Tag: systems_thinking


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

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)

Demographic Shifts and Experience Design Implications: Boomers and Mobile Devices

October 10th, 2007 — 12:00am

Ongoing demographic shifts (in the Western world) have massive numbers of Baby Boomers, with large amounts of disposable income – “Projections from Met Life Market Institute show that by the time the last boomer turns 65 in 2030, the generation will control more than 40 percent of disposable income in the United States.” (from Some Like It Hot) – aging rapidly. I think we’re just beginning to see what happens when business and Design respond to the implications of these demographic and economic shifts by creating both new businesses, and new designs.

To some extent Design has a frame of reference for the changes on the way: accessibility is a concern we already know, that will become a jumping off point to deeper, more contextual and more powerful design drivers. I expect these will challenge designers to employ increasingly holistic approaches to creating integrated products / services / experiences. The Jitterbug cell phone from GreatCall is a good example of design that initially addressed the changing sensory and physical needs of Boomers, but then goes further into considering the entire mobile phone experience, from activation to configuration and daily use from the point of view of seniors and their expectations for relating to technology. The end result was a new business.

Baby boomers and their parents haven’t been quick to adopt mobile phones, even for use in emergencies. The technology is too complicated for many to learn quickly, and the screens and controls too diminutive for aging or infirm hands. …The Jitterbug offers big buttons, easy-to-read text, and simplified, easy-to-use functions, an ear cushion, and an ergonomic shape. Personalized services make it easy for users to retrieve messages, and offers live operators for call-related support.
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The Jitterbug clearly shows accessibility as a modifier of already well-defined user experiences, and how design can adapt these experiences to meet different needs. But Boomer needs exceed the point where simply adapting an existing product experience with minor changes (not at the level of the mental model) is a solution. And so the demographic shift of Boomer aging inspired the creation of a new company, GreatCall, that designs integrated products, services, and experiences, like the Jitterbug Onetouch:

…The JitterBug Onetouch sports three oversized buttons for users who primarily want a cell phone for emergency purposes, such as elderly or disabled users who need to be able to summon assistance with the push of a single button. One button dials 911, one summons live-operator call assistance, and the third can be programmed for any service the user wants, such as an emergency number, a towing service reception at an assisted living facility, or a loved one.

Three buttons that connect to predefined emergency services is not what I think of as a mobile phone, but it makes perfect sense for this set of design needs.

More important, the Jitterbug makes apparent that traditional scenarios for understanding mobile phone use do not adequately apply to seniors and aging Boomer populations. As design professionals, we know these scenarios, personas, and other design models serve as the basis for entire business processes, including manufacturing, marketing, sales, and service, as well as whole businesses.

In terms of design and business responses to large cultural shifts, the Jitterbug shows that integrated experiences require integrated design approaches, which in turn require close integration and systems-based thinking from all the entities contributing to the overall experience in some way, from hardware through the Web based phone management software.

For two years, Jitterbug and Samsung’s industrial designers collaborated before bringing the new phones to market. Samsung understood immediately that there was a potentially large market for this new concept in mobile phones, but they had to be sold on doing more than creating a novel handset: they had to be willing to design the product in tandem with Jitterbug’s service system.

Harris: “For them (Samsung) it was a handset. For us, it was a system. The handset was just one element.”

Result: The Jitterbug phone design is simplified due to the fact it is managed remotely through a Web-based interface. “It’s not just the design of the handset, or what the call centers do, it’s all about the entire experience,”

From Jitterbug Phone Designed for Seniors, and Selling Technology to Baby Boomers & Seniors.

Comment » | Customer Experiences, User Experience (UX)

Mental Models: Additional Reading

September 6th, 2005 — 12:00am

Some additional reading on mental models, courtesy of the Interaction Design Encyclopedia.

Related posts:

Comment » | Modeling

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