The european network for people-centered design of interactive technologies

Archive for November, 2006

28-11-2006 by Fabio Sergio

From data to wisdom.

In “From Data to Wisdom” Liz Danzico interviews Paco Underhill, founder of behavioral research firm Envirosell:

There are a series of issues that come up in every job that we do (and characterize the changing nature of consumers).

The first is the issue of visual acuity, which is that our visual language is evolving faster than our written and spoken word.
The way we process symbols, the way we deconstruct what we see, is marching faster than the words we write, and what we say to one another. It is very important to be cognizant that while the connection between our eyes and our brains has never been better, our eyes themselves are tired.
One of the challenges that the design profession has is that the overwhelming majority of people constructing designs in 2006 are generally under the age of 30. And one of the persistent problems that they have is that they are designing for themselves and not for the larger audience.

The second issue is that we live in a world that, even in 2006, is owned by men, designed by men, managed by men, and that we expect women to participate in it.

The third issue is that we live in a world in which time is in a state of acceleration. And therefore the perception of ease is as important as the reality of ease.

And finally, and this is particularly poignant in an online community, is understanding what is global and what is local about the nature of whatever you’re designing for.
We often make the assumption in the design world that I can sit in San Francisco or in New York City and design something, and it will fit the markets that I’m designing for.
One of the biggest challenges that the online community faces is recognizing that somebody in a small town in Iowa and somebody in New York City often have completely different sets of needs and stimuli.

Posted in User Research | No Comments »

27-11-2006 by Fabio Sergio

Open day at the RCA.

The Royal College of Art’s Design Interactions department is having an open day on December 4th 2006:

The Design Interactions department at the Royal College of Art explores new roles, contexts and approaches for design in relation to the social, cultural and ethical impact of existing and emerging technologies.
Projects, which are often speculative and critical, aim to inspire debate about the human consequences of different technological futures, both positive and negative.
Students work closely with people outside the College, designing for the complex, troubled people we are, rather than the easily satisfied consumers and users we are supposed to be.
Project outcomes are expressed through a variety of media including prototypes, simulations, video and photography. Students have backgrounds in art and design, computer science, engineering and psychology.

RCA.Design Interactions. Open day on December 4, 2006.

Visitors can meet and talk with students in the studio between 2.00 PM and 6.00 PM.
Professor Anthony Dunne, Head of Department, will give presentations about the course at 2.00 PM and 4.00 PM.

Posted in Interaction Design | No Comments »

25-11-2006 by Fabio Sergio

Interview: Adam Greenfield.

Convivio’s interviews feature leading voices from the multi-disciplinary field of Human-Centered Design.

This time we caught up with critical futurist Adam Greenfield.
Adam is the principal of New York-based Studies & Observations, and author of “Everyware: The dawning age of ubiquitous computing“, a must-read book about the rise of ambient informatics.

Adam Greenfield, Everyware.

Hello Adam, thanks for taking time off your busy schedule to participate to this interview.
Can you tell us a little bit about yourself and how you would describe your current interest in Human-Centered Design disciplines?

It’s my pleasure! I’m delighted to have the opportunity to talk with you today.

You know, I’m never quite sure how to answer questions about myself, because I have a riotously uneven background, and most of it’s not all that interesting to anyone who doesn’t know me. But I can certainly tell you how my current interest in thinking about the relationship between people and the ubiquitous informatics they’re exposed to got started.

Sometime in early 2002 I was sitting at my desk in Tokyo - at the time, I was the head of the information architecture department for Razorfish there - and I realized that my heart simply wasn’t in cranking out yet another enterprise-scale Web site.

I had already worked on so many, and the challenges were always the same. The same battles had to be fought with every new client engagement, and it had just about exhausted whatever reservoirs of energy or inspiration I had to devote to my job. On top of that ordinary ennui, I was suffering to some degree from an acute, post-September 11th crisis of relevance: “Does my work really matter to anyone? Do I make a difference in any meaningful way?”

I wanted to do something decisive, something that would contribute to people’s sense of self-empowerment and engagement with the world. And if I was going to be at all honest with myself, there was no way that the kind of work I was doing on the Web was going to satisfy these ambitions.

At the same time, it was becoming clear to me that information technologies were well-along in the process of colonizing everyday life. Even after the dot.com crash, you didn’t have to be any kind of a visionary to see the eventual convergence of Web services and mobile phones and “smart” environments. So I began poking around, asking my friends and colleagues what they saw coming over the horizon technologically, how they thought it would be presented to users, what kinds of design interventions would be required.

A great many of my friends pointed me at mobile development - this was Tokyo, of course, to begin with, and most of my non-Japanese friends there were Europeans. So it was entirely natural that they’d think of the mobile phone as a platform for this sort of activity. But, you know, I’m an American, and I’ll confess that I’ve never been really big on mobiles; they’ve always been sort of an afterthought to me.

By contrast, though, my friend Anne Galloway told me about a conference that was going to be held in Sweden in a few months’ time, a conference dedicated to an entire field I’d never heard of: ” Ubiquitous Computing“,” or “Ubicomp.” It sounded fascinating, and as I began to do more research on the field I realized that this was exactly what I had been looking for.

The potential range of situations and scenarios implicated in Ubicomp was tremendous, with deployments being proposed at the broadest possible scale. At the same time, though - as I knew all too well from my work on the Web - the user’s experience of informatic systems is frequently wretched. And the enormous dissonance between the total ambition of some of the systems being proposed and the actual quality of life they’d be likely to engender seemed like a very natural and very productive place for me to devote my efforts.

Could you briefly explain the core concepts behind “Everyware”?
How do they differ, if at all, from more widespread notions of Ubiquitous Computing?

“Everyware” is an umbrella term that I’ve introduced precisely because the term “Ubiquitous Computing” is problematic, in a few different ways.

It’s contentious, for starters: it’s strongly and properly identified with Mark Weiser and his work at Xerox PARC, and may not adequately describe the work of other people and institutions. It apparently refers - in educational circles, at least - also to ideas around using laptops in the classroom and so forth, and is understood in this context at least often enough to confuse some of the people I first turned to when I started to research my book.

And above all, it’s a mouthful. I couldn’t imagine it being used by the very people who would be most affected by this class of technologies - the ordinary, nonspecialist people, the people without any particular interest in informatics or user interfaces.

So “Everyware” is just a term that supposed to capture the important aspect of what’s going on when information processing is everywhere around us, and do so in such a way so as to be understood and comfortably used by the people around you on the subway or in the grocery store.

How does the term Everyware relate to other ones recently coined to describe apparently similar concepts, such as Bruce Sterling’s “Spime” or Julian Bleecker’s “Blogject“?
Are these terms actually fighting for the same meme-space or do you see them as complementary?

I think they refer to things at different levels of abstraction.

As Bruce explains it, in principle a “Spime” is a self-identifying, networked object that has been endowed with the ability to locate itself in space and time. In a sense, a mobile phone is a protospime: when you query it, it can tell you where it is now, where it was the last time it connected to the cellular network.

And as I understand it, Julian’s “Blogject” is an object with highly similar properties, the primary difference being that by definition it publishes the data it generates to the Web - the Web as it already exists and as we use it today. If your mobile phone had a dedicated Web page on which it would automatically publish its location and use history, it’d be a Blogject. Perhaps, then, you’d use the word to describe a Spime with a public and globally-accessible record.

Both of these are instances or cases of Everyware, “information processing embedded in the objects and surfaces of everyday life,” that “gives rise to a regime of ambient informatics.”

The thing I appreciated most about your book is that it introduces an ethical dimension to the design of ambient informatics.
How do you realistically see those currently busy turning these visions into our future accept the responsibilities mentioned in your book?
Does history testify to the ability of humankind to wisely and responsibly choose the forces that will shape its future(s)?

Well, I’m genuinely and deeply grateful that you appreciate the discussion of it in the book, but I think it’s critical to point out that an ethical dimension has always been present in the design of informatic systems. A technical system - anything designed, for that matter - always encodes the designer’s valuations and beliefs about the world they live in, on some level, and those valuations very frequently wind up conditioning the experience of use. The Northern Californian originators of the PC, for example, very explicitly held decentralized access to information processing to be a fundamental good, and a main driver of their efforts.

I think the reason the discussion looks relatively novel in Everyware is simply that such valuations are almost invariably obscured in the design and marketing and discourse aroud informatic technology. And if this hasn’t much mattered so far, as informatic systems reach every further into everyday life, their structuration begins to have very real influence on the choices we’re offered. These arguments at the level of architecture, as Lawrence Lessig might put it, constrain use in a way that is going to be inaccessible to recourse not merely in real time, but, for the great preponderance of users, ever.

These issues are only occasionally raised by designers - though there are certainly splendid countervailing examples, from Bucky Fuller to Dunne and Raby - and they’re not something that engineers and developers tend to be at all comfortable talking about.
In 1947, Norbert Wiener, the so-called “father of cybernetics,” confessed as much. This is what he said:

Those of us who have contributed to the new science of cybernetics thus stand in a moral position which is, to say the least, not very comfortable. We have contributed to the initiation of a new science which…embraces technical developments with great possibilities for good and for evil. We can only hand it into the world that exists about us, and this is the world of Belsen and Hiroshima. We do not even have the choice of suppressing these technical developments. They belong to the age. […] The best we can do is to see that a large public understands the trend and the bearing of the present work, and to confine our personal efforts to those fields…most remote from war and exploitation.

He also felt compelled to admit that he saw only “a very slight hope” that the systems he imagined and helped develop would be used wisely, and, to answer your question, I think history bears his skepticism out.

What gives me my own sense of slight hope is the idea - latent in Wiener’s comments about a “large public,” as well as in Mark Weiser’s call to “tell the world at large” that ubiquitous computing is “something dangerous” - that ordinary people can learn to recognize the trade-offs implicit in these systems, can demand that Everyware respond to their prerogatives, and can above all reject products and services that they do not recognize as doing so. But that’s a conversation that’s just getting started.

At the very beginning of your book you basically state that most, if not all, Everyware scenarios are based on the assumption that the current techno-fueled evolution of western societies is sustainable, but that you don’t necessarily think that is the case.
Could you elaborate a bit on this point?

Sure, I’m happy to - although I should say that my take on this isn’t particularly cheery.

At their root, across the board, all of the more elaborate visions of networked interactivity worked into the texture of everyday life make certain implicit assumptions about the context in which that life will be unfolding.

One of these assumptions is that society is going to go on more or less the way it is now, only more so: that we will continue to enjoy a relatively clement set of climatological circumstances, that energy will continue to be easily accessible and cheaply available, and that mobility and interconnectedness will continue to increase. And anyone paying attention has good reason to believe that this is an untenable assumption - that among other things, the atmosphere is now warmer than it’s been for the past few million years, that the overall salinity of ocean water is changing due to melting glaciers and ice caps, that worldwide we are running out of oil.

These are facts and observed measurements. They’re surely open to interpretation to some degree, but they’re not fundamentally open to question. And taken together they pose a considerable challenge to the idea that the status quo is going to kind of continue to unfold all placidly and uneventfully. So, as someone deeply interested in the human future, I have to reckon with the idea that there’s a nonzero chance that our civilization on this planet will be so profoundly disrupted by these developments and their consequences that any talk of a seamless, effortless everyday life built on a computational substrate is irrelevant fatuity. (In particular, I very strongly do not believe that some computational “singularity” or transcendence event is likely, and not only in the near future.)

I simply didn’t think it was responsible to release a book that in part concerned the near future without saying at least one or two words about what I thought some of the most likely outcomes were.

If nothing else, I was told last year (by someone in a position to know) that 10% of the planetary annual energy consumption is already devoted to powering computation. Already, with our current technology - all those servers and routers that we rely on to bring us the experience we recognize as the World Wide Web don’t turn out to run on good will and smiles after all.

Now imagine that even part of what the more enthusiastic advocates of computational ubiquity are imagining comes true, is deployed more or less as they would want it to be. Processing devices in every sweater, every doorknob and bicycle and kitchen sink, and all of them intercommunicating with each other. How long is that going to be sustainable, if it doubles or triples the energy requirement of the network infrastructure behind it all, and that in turn is ever harder and more expensive to maintain?

Along those lines certain visions of Everyware see objects part of the so-called “Internet of Things” becoming active contributors to conversations among human beings.
Could these objects thus play an active role in helping us better understand where we’re heading? Could they end up informing the very decisions we’ll have to make about them?

I think, among other things, that this was very much Bruce’s intention, in wanting to define a class of networked, self-describing, self-reporting objects. Certainly, if you read his book “Shaping Things“, you can’t escape the idea that the whole point of “spiming” objects is to help us do a better job of being aware of our energy and resource utilization footprint, and a better job of recycling them when their service lifetime is over.

Bruce Sterling. Shaping Things..

So, yes, absolutely I think it’s possible that our ideas about the world and where we stand in it will increasingly be shaped by the objects we share it with. I have to say, though, that I’m not as sanguine as Bruce is. Like Norbert Wiener, I think it’s more likely that in the absence of any strong constituency for more responsive design, networked objects will be used to track and understand us that we may be better marketed to and better policed, and otherwise either constrain the array of choices we have available, or offer us choices that are no choice at all. That’s why I think it’s so important that we understand what these technologies imply, and demand that their design respond to our needs.

Scenarios depicted in Everyware implicitly raise by several orders of magnitude the complexity of designing experiences for such interconnected contexts.
Will brand new tools and techniques be required or do you see the current ones evolving to face these new challenges?
Who do you see “naturally” stepping up to pick up those very challenges?

I’ve historically seen the community of user-experience practitioners as being best situated to respond to these new requirements, given the appropriateness of both the UX conceptual toolkit and the general orientation toward the needs of a human user. In particular, I saw it as a fairly natural fit for my former colleagues in information architecture, always having believed (and acted as if) information architecture was a discipline suited to the structural design of all kinds of human transactions with informatic systems, not merely Web sites.

I have to admit, though, that I’m not seeing the kind of widespread interest in the ubiquitous domain that would support such a belief.
Maybe it’s simply too early.

At the moment, what I can say is this: the successful design of humane and ethical everyware is - depending on the specific instantiation in question - going to call on so many discrete skills from across the fields of architecture, industrial design, interaction design, fashion, materials research and user ethnography that anyone with a specialty in these domains is going to have plenty to sink their teeth into.

In this sense then what would be a few “words of advice” for designers-at-large keen on getting their “hands dirty” with Everyware?

One part of me wants to say “start taking Korean lessons,” since that’s where so much of the enthusiasm for everyware is right now, in Korea and other parts of East Asia.

More seriously, I’d advise people to learn everything they can about RFID and about Near-Field Communication, and what possibilities these might bring to conventional objects or spaces - what might be enabled by adding NFC capabilities to a mobile phone, for example. This seems like it’s going to be one of the major lines along which the broader ubiquitous discourse will advance.

If that doesn’t turn you on, I’d imagine that getting comfortable with user observation and ethnography, contextual inquiry, and other techniques for the qualitative understanding of the experience of use will stand you in good stead. And if neither of these two suggestions appeal, about all I can say is sit just where you are - because it seems fairly likely to me that some kind of Everyware will come to you.

As someone who has read your book and throughly enjoyed it I can only agree with your last statement.
Thank you Adam for your time and insights.

Posted in Ubiquitous Computing, Interviews | 2 Comments »

22-11-2006 by Fabio Sergio

Experiencing Experience.

In UX Magazine’s “Experiencing Experience” Tom Guarriello turns an enthusiastically critical eye on the field of “experience design”:

As a psychologist who’s spent over 30 years focusing on human experience … it’s exciting to see so much energetic interest in understanding users’ experiences, and designing environments that lead to desired user and customer experiences.
Phenomenological psychology’s insights can be very useful in helping businesses gain a sharper focus on their users and customers.

I think about these things every time I hear people talk about ‘designing’ experiences. Because, the truth is, it can’t be done.
Designers design occasions for experiences; experiences themselves are personal. That’s why different people have different experiences in (what are supposed to be) the same situations.
Ah, but there’s the clue: the situation isn’t the same for all participants because each of us brings a unique set of perceptions, perceptions rooted in unique personal histories, to everything we experience.

Technically, most designers are attempting to design meaning, not experience. But, most often, designers must create experiences for people they don’t know.
So, how can designers create opportunities for meaningful experiences for people they don’t know? By paying close attentions to patterns.
We can’t remove an experience from its context.
‘Context’ is just another way of speaking about where an experience fits into an individual’s life (hi)story.
More accurately, what the experience designer is doing is creating conditions that invite the participant to engage with the atmosphere from a particular perspective and therein experience this range of meaning.

Posted in User Experience, Human Centered Design | No Comments »

20-11-2006 by Fabio Sergio

Natural Interaction.

Natural Interaction is an iO research center that investigates novel approaches to interactions with digital artifacts:

Natural Interaction investigates the relationships between humans and machines following this vision: we create interactive artifacts that respect and exploit the natural dynamics through which people communicate and discover the real world.
Our research is aimed at creating technology-enhanced spaces that sense and understand human behaviors and expressions, and present digital content as it was real, physical stuff.
Our interaction design work is based on intuitive schemes, that need no explanations, so that common people in public spaces may spontaneously dialogue with the artifact.

Differently from traditional research facilities, Natural Interaction experiments and proposes a vertical, vision-driven, lightweight research model, that directly impacts the real world.
We think the world needs to interact with machines in a simple, human way. And we also think that small is beautiful.
The Center adopts a craft approach, like in a Renaissance ‘bottega’, where researchers address all the issues that affect the interaction experience.
We create experiences through an original conjunction of art and science.

Their white paper “Designing Natural Interaction” ( 116 KB, PDF) is a nice introduction to their design philosophy.

(via Bruno Giussani)

Posted in Interaction Design, User Experience, Ubiquitous Computing | No Comments »

18-11-2006 by Fabio Sergio

Empathic Economy.

Steve Hardy interviewed IDEO’s chief creative officer Jane Fulton Suri to better understand her ideas about an “empathic economy”:

When I refer to ‘the empathic economy’ I’m talking about a future possibility in which a similar level of empathy and imagination might be applied to the many different kinds of people who populate the business ecology of a particular industry, not just customers/end-users/consumers.
In an empathic economy the provider/supplier of goods and services would be keen to reach an empathic understanding not just of consumers, but also of many other people within the business network upon whom business success depends.

This is a matter of fostering an organizational cultural in which people all respect, even like and enjoy, one another, one another’s ideas and diversity in different work-styles, knowledge and skills.
An organization that doesn’t do that internally will have a hard time encouraging others to participate with it in creative ways.

(via InfoDesign)

Posted in User Experience, Human Centered Design | No Comments »

15-11-2006 by Fabio Sergio

The laws of simplicity.

John Maeda’s “The Laws of Simplicity” is a book (and website) devoted to Maeda’s ongoing thought processes regarding the topic of simplicity.

John Maeda, The Laws of Simplicity.

LAW 1: REDUCE
The simplest way to achieve simplicity is through thoughtful reduction.

LAW 2 : ORGANIZE
Organization makes a system of many appear fewer.

LAW 3: TIME
Savings in time feel like simplicity.

LAW 4:
Knowledge makes everything simpler.

LAW 5: DIFFERENCES
Simplicity and complexity need each other.

LAW 6: CONTEXT
What lies in the periphery of simplicity is definitely not peripheral.

LAW 7:
More emotions are better than less.

LAW 8: TRUST
In simplicity we trust.

LAW 9: FAILURE
Some things can never be made simple.

LAW 10: THE OBVIOUS
Simplicity is about subtracting the obvious, and adding the meaningful.

Posted in Human Centered Design, Books | No Comments »

13-11-2006 by Fabio Sergio

Experientia interviews Anne Kirah.

Italian user experience design consultancy Experientia has interviewed Anne Kirah, senior design anthropologist at Microsoft’s MSN Customer Design Centre, on the importance of focusing on the real lives of real people:

When Microsoft hired me eight years ago as the first official anthropologist, they weren’t sure what to do with me, so they had me design my own job.
I soon realised that Microsoft had until then the tendency to come up with feature and product designs within the confines of its own walls.
What went on in the minds of Microsoft’s brilliant software engineers and of people outside the walls of Microsoft, was not always very congruent … so I created the Real People Real Data (RPRD) programme.
My work on the RPRD programme was in fact the start of a revolution within Microsoft, and helped the company change from techno-driven to people-driven design.
I did of course have some impact on Windows XP but I am much prouder being part of the cultural change at Microsoft than I am of the products and features that have been impacted by Microsoft’s anthropological research.

I never speak about users.
Did you wake up this morning defining yourself as a user? No.
Maybe you woke up with an alarm clock, so you are an employee. Maybe you woke up with a baby, so you are a father. Maybe you woke up with your wife or lover, which makes you a spouse or a lover.
But you sure as hell didn’t wake up and say: good morning world, I am a USER.
If we create jargon to deal with our research, then we are no better than the engineers and anyone else who doesn’t speak the language of everyday people in their everyday lives and not so everyday people in their not so everyday lives or any combination thereof.
The kind of innovation I am involved with means changing the cultures at work by speaking the same language and culture as the people the company is innovating for.

Posted in User Research, Human Centered Design | No Comments »

09-11-2006 by Fabio Sergio

User Experience Research.

Andreas Pfeiffer’s “User Experience Research” introduces the concept of User Interface Friction, another measure to gauge the quality of the User Experience:

How do we compare technology?
In our innovation-driven society, we tend to compare technology almost exclusively by looking at features and performance.
This functionality-centric approach is utterly natural … (but) as technology matures, features are not that important any more.
So if we don’t look at features any more, what DO we look when we try to decide on the comparative merits of two products?
Design? Style? Both are difficult to measure, and don’t do much on their own.
Of course there is always “user experience”, an increasingly important aspect in the success of technology-related products, but an equally elusive one.

These considerations led us to come up with a new concept, that has proven extremely useful in conducting technology analysis.
Since in nature it is somewhat similar to the physical notion of friction, we called it User Interface Friction (UIF).

UIF is the resistance imposed upon a user-guided process through the operating system and the way the user interface reacts.
In most cases, it has nothing to do with functionality: we use the term User Interface Friction to define the difference in fluidity and productivity that can be observed when running the same program or procedure on different computer systems, or when trying to achieve the goal on two similar digital devices.

(via InfoDesign)

Posted in Interaction Design, User Experience, User Interface Design | No Comments »

08-11-2006 by Fabio Sergio

Design & Emotion.

Design & Emotion posted “Getting Emotional With… Pieter Desmet“, a nice interview with Peter Desmet, author of “Designing Emotions“.

Peter Desmet, Designing Emotions.

Emotion is now widely recognised as an indisputable ingredient of the human product relationship.
Nowadays, most of the conferences in the fields of ergonomics, human computer interaction, product design, and marketing, present an emotion track with design and emotion research papers.
We have now a new generation of designers that is familiar with tools, techniques, and structured approaches to emotional design. It is just a matter of time before these designers will have established positions that enable them to push the real progress in design for emotion.

Ignoring the emotional side of products would be like denying that these products are designed, bought, and used by humans. I believe that it is our responsibility to think about the emotional impact of our designs.
My experience has taught me that science has many insights to offer that can help building a vocabulary that enables us to think about and discuss the abstract concept of emotion.
Design for emotion requires an understanding of the contextualised concerns of the users; their goals, standards, and attitudes. The relationship between product and emotion is not universal, but at the same time the principles that underlie the processes that elicit emotion are universal.

The principles that shape the processes that underlie emotions apply to all emotions, in all cultures, in all times, in all contexts, to all stimuli.
The challenge is to find a balance between universal principles on the one hand (that can be too abstract) and context driven product and emotion relationships (that can be too contextualised).

(via Putting People First)

Posted in Human Centered Design, Books | No Comments »

06-11-2006 by Fabio Sergio

Worldchanging, the book.

Worldchanging has published “Worldchanging: A Users Guide for the 21st Century“, 600-pages (!) for anyone interested in the forces currently shaping our collective future(s), and how individual choices can make a difference:

Worldchanging works from a simple premise: that the tools, models and ideas for building a better future lie all around us.
That plenty of people are working on tools for change, but the fields in which they work remain unconnected.
That the motive, means and opportunity for profound positive change are already present.
That another world is not just possible, it’s here. We only need to put the pieces together.

Worldchanging: A Users Guide for the 21st Century.

This is a groundbreaking compendium of the most innovative solutions, ideas and inventions emerging today for building a sustainable, livable, prosperous future.

From consumer consciousness to a new vision for industry; non-toxic homes to refugee shelters; microfinance to effective philanthropy; socially responsible investing to starting a green business; citizen media to human rights; ecological economics to climate change, this is the most comprehensive, cutting-edge overview to date of what’s possible in the near future — if we decide to make it so.

Covered categories include stuff, shelter, cities, community, business, politics and planet.

Posted in Human Centered Design, Books | No Comments »

04-11-2006 by Fabio Sergio

IDEA 2006. Presentations.

IDEA 2006 (previously mentioned on Convivio) has taken place a few days ago, and judging from various comments the conference was successful and filled with interesting contributions.
Most presentations (many with videos and MP3s) can be found here.

Apparently (and unsurprisingly) Bruce Sterling’s keynote was the highlight of the conference.
You can download the audio here (12 MB, MP3).

Posted in Interaction Design, Conferences | No Comments »

02-11-2006 by Fabio Sergio

Innovation Hotlist 2006.

The Innovation Lab has posted its top-10 list of tendecies and trends for 2006:

This hotlist comprises the prevailing tendencies permeating research, product development and service design within the field of information technology.

1. CUSTOMERMADE
When customers and users “infiltrate” the product-development work of companies or organisations and begin to design and create their own products and services.
2. GEO-AWARENESS
The filling station knows you’re on your way, and – via the navigating system in your car or your mobile – it will send you an offer on the petrol, and at the same time it will advertise the dish of the day in the station’s cafeteria.
3. THING CONNECTION
Thing Connection is the keystone of the 4A concept – Anytime connection, Anywhere connection, Anything connection, by Anyone.
Otherwise known as ”an internet of things”: when things communicate with each other.
4. VIRTUAL WORLDS
Welcome to another reality! Close to 400,000 people have already settled in the virtual world Second Life. There are more alternative digital worlds in the offing…
5. WEB APPLICATIONS - THE NEXT GENERATION
The Web, and not the PC, constitutes the new centre of the universe. This entails a shift from software to web-based applications where the overt and the social will come to play an increasingly substantial part.
6. DIGITAL PRODUCT PLACEMENT
Digital and virtual advertisement pillars. The digital billboard of the future will be blank space to be filled in with messages directed at specific target groups.
7. WEB VIDEO
Show me, see me! Moving pictures have taken the pole position.
8. MIXED REALITY
The fusion of digital, virtual and physical products is near.
9. EXPANDED SEARCH
Search engines are becoming more than just a match of words and numbers in a colossal database.
10. HUMANITARIAN TECHNOLOGY
Profit-generating technologies and humanitarian aid in one.

Posted in User Research, Human Centered Design | No Comments »