we can improve our choices. This second pair of articles is a bit of eye-opening window into how people make many of the choices in our daily lives – not just design decisions. Or, at least it was for me… Readers will see connections much broader than simply choices we explicitly think of as ‘ethical’ and / or design related.

The final installment in the Designing Ethical Experiences series is titled “Managing the Imp of the Perverse” – watch for it sometime soon.

With the publication of these next two articles, the Designing Ethical Experiences series consists of two sets of matched pairs of articles; the first article in each pair framing a problematic real-life situation designers will face, and the second suggesting some ways to resolve these challenges ethically.

The first pair of articles – Social Media and the Conflicted Future and Some Practical Suggestions for Designing Ethical Experiences – looked at broad cultural and technology trends like social media and DIY / co-creation, suggesting ways to discover and manage likely ethical conflicts within the design process.

It’s a nice symmetrical structure, if you dig that sort of thing.  (And what architect doesn’t?)

For commuters / multi-taskers / people who prefer listening to reading, Jeff Parks interviewed me on the contents of this second set of articles, which he will publish shortly as a podcast.

Thanks again to the editorial team at UXMatters for supporting my exploration of this very important topic for the future of experience design. In an age when everyone can leverage professional-grade advertising the likes of Spotunner, the ethicality of the expressive tools and frameworks designers create is a question of critical significance for us all.

Comment » | Ethics & Design, Social Media, User Experience (UX)

Speaking at EuroIA 2008 In Amsterdam

June 20th, 2008 — 12:00am

I’m happy to announce I’m speaking at EuroIA 2008 in Amsterdam, September 26 – 27. My session is titled ‘Frameworks Are the Future of IA’. If the exciting title isn’t enough to sell you on attending (what’s more compelling than a case study on an open structural design framework for self-assembled user experiences and information spaces…?), here’s a description:

The Web is shifting to a DIY (Do It Yourself) model of user experience creation, where people assemble individual combinations of content and functionality gathered from many sources to meet their particular needs. The DIY model for creating user experiences offers many benefits in public and consumer settings, and also inside the enterprise. But over time, it suffers many of the same problems that historically made portals unusable and ineffective, including congested designs, poorly planned growth, and inability to accommodate changes in structure and use.

This case study demonstrates a simple design framework of standardized information architecture building blocks that is directly applicable to portals and the DIY model for creating user experiences, in two ways. First, the building blocks framework can help maintain findability, usability and user experience quality in portal and DIY settings by effectively guiding growth and change. Second, it is an example of the changing role of IA in the DIY world, where we now define the frameworks and templates other people choose from when creating their own tools and user experiences.

Using many screenshots and design documents, the case study will follow changes in the audiences, structures, and contents of a suite of enterprise portals constructed for users in different countries, operating units, and managerial levels of a major global corporation. Participants will see how the building blocks provided an effective framework for the design, expansion, and integration of nearly a dozen distinct portals assembled from a common library of functionality and content.

This case study will also explore the building blocks as an example of the design frameworks IA’s will create in the DIY future. We will discuss the goals and design principles that inspired the building blocks system, and review its evolution over time.

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The conference program includes some very interesting sessions, and Adam Greenfield (of Everyware reknown) is the keynote.
Amsterdam is lovely in September, but if you need more reason to come and say hello, Picnic 08 – with a stellar lineup of speakers – is just before EuroIA.

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

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