Tag: ubicomp


Video of ‘Social Interaction Design for Augmented Reality’ from TWAB 2010

July 2nd, 2010 — 12:00am

The good peo­ple at Chi Nether­lands just posted video of my talk “Play­ing Well With Oth­ers: Inter­ac­tion Design and Social Design for Aug­mented Real­ity” at the Web and Beyond 2010 here in Ams­ter­dam in June.  It’s couched as a col­lec­tion of design prin­ci­ples for the oncom­ing cat­e­gory of social aug­mented inter­ac­tions made pos­si­ble by the new medium of aug­mented real­ity.  But this talk is also a call to action for all mak­ers of expe­ri­ences for the emerg­ing engage­ment space of every­ware to focus on the human and the humane per­spec­tives as we explore the new inter­ac­tions made possible.

The out­line of the talk is roughly:

  1. Overview of aug­mented reality
  2. Social inter­ac­tion per­spec­tive on cur­rent AR experiences
  3. Def­i­n­i­tion of ‘social aug­mented experiences’
  4. Com­mon inter­ac­tion design pat­terns for AR
  5. Social ‘anti-patterns’ lim­it­ing design of aug­mented experiences
  6. Design prin­ci­ples for social aug­mented experiences

(The audio qual­ity is quite good, and the cam­era­man cap­tured most of the slides nicely — so this is a record­ing worth watching.)

This year’s TWAB fea­tured sev­eral talks on aug­mented real­ity, ubiq­ui­tous com­put­ing and related top­ics; you’ll find record­ings of these on the Chi Ned­er­land Vimeo chan­nel: http://vimeo.com/chinederland

Many thanks to the orga­niz­ers and vol­un­teers for putting on such a well-run event!

TWAB2010: Joe Lamantia – Playing well with others: interaction design and social design for augmented reality from Chi Nederland on Vimeo.

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

Social Interaction Design for Augmented Reality at the Web and Beyond

June 3rd, 2010 — 12:00am

Thanks to all who came to the Muziekgebouw on a lovely early summer day to talk about the emerging engagement space of social augmented experiences for the third edition of The Web And Beyond conference in Amsterdam.

For reference, here’s the session description from the official program:

Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.

Social Interaction Design For Augmented Reality: Patterns and Principles for Playing Well With Others from Joe Lamantia

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

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)

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

What’s the Next Wave of Augmented Reality? (Panel at Where 2.0)

February 10th, 2010 — 12:00am

2009 was a big year for aug­mented real­ity, and there are many pre­dic­tions that 2010 will be even big­ger; with accom­plish­ments com­ing in the form of new tech­nolo­gies, devices, busi­ness mod­els, and ways of hav­ing fun.  But even as we go about build­ing this emerg­ing medium, we’re still rely­ing largely on old-media style cen­tral­ized under­stand­ings of the pro­duc­tion mod­els, form, and con­tent of the aug­mented world.  What hap­pens when we grasp the new social and inter­ac­tion pos­si­bil­i­ties of aug­mented reality?

I’m part of a panel titled The Next Wave of AR: Explor­ing Social Aug­mented Expe­ri­ences that’s address­ing this ques­tion at the Where 2.0 con­fer­ence in San Jose in late March / early April.  We’ve got a good group of speak­ers that includes Tish Shute (Ugo­trade), whur­ley * (whur­leyvi­sion llc),Jeremy Hight (Mis­sion Col­lege, CA), and Thomas Wro­bel (Lost Again).  Our goal is to look ahead at how aug­mented real­ity will soon evolve to include — or be based on! — mean­ing­ful social inter­ac­tions and dynam­ics at small and large group scales.

In the spirit of co-created social aug­mented expe­ri­ences, we’re ask­ing for audi­ence con­tri­bu­tions: in the form of sim­ple sce­nar­ios that describe the future of social AR.  What will it feel like? Who will you inter­act with?  How will these expe­ri­ences change every­day life?

Panel Sum­mary (full descrip­tion on the Where 2.0 site)

This panel will dis­cuss shared aug­mented real­i­ties, con­sid­er­ing some of the essen­tial pos­si­bil­i­ties and chal­lenges inher­ent in this new class of social aug­mented expe­ri­ences. The for­mat is pre­sen­ta­tion of a small set of sce­nar­ios (defined in advance, with audi­ence input) describ­ing likely future forms of shared aug­mented real­i­ties at dif­fer­ing scales of social engage­ment for dis­cus­sion by a panel of lead­ing prac­ti­tion­ers in tech­nol­ogy, expe­ri­ence design, net­worked urban­ism, inter­face design, game design, and aug­mented reality.

Cur­rent aug­mented real­ity expe­ri­ences put who you are, where you are, what you are doing, and what is around you at cen­ter stage. But we can already look beyond the first stage of inter­ac­tions assum­ing a sin­gle user see­ing sim­ple arrows and tags indi­cat­ing POIs, and begin to explore shared (multiuser/multisource) aug­mented real­i­ties.
These social aug­mented expe­ri­ences will allow not only mashups, & mul­ti­source data flows, but dynamic over­lays (not lim­ited to 3d), cre­ated by dis­trib­uted groups of users, linked to location/place/time, and syn­di­cated to peo­ple who wish to engage with the expe­ri­ence by view­ing and co-creating ele­ments for their own goals and benefit.

Share your sce­nar­ios for the Next Wave of AR in the com­ments or else­where (tag nextwaveAR socialAR), and come to Where 2.0 and see the panel!

Comment » | Augmented Reality, Everyware, Social Media, The Media Environment

“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

New Ubicomp Podcast & Everyware Column

April 25th, 2009 — 12:00am

Two quick updates on things happening other places.

First, the latest installment of Everyware: Designing the Ubiquitous Experience (my column for UXmatters) was published back in March. It explores the world of Vernor Vinge’s story Synthetic Serendipity from the experience design perspective. Vinge is justly reknowned as an SF author, but what makes Synthetic Serendipity worth reading closely is the dense collection of ideas it shares: augmented reality, wearable computing systems, a network-based co-creation economy open to all participation by people of all ages, the games vs. reality inversion, generational differences in adaptation to technological change, etc.

Mostly, I like Synthetic Serendipity as an entry point into the ubiquitous computing space because it presents a picture of the future from the viewpoint of an ordinary kid, who has ordinary concerns; go to school, play video games, stay out of trouble with friends.

In the companion piece in draft now, I look much further ahead, exploring scenarios that consider what happens when the boundaries separating humans from the environment blur and dissolve, and humanity itself becomes an object of design.

Second, and related, Jeff Parks just posted the podcast of a group discussion on ubiquitous computing that he organized at the IA Summit in Memphis. You’ll hear me along with Jeff, Steve Baty, Will Evans, Matthew Milan, John Tirmandi, Joe Sokohl, Todd Zaki Warfel as we share examples, ideas, and questions about the intersection of user experience and ubiquitous computing. Thanks to Jeff for making this happen – it was a fun session, and I hope you enjoy listening as much as we enjoyed recording it.

Comment » | Everyware, User Experience (UX)

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)

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

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)

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