Tag: design


Where 2.0 Panel Presentation “The Next Wave of AR: Social Augmented Experiences”

April 2nd, 2010 — 12:00am

I’ve posted my slides for the Where 2.0 panel “The Next Wave of AR: Social Augmented Experiences” organized by Tish Shute. After a review of the current state of augmented reality experiences in terms of the social interactions supported (using the metric of ‘social maturity’), it shares 9 principles for creating social AR experiences that people will enjoy and value.

Special points to those who spot the embedded April Fool’s joke…

Design Principles for Social Augmented Experiences: Next Wave of AR Panel | Where 2.0 from Joe Lamantia

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

“Designing Post-humanity” Live at UXmatters (Blogged by Bruce Sterling)

May 25th, 2009 — 12:00am

What happens when *everything* is designable? When the boundaries between humanity, technology, and the larger environment disappear? Designing Post-humanity: Everyware In the Far Future, the latest installment of my column on user experience and ubiquitous computing in UXmatters, takes a look at these questions. Post-humans, ubicomp, and science fiction may seem like strange territory for user experience professionals, but by considering these kinds of futures today, we make many important decisions about who we will [all!] be tomorrow.

**Update: Bruce Sterling just posted about it in his Beyond the Beyond blog at Wired. Thanks for noticing, Bruce!

Comment » | Everyware

Search Me: Designing Information Retrieval Experiences

May 15th, 2009 — 12:00am

I just posted slides from my talk at the recent Enterprise Search Summit in NY “Search Me: Designing Information Retrieval Experience”

Here’s the abstract from the session:

This case study reviews the methods and insights that emerged from an 18-month effort to coordinate and enhance the scattered user experiences of a suite of information retrieval tools sold as services by a major investment ratings agency. The session will share a method for understanding audience needs in diverse information access contexts; review a collection of information retrieval patterns, look at conceptual design methods for user experiences, and review a set of longer term patterns in customer behavior called lifecycles, and consider the impact of organizational and cultural factors on design decisions.

This session will presents reusable experience design tools and findings relevant for contexts such as enterprise search and information access, service design, and product and platform management.

Thanks to everyone who came by!

Search Me: Designing Information Retrieval Experiences from Joe Lamantia

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

Designing Frameworks For Interaction and User Experience: IA Summit Workshop Presentation

April 5th, 2009 — 12:00am

I’ve posted my slides and materials from the Beyond Findability workshop Andrew Hinton, Livia Labate, Matthew Milan and I put on at the IA Summit in Memphis recently.

This set of materials addresses some of the most important questions for practitioners considering a framework-based approach to design: why framewarks matter for user experience and interaction design, what frameworks are useful for, and how you can work with them effectively.

Why *do* frameworks matter? As I’m arguing, look around and you’ll see profound shifts changing the structural makeup of the digital environment, the contexts and boundaries of the experiences, and the role of professional designers.

For designers, very complicated and interesting problems are on the way: think of Mike Kuniavsky’s work defining some of the fundamental concepts behind the ‘smart things‘ that will inhabit this new design environment, such as information shadows and service avatars. It’s plain that this world will require new tools, and I believe frameworks are part of that toolkit. (See my column Everyware: Design for the Ubiquitous Experience for ongoing perspective.)

And check out the slides for the rest of the workshop :)

Nothing better than blues, barbecue, and Building Blocks!

Designing Frameworks For Interaction and User Experience from Joe Lamantia

Comment » | Building Blocks, User Experience (UX)

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)

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)

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
ethics_4_recommendations.jpg
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)

Back to top