Tag: social_media


Radio Johnny Holland Interview On Augmented Reality Is Live

March 8th, 2010 — 12:00am

Radio Johnny (brought to you by the good people of Johnny Holland magazine) just published an interview Jeff Parks recorded with me shortly before the New Year, discussing augmented reality, why it’s of interest for Experience Design, and some of the areas of likely development we’ll see in AR in the near future.

You can download the podcast, check out the show notes, and subscribe to the full Radio Johnny feed here: http://johnnyholland.org/2010/03/08/radio-johnny-joe-lamantia-on-augmented-reality/

Hubris alert: I admit to having grandiose schemes to influence the evolution of an emerging medium, by consistently hectoring the world on the importance of tools for simple content creation…

Comment » | Augmented Reality, Everyware

Fall Speaking: Janus Boye Conference, EuroIA, BlogTalk

August 25th, 2009 — 12:00am

A quick rundown on my fall speaking schedule so far.

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

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

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

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Here’s the description from the official program:

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

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

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

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

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

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

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

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)

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)

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)

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)

Video of My BlogTalk Presentation

March 11th, 2008 — 12:00am

Video of my BlogTalk presentation ‘What happens when everyone designs social media? Practical suggestions for handling new ethical dilemmas’ is available from Ustream.tv. The resolution is low (it was shot with a webcam) but the audio is good: follow along with the slides on your own for the full experience.

More videos of BlogTalk sessions here.

 

 

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

Blogtalk 2008 slides available

March 3rd, 2008 — 12:00am

My slides from Blogtalk 2008 are available online now: I went through a lot of ideas quickly, so this is a good way to follow along at your own pace…

FYI: This version of the deck includes presenters notes – I’ll upload a (larger!) view-only version once I’m back from holiday in lovely Eire.

When Everyone Is A Designer: Practical Techniques for Ethical Design in the DIY Future from Joe Lamantia

Comment » | Ideas, Networks and Systems, User Experience (UX)

Spring Speaking: BlogTalk 2008 & The IA Summit

January 31st, 2008 — 12:00am

Quick update on spring conferences: I’m speaking at Blogtalk 2008 in Cork (Ireland) February , and the 2008 IA Summit in Miami (SOBE – it’s sort of the US, but not entirely…) in April. This is my first Blogtalk conference! I’m looking forward to meeting some new people and getting closer to the social software community.

At Blogtalk, my session is titled “The DIY Future: What Happens When Everyone Designs Social Media? Practical suggestions for handling new ethical dilemmas”

Here’s an excerpt of the description:

Both traditional design professionals, and the growing ranks of DIY designers, must be prepared to address the increased ethical complexity of the integrated experiences of the future. This presentation will share practical suggestions for the design and architecture of ethically sound social media using familiar experience design methods and techniques.

Full details for the session and the rest of the program are available at the Blogtalk site. I’m following Salim Ismail’s opening keynote. (Note to organizers: No pressure in that at all, thanks…)
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At the IA Summit, my session is “Effective IA For Enterprise Portals: The Building Blocks Design Framework”. If you’ve been reading the series of articles on the building block in Boxes and Arrows, the talk will tie in nicely. If you’re new to the building blocks or they’re outside your problem space, consider this a great look at a design framework in action.
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Here’s an excerpt of the description:

Portal design efforts often quickly come to a point where their initial information architecture is unable to effectively accommodate change and growth in types of users, content, or functionality, thereby lowering the quality of the overall user experience. This case study style presentation will demonstrate how a framework of standardized information architecture building blocks solved these recurring problems of growth and change for a series of business intelligence and enterprise application portals.

Full details for the session are available from the IA Summit website.

Both conferences look good. Make sure to say hello in the hallway!

Comment » | Building Blocks, Information Architecture

EuroIA Presentation Slides on Ethics and User Experience

October 2nd, 2007 — 12:00am

My presentation slides from the Ethics Panel at EuroIA 2007 – titled Designing Ethically – Communicating Conflict: Design For the Integrated Experiences of the Future – are available from Slideshare at http://www.slideshare.net/moJoe. Ethics was a challenging and fascinating subject to take on, and it prompted some great discussion with the audience (even at 7pm, after a full day of sessions…)

Designing Ethically – EuroIA 2007 Ethics Panel Presentation from Joe Lamantia

Many thanks to fellow panelists Olly Wright and Thom Froehlich, and all who planned, organized, attended, spoke, volunteered, or otherwise contributed to EuroIA 2007. As you can see from the flickr photostream, it was worth the trip to Barcelona! I’m already looking forward to next year’s event in Amsterdam.

Here’s a quick description of the presentation:

“What does the future of design hold? Greater ethical challenges. In the coming world of integrated experiences, design will face increasing ethical dilemmas born of the conflicts between broader, diverse groups of users in social media; new hybrids such as the SPIME which bridges the physical and virtual environments simultaneously, and the DIY shift that changes the role of designers from creators of elegant point solutions, to the authors of elegant systems and frameworks used by others for their own expressive and functional purposes. To better prepare designers for the increased complexity, connectedness, and awareness included in the coming future, here are some practical suggestions for easily addressing conflict during the design of integrated experiences, by using known and familiar experience design methods and techniques.”

1 comment » | Ethics & Design, Everyware, Information Architecture, User Experience (UX)

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