VOLUME XV.1 | JANUARY + FEBRUARY 2008
EXPERIENCES | PEOPLE | TECHNOLOGY
toward a model of innovation Cover Story by Hugh Dubberly
On The Language of Interactions Interaction design deals with the nuances of human discourse: spoken, visual, and semantic. Here we explore the nature of dialogue between people and technology.
Ps AND Qs
6 What’s In a Name? Idioms, Metaphors, and Design Elizabeth Churchill OK/CANCEL
9 Being Popular Tom Chi, Kevin Cheng FEATURE
11 Primal Interactions Alex Wright (P)REVIEW
13 Glut: Mastering Information Through the Ages by Alex Wright Reviewed By Fred Sampson
interactions
Januar y + Februar y 2008
FEATURE
2
15 Realizing the Vision of Mobile Spatial Interaction Peter Froehlich, Lynne Baillie, Rainer Simon FEATURE
19 The Linguistic Command Line Aza Raskin FEATURE
23 Understanding Convergence Stefana Broadbent, Valerie Bauwens
Key Process, Management & Organizational Interactions Much of our interactions work is grounded in the reality of organizations: large enterprises, small businesses, and academia. These articles investigate the relationship between process, management, and those organizations. COVER STORY
28 Toward a Model of Innovation Hugh Dubberly FEATURE
38 The Business of Customer Experience: Lessons Learned at Wells Fargo Secil Watson (P)REVIEW
44 Design Education for Business and Engineering Management Students: A New Approach Terry Winograd FEATURE
46 Designing for Disagreement Paul Burke THAT’S ENTERTAINMENT
52 Halo 3: The Theory and Practice of a Research-Design Partnership Dennis Wixon, Randy Pagulayan
VOLUME XV.1
JANUARY + FEBRUARY 2008
EXPERIENCES | PEOPLE | TECHNOLOGY Addressing Critical Challenges The challenges facing culture and society must be addressed by the design of interactions—human to human, and culture to culture. These articles explore the core issues facing practitioners as they struggle to understand the worldly implications of their work.
FEATURE
56 Designing For the Last Billion
Unanticipated Consequences & Influences Once our work is introduced into society, we simultaneously influence culture and lose control over that influence. These articles reveal some of the unanticipated results.
THE WAY I SEE IT
70 Filling Much-Needed Holes
Gabriel White
Don Norman
UNDER DEVELOPMENT
TRUE TALES
59 New Users, New Paradigms, New Challenges Gary Marsden SUSTAINABLY OURS
61 Two Digital Divides and Four Perspectives Eli Blevis
72 Persona Non Grata Steve Portigal TIMELINES
74 Unanticipated and Contingent Influences on the Evolution of the Internet Glenn Kowack
LIFELONG INTERACTIONS
67 My Father’s Kitchen Table Allison Druin
80 On Innovation, Appropriateness, Intervention Design… Jon Kolko, Richard Anderson
interactions
A discussion on the ICSID-IDSA CONNECTING ’07 World Design Congress in San Francisco.
Januar y + Februar y 2008
Interactions Cafe
3
Welcome
a Richard
Anderson
Interactions: Experiences, People, Technology Our world is at the point of major change, fueled by
and experiences that merge in contemporary culture
the increasing capabilities of technology, the immi-
to create meaningful, positive interactions.
nent entry of enormous powerhouse countries into
ful team of designers, social scientists, engineers,
ic environmental and cultural flux on both a local
professionals, and academics who are engaged in the
and global level. The opportunities are tremendous,
creation and development of appropriate and innova-
yet the future is also murky in its uncertainty: As
tive products, systems, services, and experiences.
we begin to design products, services, and systems
Additionally, we’ve tapped into the historic expertise
for this dynamic future, the speed, complexity, and
of a number of leaders in our industry. We’ve also
impact of our actions grow to an unprecedented
developed, and will continue to extend, the interac-
height and the feeling of anxiety begins to build.
tions website in order to support the work in the print
This point of precipice is one that can be bested, a Jon
Kolko
but it requires a dramatic shift in the way we understand and think about our lives and jobs. Any
We encourage you to visit http://interactions.acm.
will be seen as a narrow and limited view. Our intel-
issue; both online and in print, you will find a num-
lectual emphasis and our creative energies must now
ber of themes that indicate some of the challenges
resonate on a cultural level, and on an emotional
facing interactions practitioners in the near future,
level, and on a responsible level. Words like “culture”
with the reflections and thoughts of both special
and “emotion” and “responsibility” are scary, as they
guests as well as regular contributors. • • • Elizabeth Churchill has spent her extremely active
magazine understand, value, and share. This was
career in industry, academia, and research and has
the word that John Rheinfrank, Bill Hefley, and Brad
a particularly strong intellectual approach to under-
Myers chose when they begin this magazine in 1994,
standing the problems facing practitioners as they
and it speaks to the philosophical “solution” to the
strive to develop interactive products. Her examina-
challenges we face in the coming years.
tion of the relevance of language in design hints at
We see a world rich with culture, emotion, and
Januar y + Februar y 2008
tion between our readers and ourselves. org and begin to respond to some of the copy in this
ated word that is less scary, one that readers of this
a new liberal underpinning to the work of technolo-
human connections. The human-built world can
gists. This is reinforced by Alex Wright’s discussion
afford a sense of beauty, sublimity, and resonance,
of the use of oral culture, as he looks at the rise of
and through our advancements in technology can
social networking colloquialisms in our digital com-
come advances in society. At the center of these
munities. Aza Raskin is also exploring the semantics
advances are interactions—conversations, connec-
of language, and he reflects in this issue on some of
tions, collaborations, and relationships—within and
the distinctions between the landmark work of his
across multiple disciplines, with and without tech-
father, Jef Raskin, and his own work on linguistic
nology.
command line interfaces.
We are proud to take editorship of interactions at
Gabe White has provided a succinct case study
this pinnacle moment in human history. Our goals
of his work with Motorola in developing telephone
for our three-year tenure are simple and straightfor-
interfaces for developing nations. Gary Marsden’s
ward:
forum continues to explore the larger theme, as
1. To increase the relevance of this magazine to interactions
magazine and to allow for a more robust conversa-
individual focus on product, research, or technology
are subjective and ethereal. But there is an associ-
4
To achieve these goals, we’ve assembled a wonder-
the global economy, and the potential for catastroph-
practitioners focused on interactions. 2. To ensure that the contents of the magazine are deep, diverse, and of global relevance. 3. To place an emphasis on the people, technology,
he examines the challenges facing businesses that intend to offer products and services to developing nations. Eli Blevis sets the framework for an ongoing contribution to the magazine on sustainable design, and Allison Druin begins to examine whether the
appropriateness of design is different for those either early or late in life.
most influential innovations of our lifetime. Fred Sampson returns to interactions in a new role,
The enterprises that drive these social, political,
overseeing what we intend to be a much broader and
and culturally relevant products require a new lead-
more purposeful collection of reviews and previews.
ership and a new understanding of user-experience
Fred’s review of Alex Wright’s Glut richly extends the
practitioners. Secil Watson shares her pragmatic
author’s own contribution to this issue.
experience in building a customer-experience culture at Wells Fargo; Paul Burke shares philosophical
• • • We hope you enjoy our first issue of interactions,
insights into his time spent developing a forward-
and we hope you share our vision for the future of
thinking design consultancy; Stefana Broadbent
our profession and industry. We are humbled by
shares the process—and some key findings—of
the scope of the challenges facing our many disci-
insight generation for which she has been respon-
plines in the years to come, but these challenges
sible over the past three years at Swisscom; Dennis
are equally rich with potential and excitement. As
Wixon describes some of what can be done to
we investigate the work, methods, and reflections
increase the impact of insight generation on design;
of our colleagues, we hope you will join us in forg-
and Terry Winograd describes the origins of a new
ing deep human connections, in developing rich
program for students of business and engineering
dialogue, and in building bridges between seemingly
management at Northwestern University to enable
disparate topics: We hope you will join us in devel-
them to benefit more from design and designers in
oping interactions.
the workplace. Steve Portigal has keen insights into the irony
—Richard Anderson and Jon Kolko eic@interactions.acm.org
and humor present in our culture and has spent his
out the potential absurdity of one of our primary design tools and raises a larger question regarding the methods and processes we use on a daily basis. Hugh Dubberly’s cover story investigates the process of innovation used by companies striving to cash in on the developing global marketplace. He has worked to develop a model of innovation and presents both the outcome of that work as well as the process of investigation. His visually rich material dramatically alters the way we think about innovative product development, at the same time hinting at a visual method of problem solving and concept exploration that can serve as a method of design synthesis in understanding and resolving other design problems. Don Norman continues as chief interactions curmudgeon, reminding us that innovation is not always wanted, while Peter Froelich and colleagues illustrate an area of innovation oft subjected to such criticism. Glenn Kowack visits Jonathan Grudin’s Timelines forum with an insightful early history of one of the
Richard Anderson is a “user experience” practice, management, and organizational strategy consultant with international management, cross-organizational development, and more than 20 years of experience. He started and directed the Experience Center at Viant, as well as the user research and experience strategy discipline at Studio Archetype and Sapient. Via various consulting, advisory, and employment roles, and his workshops, courses, conference programs, and more, he has helped move “user/customer experience” into a position of greater influence in numerous companies. At CHI 2007, Richard received SIGCHI’s Lifetime Service Award for extensively facilitating and spreading the development of the field via his leadership contributions to BayCHI and to other chapters of SIGCHI around the world. Jon Kolko is a senior design analyst at frog design. He has worked extensively in the professional world of interaction design, dealing with complicated technological constraints in order to best solve the problems of Fortune 500 clients. His expertise extends into supply chain management, demand planning, and customerrelationship management for clients such as Bristol-Myers Squibb, Ford, IBM, Palm and other leaders of the Global 2000. The underlying theme that unites his various projects concerns the creation of solutions that are useful, usable, and desirable. Prior to working at frog, Jon was a professor of interaction and industrial design at the Savannah College of Art and Design, where he was instrumental in shaping the interaction and industrial design programs. He is the author of the text Thoughts on Interaction Design.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
interactions
ties of human behavior. His work in this issue calls
Januar y + Februar y 2008
career researching and understanding the peculiari-
5
On The Language of Interactions
What’s In A Name? Idioms, Metaphors, and Design Elizabeth Churchill Yahoo! Research | elizabeth@elizabethchurchill.com
soning. And about metaphorical
the other day. If you do, I’ll poke
memes, shared understandings
phors are also often used to nudge
you, I retorted. We both laughed.
thereof (or not), and the actions
people to act in certain ways. The
The person sitting next to us
that invite, inspire, and imply.
desktop metaphor is a well-known
looked mystified. I proceeded to
David Gartner
Januar y + Februar y 2008 interactions
It has been argued that our con-
example—the use of documents,
try and explain that no, my friend
ceptual system, the terms in which
files, and folders as pointers to…
wasn’t going to come to my house
we think and act, is fundamentally
documents, files and folders. In
with a spray-paint can and per-
metaphorical in nature. Idioms,
1999, Bill Hibbard, emeritus senior
sonally annotate a wall. And no, I
metaphors, and similes are evoca-
scientist at the Space Science and
wasn’t going to reach over with my
tive. They describe one thing in
Engineering Center, articulately
bony index finger and prod him in
terms of another, enhancing our
invited us at ACM’s SIGGRAPH to
the side.
conceptualization—often of both
“find effective visual idioms for
things. Telling someone they look
direct manipulation user interac-
one who has never been on a
like a bulldog licking mustard off a
tions with visualizations” and to
social-networking site, much less
thistle or that they look like a shaved
“find effective visual idioms for
used Facebook, what it means to
monkey reflected in a spoon is going
collaborative interactions among
“write on my wall” or to “poke”
to make you think differently, even
multiple users.”
someone. A lot of words, several
if only for a second and only for
dubious analogies, and a couple of
humorous effect.
Give it a shot: Explain to some-
6
In technology design, meta-
“I’ll wall you,” someone teased me
wobbly metaphors later, I gave up,
Similes, analogies, and idioms
But, there be dragons. Metaphors and analogies underpin our creative leaps, our lateral thinking,
got my laptop out, and proceeded
sometimes spring from experi-
our inspirations, but they also con-
to demonstrate—to show him just
ences with technology. Some are
strain us. In lazy moments meta-
why writing that thing feels like
easy to trace. “Don’t stand there
phors become the thing, become
such a threat, and why my poking
like one o’clock half struck,” my
reified and reused, confused with
back lacks firepower. To be honest,
mother used to say to me. (Think
fact or rules for design. Scaffolding
it isn’t even clear to me if being
about it.) Some idioms stand the
reasoning through metaphors,
poked is a good or bad thing. But,
test of time; to burn the candle at
similes, and analogies can lead to
by “walling me” with that com-
both ends has been a warning for
problems of initial understanding,
ment, my friend was essentially
decades, probably longer. The blocks
design rigidity, and overextension,
saying he would embarrass me
didn’t fall right is readily understood
and—perhaps most interestingly
publicly by sharing something
to mean something did not work
for the global world of internet-
mind-bendingly silly with all the
out as planned, even to people who
based interaction and communica-
folks who are my Facebook friends.
have never played Tetris, whence
tion—problems of translation and
the idiom purportedly derives.
derivation.
Walls, poking, and friendship… This all got me thinking about
Sometimes idioms converge con-
To the first point, inevitably
ceptually despite their divergent
there will be breaks in design
about the language we use when
sources. All singing, all dancing, and
metaphors. For example, years
naming the human-computer-
fully loaded—one idiom in perfor-
ago, despite a friend’s insistence
human interactions we design,
mance, the other in capacity, but
that the desktop metaphor inter-
and more generally, about idioms,
now they are used interchangeably
face was “absolutely intuitive,”
metaphors, and idiomatic rea-
in conversation.
the metaphor did not immediately
communication—in particular
Ps AND Qs
make sense to a lot of people—
on a Facebook wall and grafitti-ing
place but at the same time extend
including me. I found it absolutely
the brick structure I can see out of
it? “What’s Mebendazole and laxa-
not intuitive.
my window. However, there’s a lot
tives for a computer? I think I’ve got a
to be said for playful, memorable
worm.” This is an extended meta-
the world of file and folder icons
visual cues and nice mnemonics
phor that I am pretty sure won’t
from the land of the command
(and in the case of the desktop
catch on.
line. Consequently, on this first
metaphor, good consistency across
exposure to the desktop graphi-
application menus). These are
meanings ascribed to idioms? Do
cal user interface or “GUI,” I spent
great ways to get people to spend
they become slippery over time?
a long time looking for grep. I
time and learn to use the maddest
And what happens when you retain
mistakenly tried to concatenate
and baddest of interface designs.
the form, prompting the mean-
files by slamming one icon into
And, with exposure, somehow
ing, but replace words accidentally
another. Finally, I sat paralyzed for
these odd connections start to feel
or intentionally (as my friend’s
some time, refusing stubbornly to
like they are obvious and intui-
German-speaking mother did when
drag my floppy disk icon into the
tive. It is a strange trait of human
learning English in stating that a
trash can, or “the bin” as I called
beings that we tend to forget how
popular form of face-cream was
it, being British, because I did not
confusing things were before we
“selling like hot bricks?”) I still knew
believe this was the way to eject
learned them. Which brings us to
what she meant, but typing it into
a floppy disk. No, I reasoned, that
another common phrase—it’s easy
my regular search engine just now
would surely simply erase every-
if you know how.
offered a dog’s breakfast of results.
thing on it the disk—throw it all
Few idioms and metaphors are
Do people have slightly different
Sometimes the original deriva-
away. Wrong mental model. As HCI
translatable into other languages.
tion of an idiom gets lost. I am not
pioneers Frank Halasz and Tom
I don’t have any ready technology-
sure that always matters. But, per-
Moran pointed out in 1982, this
inspired foreign idioms to illustrate
sonally, I worry that there is incipi-
was an analogy-inspired mental
this point, but to pull the radishes by
ent ideology that lurks therein…
model that could be considered
the leaves purportedly means to get
and that I am inadvertently saying
harmful; it certainly caused me
the wrong end of the stick in Spanish.
something, that if I understood it, I
some stress and a few cross words.
And when talking to someone who
would be mortified at my gauche-
Looking back I thank the stars
speaks Spanish, if you want to spill
ness. Someone once told me that
(whoever they may be) for desktop
the beans, you set free the pigs. Some
they had named their game design
search. I also learned to say it cor-
turns of phrase cross subculture
company something that sounded
rectly as “gooey” and later was
boundaries; the desktop metaphor
cool in English but that meant
satisfied to publish something with
is a case in point. But there are
something heinous in Swahili. That
that name.
many that probably don’t.
cautionary tale is worth heeding.
When and how do our turns of
How does all this relate to a
correspondence, there is little simi-
phrase and pithy analogies become
favorite idiom, the source of this
larity between the socially embed-
contentful, recognized idioms or
column’s name? Mind your Ps and
ded and physically embodied inter-
metaphors, understood by a cul-
Qs. Following a short but effective
action of manipulating papers files
ture or subculture? And what hap-
pilot-study methodology (I asked
and folders and pointing and click-
pens when someone comes along
all my friends) and a preliminary
ing on icons. Or between writing
and tries to keep a metaphor in
literature review (I searched the
Beyond limited representational
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
Januar y + Februar y 2008
For context, I had ventured into
interactions
OPINION
7
ACM TRANSACTIONS ON INTERNET TECHNOLOGY A BIMONTHLY PUBLICATION OF ACM PUBLICATIONS OFFICE
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Lifelong Interactions: Alison Druin On Modeling: Hugh Dubberly (P)reviews: Fred Sampson Ps & Qs: Elizabeth Churchill Sustainably Ours: Eli Blevis That’s Entertainment: Dennis Wixon The Way I See It: Don Norman Timelines: Jonathan Grudin True Tales: Steve Portigal Under Development: Gary Marsden COMMUNITY EDITORS
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Januar y + Februar y 2008
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8
OPINION
Ps AND Qs
Web), I found that there are four
your Ps and Qs was a request for
ed who suggest it means minding
main derivations for this idiom1.
bartenders to be careful that they
your pennies and quarters, or
All users agreed that the term
accurately tallied how much peo-
being careful with your money,
means to watch your manners, be
ple had been drinking. And on the
and the philosophical who say one
cautious, and be cognizant of eti-
other side of that exchange, when
should always remember that you
quette. All stress appropriate social
uttered at a customer, it meant,
have “priorities” in life, and the
performance, and everyone seems
You’re acting drunk—behave!
“qualities” of your character will
to think it’s an old phrase. Mother
Literacy. Another interpreta-
help you achieve them.
Internet suggests the source lies
tion of the idiom says it refers to
as far back as the 1600s or 1700s.
the problems children apparently
erally mean be careful with the tech-
Here are the most popular deriva-
have in learning the letters p and
nology of printing to get the desired
tion assertions, in order of most
q, since they are mirror images of
result, or does it mean to behave
interesting to me, and in four
each other. Rather like typesetters,
yourself appropriately?
main categories: technology affor-
children apparently confuse these
dances, literacy, etiquette, and folk
letters because a loop with a line to
particular technology-related prac-
wisdom.
the right or a line to the left kind of
tice and is also a socially embed-
look the same. They need to learn
ded admonition regarding inter-
the most popular explanations
that the location of the line down
personal behaviors; one should not
is that the phrase comes from
is the essential feature that distin-
reduce the latter to the former. We
typesetting, from the early days of
guishes the two.
also should not reduce complex
Technology Affordances. One of
printing, when movable type was
Behavior and Etiquette. As a
So, does mind your Ps and Qs lit-
Mind your Ps and Qs is about a
sociotechnical designs to static,
positioned for printing on presses.
child, I was told that the phrase
metaphor-based solutions. Design
The lowercase letters p and q were
meant to be careful to say please
metaphors should not be treated
hard to tell apart since they are in
and thank you—mind your pleases
as promissory notes, i.e., because
most cases mirror images of each
and thank-yous (thank Q’s). The
we invoke an analogy or metaphor
other. As each line had to be set
most unlikely, it seems to me, is
once, we are held to it ever after,
up one letter at a time, and letters
that it was something sailors were
to mould each new iteration into a
are placed into printing presses in
told so that they would not soil
(notionally) consistent extension of
reverse, the printmakers needed to
their navy pea-jackets with their
the metaphor, in perpetuity.
be careful not to confuse one let-
tarred “queues” (pigtails). Not buy-
ter for the other. A complex, visual
ing that one.
mental rotation was in order. My
Folk Wisdom. Finally, as in all
personal favorite explanation is
things, there are the money-mind-
I do not advocate trying this method in your daily work practice.
1
It feels like the design challenges are becoming greater with the proliferation of interactive experiences at the desktop but also
learning to touch type on an old metal typewriter. Typists in typing pools were apparently reminded to type with even pressure to ensure
reach on QWERTY keyboards, these were often the letters that came out lighter, or “ghosted,” due to a lack of decisive typing pressure. Having learned to type on an old metal beast of a machine, I can sympathize with this one. Another explanation is that Ps and Qs are short for “pints and quarts,” two measurements for drinks. In the days of yore when pubs really were taverns, mind
interactions
pages. As p and q require the most
Januar y + Februar y 2008
an even ink appearance on typed
9
On The Language of Interactions
A BIMONTHLY PUBLICATION OF ACM DIRECTOR OF PUBLICATIONS
Mark Mandelbaum PUBLICATIONS BOARD
Co-Chairs: Ronald F. Boisvert and Holly Rushmeier Gul Agha, Robert B. Allen, Michel Beaudouin-Lafon, Adolfo Guzman-Arenas, Wendy Hall, Carol Hutchins, Mary Jane Irwin, Keith Marzullo, M. Tamer Ozsu, Mary Lou Soffa
developments in pervasive and
but a complex weave of them. As
ubiquitous applications.
designers we are charged with gen-
Despite its warts, the desktop
these metaphors, but also, most
thoughtful design. But…
crucially, questioning them, even if
What parts of the desktop metaSUBSCRIPTIONS
Various subscription rates are available; please see the interactions website at http://interactions.acm.org/subscribe.php for more information.
The Ps and Qs column in
erful graphical interface-design
what happens as etiquettes
tools, open APIs, mashups, and
develop and the relationships
proficient and talented “amateur”
that emerge between interactive
interface designers? How far will
technologies and people’s actions.
we go with mashups and with
In interviews and reported con-
Web-based, interactive docu-
versations, I’ll look at the tensions
ment formats before a Web page
and the interactions between
is not a page? When will VOIP not
these issues in various domains:
be like phoning someone? What
Already planned are a discussion
CHANGE OF ADDRESS
models are appropriate for signal-
of how guardians and children
acmcoa@acm.org For other services, questions, or information: acmhelp@acm.org
ing consistencies and continuities
understand evolving etiquettes,
between interactive experiences
sanctions, and concerns in inter-
that bounce off the desktop and
net communication; issues in
INTERACTIONS ADVISORY BOARD
onto public displays and into inter-
digital copyright and ownership of
active objects? Should we move to
content; personal perspectives in
a new model for recreational spac-
controlling access to us and to our
es? And what should that model
stuff; personal digital archives—
be? Is “walling” someone the right
the models, metaphors, and confu-
or only metaphor for leaving a pub-
sions of shoebox-under-the-bed
lic message in a social-network-
metaphors and tensions in the
ing space? What other metaphors
design digital/physical doppelgang-
could there be for these com-
ers; and the tangle of online identi-
munication spaces? And which, if
fiers. In each case, I’ll chat with a
any, will last? What issues arise
person or persons who are smart,
when we design for cross-cultural
engaging, or simply opinionated on
connections? What responsibility
the topic in question.
SPECIAL THANKS TO OUR DEPARTING EDITORIAL BOARD
ACM Copyright Notice
Januar y + Februar y 2008
that makes us unpopular. upcoming issues will be about
Jonathan Arnowitz, Apala Lahiri Chavan, Elizabeth Dykstra-Erickson, Shelley Evenson, Robin Jeffries, Kun-Pyo Lee, Aaron Marcus, Lisa Neal, Ian McClelland, Raquel Oliveira Prates
interactions
phor are still relevant in today’s world of widely available and pow-
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10
erating, using, and disseminating
metaphor has inspired much
Copyright © 2008 by Association for Computing Machinery, Inc. (ACM). Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and full citation on the first page. Copyright for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or fee. Request permission to publish from: Publications Dept., ACM, Inc., Fax +1-212-869-0481 or email permissions@acm.org For other copying of articles that carry a code at the bottom of the first or last page or screen display, copying is permitted provided that the per-copy fee indicated in the code is paid through the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA 01923, +1-978-750-8400, +1-978-750-4470 (fax).
do we as designers deal with in
So please, feel free to shoot the
situations where we have, perhaps
breeze, but mind your Ps and Qs when
unwittingly, imparted an ideology
writing on my wall. And yes, “wall-
that, when examined, we do not
ing” apparently has already made
agree with?
it into the online Urban Dictionary.
The Ps and Qs of social-media environments pose particular challenges because interaction design is palpably not performance and activity engineering: Users appropriate, transform, and elaborate, and issues of social etiquette and social play are in constant tension, not owned by the users, the service providers, or the “technology” itself. Such social systems do not have a single binding metaphor
ABOUT THE AUTHOR Dr. Elizabeth Churchill is a principal research scientist at Yahoo! Research leading research in social media. Originally a psychologist by training, for the past 15 years she has studied and designed technologies for effective social connection. At Yahoo, her work focuses on how internet applications and services are woven into everyday lives. Obsessed with memory and sentiment, in her spare time Elizabeth researches how people manage their digital and physical archives. Elizabeth rates herself a packrat, her greatest joy is an attic stuffed with memorabilia.
FEATURE
Primal Interactions Alex Wright The New York Times | alex@agwright.com
As emerging Web technologies
newer literate cultures. Ong’s
than subordinative” and “aggrega-
fuel the rise of so-called social
theory seems amply born out on
tive rather than analytic.” That is
media (think YouTube, Facebook,
the Web, with its panoply of blogs,
to say, orality fosters a collective,
and Twitter), the practice of inter-
comments, user reviews, tags,
highly social way of understand-
action design is evolving from its
and other forms of user-generated
ing by building consensus over
roots in human-computer inter-
content that often seem more like
time—through iterative dialogue
faces to address a broader range
talking than writing. Ong coined
and, at times, fostering antago-
of human-to-human activities.
the term “secondary orality” to
nistic views—as opposed to the
Designers who once trafficked in
describe this pattern (“secondary”
more studious, individualistic
task analysis and usability heu-
because while electronic com-
style of traditional literary writ-
ristics now frequently grapple
munications may resemble oral
ing. Oral cultures are “participa-
with subtler, “squishier” modes
patterns of interaction, they are
tory rather than objective” and
of interaction: negotiating social
also filtered through the medium
“situational rather than abstract”;
relationships, building communi-
of writing)[1].
they value direct experience over theory. Finally, oral cultures are
studied and poorly understood,
“empathetic and participatory
tion of blogs to social networking
largely due to our deep-seated
rather than objectively distanced.”
and “crowdsourcing” applications,
cultural bias toward literacy. But
In other words, whereas literate
modern software design seems
without a clear understanding
cultures strive toward idealized
less predicated on how people
of how oral culture really works,
notions of “truth” or correctitude,
interact with computers, and
we are left with a flawed and
oral cultures turn largely on
increasingly focused on how peo-
limited perspective on the social
human emotion.
ple interact with each other.
changes now taking shape online.
If we contemplate the pres-
By deepening our understanding
ent-day Web through the filter
that the emergence of social
of oral culture, we can make bet-
of Ong’s theory, we can find
media heralds the fruition of the
ter choices about how to design in
numerous examples of oral
Web’s great promise: an age of
the world of social media. First, we
and literate cultures colliding.
technological liberation, in which
have to recognize the crucial dis-
For example, on Amazon.com,
old institutional hierarchies will
tinctions between oral and literate
most books include two kinds of
give way to an unstoppable wave
modes of thought. Oral culture is,
reviews: editorial reviews sup-
of individual expression and bot-
according to Ong, “additive rather
plied by ostensibly authoritative
Some pundits have suggested
tom-up social organization. But the rise of social media may not be such a futuristic development as we might suppose; it may also signal the resurgence of ancient patterns of interaction rooted deep
ORALITY
in our human prehistory.
Additive
The linguist Walter J. Ong
LITERACY Subordinative
argued that electronic communi-
Aggregative
Analytic
cations often bear more resem-
Participatory
Objective
blance to the cadences of age-old oral cultures than to the deliberate writing style of comparatively
a Characteristics of Oral and Literate Cultures
Situational Empathetic and participatory
Abstract Objectively distanced [1]
Januar y + Februar y 2008
Today oral culture remains little
and identity. From the prolifera-
interactions
ties, working with issues of trust
[1] Ong, Walter J. Orality and Literacy: The Technologizing of the Word. New York: Methuen, 1982.
11
On The Language of Interactions
renegotiate our relationship with the increasingly outspoken people
tribal patterns of communica-
customer reviews contributed
formerly known as “readers.”
tion. People may be hardwired to
by visitors to the site. The two
that people are so naturally
emblems of social status, and to
same Web page, but they never
inclined to “talk” online. As Steven
invoke them as emotional proxies
intermingle. Editorial reviews
Pinker points out, most people
in forging connections with peo-
seem to meet Ong’s criteria for
learn to read and write only with
ple they would otherwise consider
literate culture: They are analytic,
great difficulty, after years of gru-
strangers.
objective (at least in principle),
eling education. But we are born
and typically written in the third
babblers, the “talking ape.” The
human beings now possess the
person. Customer reviews, by
resurgence of oral culture online
technologies of literacy—armed
contrast, seem to map exactly to
is simply a natural manifesta-
with powerful computers and
Ong’s definition of “oral” culture:
tion of this deep-seated human
unprecedented possibilities for
They are additive and aggregative
instinct [2].
individual expression—it seems
(insofar as customer reviews are
Januar y + Februar y 2008 interactions
no small irony that in our post-
Our ancient human impulses manifest in other ways online as
industrial era of technological
average ratings); they are often
well, particularly in the use of
progress we should rediscover our
situational—written in the first
certain kinds of iconography and
most ancient impulses: building
person—and completely participa-
other visual symbols to negotiate
social networks through symbolic
tory, open to anyone.
social relationships. In preliterate
communication, forging bonds of
times, people relied on symbolic
trust with people we don’t know,
turn to Wikipedia, where pub-
objects to forge bonds of trust with
and, above all, “talking.”
lished articles at least aspire to
each other: trading bone knives,
the virtues of literacy—striving
jewelry and other items, or using
ating these primal modes of inter-
toward analytical objectivity and
cave paintings as rallying points to
action—the resurgence of “oral”
authoritativeness (albeit with
achieve group consensus about a
culture and the use of visual
mixed results). Yet each article is
shared objective. As people started
symbols as totems of trust and
always accompanied by a discus-
living together in closer quarters,
identity—perhaps designers can
sion page, often hosting a free-
they started to produce more and
broaden their perspective on mod-
wheeling and vigorous debate
more of these symbolic objects—as
ern software design and begin
in which readers try to reach a
a way of mediating relationships in
to appreciate the deeper human
collective agreement about top-
a growing community. Thus, visual
instincts now shaping the digital
ics under dispute. Again, oral and
symbols allowed people to free
world. We may now be working at
literate cultures may coexist, but
themselves from the bounds of
the cusp of a historical paradox,
they never quite converge.
social proximity. Here too, we can
propelling ourselves forward into
find parallels in the world of social
the past.
The same distinction plays itself
12
In an age when billions of
aggregated to give measures like
For a similar example, we can
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rely on certain visual symbols as
It should come as no surprise
types of reviews may occupy the
out across the Web—in the world
media, in the way people seem to
of blog postings and comments, or
use visual symbols as a basis for
in the numerous cases of compa-
creating relationships with people
nies grappling for ways to engage
they otherwise do not know.
their customers in public forums.
Consider the iconography of Ebay’s
At The New York Times, where I
trusted-seller ratings, Amazon’s
work, we also spend a lot of time
reviewer ratings, or the elaborate
pondering this question—how
symbolic status hierarchies of
to invite readers into a dialogue
virtual worlds like Second Life.
while maintaining the company’s
While one wants to be careful of
bedrock journalistic values, which
making sweeping claims about the
inevitably turn on a certain kind
long and complex history of visual
of literate, editorial exclusivity. We
culture, the use of certain mark-
are constantly exploring ways to
ers of trust and identity do seem
By understanding and appreci-
Tim Gasperak
[2] Pinker, Steven. The Language Instinct. New York: Perennial, 1995.
to harken back to deep-seated,
sources like Publisher’s Weekly and Library Journal, sitting alongside
ABOUT THE AUTHOR Alex Wright is the author of Glut: Mastering Information Through the Ages. He has led user experience design initiatives for The New York Times, Yahoo!, Microsoft, IBM, Harvard University and the Long Now Foundation, among others. His writing has appeared in Salon.com, The Christian Science Monitor, Harvard Magazine, and other publications. Alex writes regularly about technology and design at http://www.alexwright.org.
(P)REVIEW EDITOR Fred Sampson wfreds@acm.org
Glut: Mastering Information Through the Ages By Alex Wright Joseph Henry Press, 2007 ISBN 978-0-309-10238-4 $27.95 Alex Wright, information architect at The New York Times, presents in Glut a history of information over thousands of years—indeed, from the beginnings of life on earth. Wright’s insights and analysis provide a lucid perspective on the current state and prospects of information management and distribution. As he states in the introduction, Wright intends to “resist the tug of mystical techno-futurism and approach the story of the information age by looking squarely backward.” In so doing, our current challenges and anxiety may be dissolved in the great stew of experience. Wright takes us through the history of taxonomies, classifications, categories, and catalogs—from the libraries of Alexandria and Rome to the collections of the British Museum—and analyzes the agonized efforts to make information available, initially to the educated and powerful, but eventually to the masses. At every turn we see the decline of civilizations punctuated by the destruction of their libraries, and the rise of subsequent states reflected in the management—by limiting access and distribution or by broadening opportunities—of expanding collections of information. Wright also demonstrates how in technology, in turn leading to changes in society— forces we see at work today. The information architect of the 21st century might take comfort in the history of information as presented by Wright. There are no truly new problems, only new technology that reintroduces challenges previously addressed. One of the insights that I gained in reading Glut involves the long and glorious history of folk taxonomies (distinguished from, if tantalizingly related to, folksonomies). Even the earliest taxonomies of Linnaeus and his predecessors were based largely on the categories and groupings of the people with the most intimate knowledge of the sub-
interactions
Reviewed by Fred Sampson
Januar y + Februar y 2008
changes in the human environment lead to changes
13
On The Language of Interactions
ject. While Aristotle’s great chain of being provided a
that knowledge shared on the Web is frighteningly
top-down hierarchy that included gods, demons, and
evanescent: There’s minimal archiving of the Web,
humans, the bottom-up folk taxonomies proved most
links rot, and Wikipedia entries morph. But from
useful in practice.
another perspective, knowledge sharing over the
Indeed, we learn that the most effective classifica-
traditions. The nature of today’s communication
etic rules that hold together biological networks can
reinforces the value of story and sharing of the com-
be seen to influence humans and our tendency to
mon human experience. Which takes us right back to
group and classify. It’s only natural. Networks, from
the earliest ages of prehistory, when shared experi-
bacteria to bees, to human beings and our comput-
ences pulled us together.
ers, are deeply rooted in biology. Networks are part
cal networks is the interactions among the network
nonbiologists among us to the concepts of epigenetic
membership, so there is much we can learn from
rules (from biologist E.O. Wilson) and stigmergy.
their study. In this issue of interactions, Wright further
Epigenetic rules combine genetic predispositions
explores the ideas introduced in the last chapter of
with cultural tendencies to carry common ways of
the book, positing the applicability of Walter J. Ong’s
classifying and coding across generations. Wilson
theory of orality in contrast to literacy, to the pres-
defines epigenetic rules as “hereditary regularities of
ent social interaction technologies. Readers may also
mental development” that “animate and channel the
be interested in Wright’s recent talk at the Long Now
acquisition of culture.” The notable coincidence of
Foundation, archived at www.longnow.org, and in his
similar taxonomic systems across different peoples
blog and links to articles at www.alexwright.org. books to be lacking in editorial guidance or missing
“allows social groups to harness the physical world
the touch of a good copy editor. I might fault Glut
as a memetic storehouse.” Think ultimately of docu-
in this way, but such flaws do not detract from the
ments, books, libraries, and the power arising from
remarkable intelligence of Wright’s style; they mere-
the mere existence of such collections of informa-
ly draw attention to the economics of publishing.
tion, regardless of content. Indeed, the concept of
Rather than dwell on those issues, I prefer to thank
stigmergy raises for me the gut-level power of Jared
the author and publisher for making this valuable
Spool’s presentation on inukshuk, Inuit monuments
and intriguing work available.
“Someone else was here; you are not alone.”
Januar y + Februar y 2008
Ultimately, what emerges from a reading of Glut
interactions
It is all too easy today to find otherwise valuable
such universal classification. Stigmergy, in turn,
in desolate, lonely places that say to the traveler,
14
A defining characteristic of social and biologi-
of what we are. Wright goes on to introduce the
and times suggests an epigenetic rule that supports
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
Internet has, in effect, reverted to humanity’s oral
tions “feel right” for a reason: The concept of epigen-
Glut offers the information architect in each of us comfort, inspiration, and validation. Comfort in knowing we are not alone, that many inven-
is a reminder that everything we today take for
tive and committed historical figures preceded us.
granted was once an innovation, which was once
Inspiration, by providing context reference, even the
controversial, violently opposed by those who felt
science that supports us. Validation by showing how
threatened by change, and came to be only by virtue
the efforts of the giants who have gone before us
of time, location, circumstance, or the power of the
result not only in where we are, but also where we
individual will, ego, and skills of persuasion. That
can go if we have the vision to do so.
what resulted was not necessarily the best, but is the survivor of an evolutionary process of natural selection. That what might seem obvious today was once revolutionary, even threatening. And that there are recurrent patterns in the emergence of networks and in the use of hierarchies to organize our world. In the final chapter, “Memories of the Future,” Wright introduces some thinking about how the history of information might apply to our current experience. Among the insights is that books shared knowledge over time and distance; now distance is not the challenge. But temporal problems remain in
ABOUT THE AUTHOR Fred Sampson is a staff information developer for the Content Management and Discovery team at the IBM Silicon Valley Lab, where he helps user-experience designers creat e self-documenting user interfaces; he dreams of growing up to be an information architect. Fred is vice-president for finance of ACM SIGCHI, a senior member of the Society for Technical Communication, and a member of the Information Architecture Institute and the Usability Professionals Association.
FEATURE
Mobile computers are increas-
Realizing the Vision of Mobile Spatial Interaction
ingly used as a link between the physical and the digital worlds. This innovation demands a more sophisticated multidisciplinary approach to the modeling of spatial interaction than has yet been developed. Our aim in this article is to open up the “black box” of mobile spatial interaction (MSI) and discuss some issues and possible approaches that could be taken.
Lynne Baillie Telecommunications Research Center (ftw.) | baillie@ftw.at
Rainer Simon Telecommunications Research Center (ftw.) | rainer.simon@ftw.at
Groundbreaking concepts that proposed how to combine virtual information with the user’s direct surroundings arose as early as the 1990s. Two early examples include Egenhofer’s Smart Compasses, which point and direct people to places of interest, and Geo-Wands, virtual geographic pointers for the selection of surrounding objects and
Januar y + Februar y 2008
Telecommunications Research Center (ftw.) | froehlich@ftw.at
a Geo-Wands: Using mobile phones as digital pointers to realworld objects
interactions
Peter Froehlich
15
On The Language of Interactions
a The
p2d sensor prototype [11]
attached services [1]. [1] Egenhofer, M. J. “Spatial Information Appliances: A Next Generation of Geographic Information Systems.” First Brazilian Workshop on GeoInformatics, 1999.
augmented-reality techniques,
primary activity. This imposes
enabling the continuous inter-
strong constraints on the interac-
type of technological advance-
play between virtual and spatial
tion design.
ment was implemented in
information.
An early application of this
Atlanta in the late 1990s; visi-
Januar y + Februar y 2008 interactions
16
[3] Counts, S., M. Smith, and J. Zhao. “Automated Route Annotation in Support of Community.” Proceedings, MSI workshop CHI2007, San Jose, Calif., 2007.
Outside the car MSI is quickly evolving as a means of sup-
tors to the Georgia Tech campus
ally focused on three main cat-
porting mobility in pedestrian
were able to experience enhanced
egories, which have now reached
navigation, outdoor sports, and
“future visions” of spatial aware-
a level of technical advancement
traveling. However, more work
ness [2].
that makes them ideal for tech-
is required in this area to better
nology transfer into commercial
support the user undertaking
has become increasingly feasible
devices. The three categories are
these activities. For example,
and desired. New technology,
wayfinding, access and creation
Scott Counts from Microsoft
including digital cameras, GPS,
of spatial data, and augmented
Research proposed that the
accelerometers, digital compass-
reality.
“route” should be viewed as a
Since then the concept of MSI
[2] Abowd, G. D., C.G. Atkeson, A. Dey, J. Hong, S. Long, R. Kooper, and M. Pinkerton. “Cyberguide: A mobile context-aware tour guide.” ACM Wireless Networks 3 (November 1997): 421-433.
Research in MSI has tradition-
es, and RFID chips, is constantly
Orientation and Wayfinding.
spatio-temporal document type
being built into mass-market
A good example of successful MSI
[3]. His group is currently inves-
mobile phones, thus enabling
is the “flight-mode” visualization
tigating how runners can author
the user to interact with his or
in today’s car navigation systems.
their own routes, which can be
her surroundings in new ways.
The bird’s-eye perspective facili-
automatically annotated with
These innovations are inspiring
tates an efficient match of digital
sensor data for outdoor sports.
industries to create new contact-
information with the driver’s
less applications, such as in the
view, thereby blocking out the
Data.
domains of ticketing and vend-
task-irrelevant rear view and
in MSI research is the ability to
ing. Spatially related research,
making closer parts of the road
access digital information that
in the form of Web-based map-
more prominent than farther-
has been attached to physical
ping and geo-browsing, is begin-
away ones. As exemplified with
places called points of interest
ning to be transferred to com-
most wayfinding systems, MSI
(POI). The Geo-Wand is a research
mercial mobile devices. MSI is
is frequently a secondary task
concept that enables tourists to
further boosted by virtual- or
that should not interfere with the
point their mobile phone at a
Accessing and Creating Spatial A common theme found
FEATURE
historic building and ask “What
the real world. However, this tag-
square, including water pipes and
is this?”
ging could quickly get out of hand
electricity, to assist urban plan-
with a high number of postings
ners and infrastructure service
MSI includes other aspects, such
in popular areas. Lemmelä and
providers [8].
as our sense of space and of
Korhonen from Nokia Research
social interaction. For example,
provide an interesting solution
Innovation Funnel.
researchers at Fraunhofer pro-
to this, a visualization method,
sense of orientation and mean-
duced a prototype of “StreetBeat”
which indicates the density of
ingfulness to conventional loca-
[4], a location-based mobile appli-
postings by overlaying semi-
tion awareness—and it is quickly
cation that aims to make people
transparent heat maps over the
stepping out of its research stage.
feel part of the cultural experi-
conventional map view and auto-
The ftw. project Point-to-Discover
ence of alternative-music clubs in
matically displaying the “hot”
demonstrated the high technical
Berlin by playing excerpts from
topics [6].
accuracy and attractiveness of
Beyond physical spatiality,
the previous night’s band as they
Augmented Reality.
For a tour-
Getting MSI through the MSI adds a
accessing nearby points of inter-
ist in a historic city, relevant
est with a spatially aware mobile
information about a specific area
phone, featuring a combination
ment academic MSI research in
is not always easily accessible.
of GPS, a digital compass, and
consumer products may latch on
A spatially aware mobile device
3D-accelerometers [9]. Japan,
to these types of social experi-
could serve as a window to vir-
where mass-market phones with
ences, and thus this area is one
tual information, such as the his-
integrated GPS and compass have
that can benefit from extended
toric past of a building [7].
been available since 2006, is the
wander by. Companies looking to imple-
research and development.
Virtually enhanced exploration
first test bed for commercial MSI.
is also useful as a professional
The phones can provide informa-
isting information and services,
tool. Schall developed an applica-
tion on nearby restaurants and
people are also increasingly cre-
tion that enables users to view
shops [10]. It is only a question of
ating and geo-referencing their
the subsurface structure of a city
time before spatially aware hand-
In addition to accessing preex-
own multimedia content. The challenge for MSI is to make this development fruitful for mobile
[4] McCall, R., S. Ghellal, J. and Rothauer. “Mobile Phones, SubCulture and Presence.” Proceedings, MSI workshop CHI2007, San Jose, Calif., 2007.
[5] Ahern, S., S. King, M. Naaman, R. Nair, and J.H.I. Yang. “ZoneTag: Rich, CommunitySupported ContextAware Media Capture and Annotation.” Proceedings, MSI workshop CHI2007, San Jose, Calif., 2007.
[6] Lemmelä, S. and H. Korhonen. ”Summarizing location based posting activity on communication hot spots.” Proceedings, MSI workshop CHI2007, San Jose, Calif., 2007.
[7] Baillie L., H. Kunczier, and H. Anegg. „Rolling, Rotating and Imagining in a Virtual Mobile World.” Proceedings, MobileHCI’05, Salzburg, Austria, 2005.
contexts. Several concepts in recent years, such as GeoNotes, [8] Schall, G., E. Mendez, B. Reitinger, D. Schmalstieg, and S. Junghanns “Handheld Geospatial Augmented Reality Using Urban 3D Models.” Proceedings, MSI workshop CHI2007, San Jose, Calif., 2007.
have demonstrated the feasibility and attractiveness of attaching digital information to real-world coordinates, with metaphors such as virtual post-its or graffiti. Some of the most interesting
[9] Simon, R. and P. Fröhlich. “GeoPointing: Evaluating the Performance of an Orientation-Aware Location Based Service under RealWorld Conditions.” Proceedings, LBS2007, Hong Kong, 2007.
action forms of sharing and tagging. One example is the Zonetag mobile application, which allows for the context-aware upload of photographs from a camera phone [5]. Zonetag aims at lowering the effort of tagging on mobile devic-
[10] GeoVector. http:// www.geovector.com
es, by automatically suggesting tags based on the user’s social network, his previous entries, as well as names of nearby places in
a Prototype
interface of Street Beat [4]
interactions
with the socially motivated inter-
Januar y + Februar y 2008
MSI activities here are concerned
17
On The Language of Interactions
ity wants to send you a money-off
ist attractions) and create new
To realize MSI applications
voucher (deny and delete); your
applications (e.g., augmented-
and services, the strongest chal-
buddy is nearby and wonders if
reality games). As the techni-
lenge is how to conceptualize
you want a coffee (accept, audio
cal advancements move from
and design applications that are
alert); the train you need to catch
a research stage to production,
tailored to the needs of mobile
is delayed (accept, vibrate).
new visualization methods and
sets are sold globally.
[11] The Mobile Spatial Interaction (MSI) Initiative, http://msi.ftw.at
users. In this respect, the follow-
here is in the acquisition and
are needed. It is important to
Dealing with uncertainty. MSI
access to contextual data—to
highlight the importance of this
applications are subject to many
understand and act appropriately
topic and drive joint initiatives
kinds of uncertainties: GPS, sen-
on the infrastructure that is
to make MSI transition success-
sor inaccuracies, or incorrect geo-
available when billions of people
ful [11].
tags. There are also technical and
start to contribute MSI data every
design issues provoked when the
day. We will need new systems
user moves from indoors to out-
that can store, search, and mine
doors. These certainties cannot
geo-spatial data. This will require
always be avoided, and there is a
interdisciplinary and hybrid
need to ensure transparency and
research across different fields to
communicate these inaccuracies
enable the successful collection
to the user.
and searching of such data in
Given the plethora of different
interactions
Januar y + Februar y 2008
standards and communication
18
multimodal interaction concepts
ing things need to be considered:
Display of spatial information.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
Spatial content. The challenge
order for it to be useable, useful, and used. Identifying the business value.
interfaces for mobile devices,
The proven feasibility and attrac-
as well as a range of varying
tiveness of conceptual research
computing power available in
scenarios like wayfinding, POI
the devices, it will be quite dif-
access, and exploration should
ficult to design in global terms.
now motivate the definition of
Presenting spatial informa-
more commercially oriented
tion and various details about
application concepts. In-depth
the location and the people in
user research is one of the stron-
the location without provoking
gest success factors to identify
cognitive overload is an inter-
the real needs of specific user
esting and challenging interac-
groups, such as tourists in a
tion-design task. To increase
variety of mobile situations. This
the bandwidth and flexibility of
market-oriented research should
information display, the speech
feed into the definition of busi-
and sound-output capabilities of
ness and role models including
mobile devices should be exploit-
all stakeholders of MSI: end-user
ed to a larger degree.
communities, service providers,
Social disclosure and privacy.
mobile operators, content provid-
There are challenges in how we
ers, and handheld manufactur-
go about protecting individual
ers.
privacy—not only in meeting leg-
We see MSI as a major oppor-
islative and safety requirements,
tunity to make mobile internet
but also in being sensitive to
services useable, because interac-
what users want and do not want
tion styles such as pointing are
to make available about their
closely matched to situational
present location. Designing with
needs of mobile users. MSI will
these issues in mind is complex.
affect both how we interact with
For example, a shop in the vicin-
existing information (e.g., tour-
ABOUT THE AUTHORS Peter Fröhlich is a senior HCI researcher at Telecommunications Research Center Vienna (ftw.). He manages the project Point-to-Discover (p2d), which is co-funded by mobilkom austria, Siemens Austria, and the Austrian competence center kplus. The project develops the foundations for mobile spatial interaction: interaction techniques, modeling of spatial information, GIS data integration, and content aggregation, as well as hardware prototyping. Together with Lynne and Rainer, he has initiated the MSI initiative. Lynne Baillie has a Ph.D. in HCI from Napier University in Scotland. She has worked as a senior researcher for the Telecommunication Research Center Vienna (ftw.). Since 2002 she has investigated existing HCI methods for their applicability in the mobile domain and as a result has developed new methods in order to design more usable applications for mobile devices. She has also undertaken studies in the home and investigated how we can improve and extend user-centered development methodologies to enable codesign with families. Rainer Simon is a researcher at Telecommunications Research Center Vienna (ftw.) and a research fellow at the Vienna University of Technology Research Group for Industrial Software. He has several years of experience in the field of mobile application research and currently works with major mobile network operators on novel location-aware applications and gesture-based interaction methods for mobile phones.
FEATURE
The Linguistic Command Line Aza Raskin Humanized | aza@humanized.com I’m a Mac baby. Twenty-three
edit the images, Excel to create a
implementations of subtasks. My
years ago, I was born. So was the
spreadsheet, PowerPoint to com-
computer has eight copies of spell
Macintosh.
pile the presentation, TextEdit to
check; each features a different
create the appropriate Web pages,
version of the English language,
damentally changed since my
an FTP client to upload it to the
most lack a decent interface,
lower-than-your-kneecap days.
internet, and Firefox to view it.
and less than half recognize my
I’m just a larger, differently pro-
Most of our time is spent just in
name. When application com-
portioned version of my younger
moving content from one applica-
partmentalization is removed, so
self. Unfortunately, the same
tion to another. Then there is the
is the unnecessary code overlap:
thing is also true for the GUI:
frustration from errors caused by
Disk and memory footprint drops,
It’s matured, but hasn’t funda-
the cognitive overhead required
development time decreases, and
mentally changed in the past 23
to switch applications, each of
usability and reliability increase.
years. We are still stuck juggling
which has its own idiosyncrasies.
windows in a time-wasting dance
The same keyboard shortcut,
son from services on the Internet,
to find the application we need to
Control-D, changes your font in
or even old command-line utili-
get a task done.
Word, but creates a bookmark
ties. Instead of reimplementing
in Firefox. Trying to remember
common pieces of functionality,
original Macintosh, and compare
whether the methods and short-
applications should outsource
it with one of the latest versions
cuts we’ve learned in one applica-
that functionality to an OS-level
of OSX. With the exception of
tion work in another is a game of
service, some other local service,
some new gadgets and some
chance. Compartmentalization of
or an Internet service. As a user,
smoke and mirrors, much of the
tasks via uncoordinated applica-
imagine if you never needed to
interface is still the same. Sure,
tions frustrates our habits and
teach your name to yet another
there’s Spotlight, a way to find
wastes our time. We shouldn’t
spell check, or—as a developer—
the stuff we lose in our morass
need to think about which appli-
implement another instance of
of folders and badly named files,
cation we are using to know
spell check.
and Expose, a kludge to help us
how to spell check, look up word
wade through our windows. But
definitions, change font size and
pioneer in early interface develop-
these are quick-fix patches on a
undertake other common tasks.
ment. His work included develop-
sinking metaphor. They keep us
Applications are the cause of
My father, Jef Raskin, was a
ing the first Macintosh at Apple,
in an unsatisfying marriage to
another computer woe: software
and inventing “click and drag”
our windows and applications.
bloat. Although bloat is partially
and other ubiquitous interface
When we want to get some-
due to sloppy coding induced by
metaphors. He’s the reason why
thing done, we still have to slog
ever increasing computing power,
we use the word “font” for what
to the application that does it,
compartmentalization forces code
should more correctly be called
dragging our content scream-
redundancy. Tasks rarely fall
“typeface.” Toward the end of
ing and kicking behind us.
completely within a single com-
his career, he outlined many of
Everywhere we look, our tasks are
partment: Word has an under-
his ideas—both radically differ-
needlessly compartmentalized,
powered drawing package, CAD
ent and radically better—in his
and we are left schlepping hither
packages have underpowered
book, The Humane Interface. The
and thither. Take the example of
text-layout engines, and even
challenge between task complex-
writing and posting a presenta-
Google has a calculator. Thus we
ity and selection simplicity was
tion to a website: A simple task
arrive at the modern monolithic
included in his call for change.
like this requires Photoshop to
application mired in mediocre
“By applying the concept that a
Januar y + Februar y 2008
Look at a screenshot of the
Applications should take a les-
interactions
Looking back, I haven’t fun-
19
On The Language of Interactions
system should not be more com-
as a service. Instead of arguing
While the recognition solution
plex than your present needs,
for the abolition of applications,
can work in a single application
and by allowing the system to
we can champion services with a
with a restricted set of options, it
increase its power incrementally,
universal way of accessing them.
fails when we look at real tasks
the dream of providing products
That way, we can snap our fingers
that cross application boundar-
that are truly simple initially can
and have the functionality we
ies. For example, the argument
be achieved, without their being
need, regardless of the applica-
that menus provide visibility and
made to merely look simple, and
tion we happen to be using. This
findability breaks down when
without impairing their flexibil-
shift also reframes the interface
applied at a large scale because
ity,” he wrote.
challenge, which then becomes
they become slow to learn and
this: If all functionality is avail-
use. Similarly, keyboard short-
the conflict between seamless
able to us anywhere, at any time,
cuts—patches meant to increase
user tasks and divided applica-
how do we tell the computer
the speed of menus—also do not
tions: “Instead of a computer’s
which particular piece of func-
scale. The keyboard features a
software being viewed as an
tionality we want?
finite number of keys and even
My father also discussed
operating system and a set of
way to access those thousands of
interface views the software
possible services we might want
as a set of commands.” That is,
to perform on our selected data—
and keyboard shortcuts. The
functionality should be learned
from calculating the sum of the
abstract concepts inherent to
on an as-needed basis, and be
values, to performing a Google
detailed functionality are difficult
available anywhere in the system,
search on the text, to changing
to represent visually. Microsoft
regardless of the dividing lines
the size at which it is displayed.
Word attempts to use icons to
between the individual applica-
Current paradigms for accessing
represent some of the basic func-
tions. Applications interfere with
this functionality don’t scale to
tionality of text processing, but
the idea of as-needed functional-
how we really work—i.e., across
this method doesn’t work out
ity. The learning curve for each
applications, not within them.
well. Can you figure out what
Januar y + Februar y 2008
Imagine grafting together the
keys to functionality. Icons fare worse than menus
each of these icons does?
use, but if we need to use any
endless menus for PowerPoint,
additional piece of functionality
Mathematica, Firefox, and
of the examples, your recognition
not provided in our main appli-
Photoshop. Certainly, there would
is learned. Those icons, no matter
cation, we must learn an entire
be some overlap, but the result
how self-evident Microsoft would
other application that provides it.
would still be a Medusa’s head of
like them to be, require language
This makes a simple task such as
seething submenus. It would be
(in the form of tooltips) to actu-
editing a document with pictures
laborious to find anything in such
ally explain what they do. If
unnecessarily difficult.
a monstrosity, and inefficient
simple text-formatting operations
to manually select a menu even
fail so greatly, how can icons be
these ideas in my own work and
if we knew where to find it. We
designed to express the full range
to design an interface system
headed toward graphical menus
of functionality that services
that works beyond the boundar-
initially because they made all
provide? And how would we page
ies of an individual application.
options visible, by allowing rec-
through that giant lexicon of
The challenge is that the current
ognition of an option instead of
icons to quickly to find the one
software economy is tied to the
forcing the recollection of an
we’re looking for?
concept of applications. Disparate
option. Jef Raskin and the rest of
applications aren’t going to dis-
the Macintosh team found that
pointing-device” or WIMP para-
appear. Providing services, how-
menus worked well. In hindsight,
digm, has its limits, and these
ever, allows us to granulate that
they worked well because of
limits are now growing clearer as
software economy. If you don’t
the limited number of available
the complexity of modern com-
need all of the functionality of
options.
puting unfolds.
I’ve tried to follow through on
interactions
fewer mnemonic matchings of
applications, then, the humane
application can be overcome with
20
We’re going to need a universal
Photoshop, you can just buy the photo-editing features you need
With increasing scale, the menu metaphor falls short.
Even if you can recognize a few
The “window, icon, menu,
The Linguistic Command Line.
Pictionary is a game in
FEATURE
which one tries to represent objects, places, and abstract thoughts in image form. It’s a hard game, and there is no reverse game. Because information density is drastically greater in pictures than in prose, a picture is indeed worth a thousand words, but only when they describe a concrete visual like a graph or a portrait. In the realm of the abstract, pictures fail. How would you pictorially represent Marxism? You could try a picture of Marx, but that doesn’t distinguish between the person and the school of thought (and requires your viewer to know what Marx looks like; otherwise it’s just a guy with a beard). Words can capture abstractions that pictures cannot because language has an immense amount of descriptive and differentiating power. Abstract thoughts are exactly represented by the words that give them names. It is this power that comes to the rescue in speci-
Linguistic Command Line Interfaces
the range of options that a text
Two current programs attempt to deliver linguistic command-line interface to users: Humanized’s Enso, and Blacktree’s excellent Quicksilver. Enso uses a more naturallanguage syntax, and works like this:
interface effortlessly provides.
1. At any time, the user presses an activation key to call up a text-entry area.
down menus, check buttons, and tree-lists, cannot compare to
With just five alphanumeric characters, we can choose one out of 100,000,000 possible sequences. And choosing any one sequence is, in approximation, as fast as choosing any other (typing five characters takes roughly one second). It’s difficult to come up with a non-text-based interface that can perform as well. Using language to access functionality brings to mind the oldform command line, which is still one of the most powerful interface paradigms we have for controlling our computers. Although command lines are hard to learn
2. Next, the user begins typing what they want to do. For instance, “translate to Japanese.” 3. As the user types, Enso autocompletes to the most likely command, and related suggestions appear below the typed text. 4. The user either continues typing until the command desired is specified, or arrows to a preferred command. 5. The user dismisses Enso, and the specified command is executed. Enso then takes the selected text, uses the Google translation service, and places the results back into the text. With just one implementation, the ability to translate to and from languages is available anywhere on the computer, always with the same interface, and accessible in a few mnemonic keystrokes. Enso uses copy and paste as the graphical equivalent to standard out and standard in, allowing it to speak to almost any application in an implementation-agnostic manner. Because of the power of language, adding a large number of commands scales well. It’s always easy to get to the functionality desired.
Januar y + Februar y 2008
Standard GUIs, with their drop-
interactions
fying functionality.
21
On The Language of Interactions
and difficult to troubleshoot
ment. This bears repeating: It
address bar is just a primitive
when things go wrong, nothing
is often easier to use a desktop
command line, a command line
is intrinsically hard or difficult
search than to find something
that our grandmother can—and
about using language to tell the
placed in the computer for safe-
does—use.
computer what to do. The hard
keeping.
part of the old command lines
harness the power of language
horizon, the full linguistic com-
as unfathomable as the origin of
to good effect. The quick-add
mand line—one that provides
Stonehenge. Worse, remembering
features of 30boxes.com and
access to all functionality at any
command-line options is like bob-
Google Calendar are my favorite
time—must rely on structured
bing for apples in a cement mixer.
examples: They forgo the clunky
syntax and autocomplete to guide
I still have to ask my coworkers
and time-consuming forms of
the user to known commands.
which flags are needed for untar-
the standard database, and opt
That is, the linguistic command
ring a gzipped file. (It’s “tar-xfvz.”
instead for the utter simplicity of
line needs to help the user get to
Gee, how could I forget?)
typing an event’s information—
the right command, instead of
for instance, “Sunday dinner at
letting the user blithely type in a
the fault of command-line inter-
7:30 p.m. with Asa Jasa.” The
vacuum.
faces in general; maybe it’s just
quick-add feature doesn’t even
the command lines we’re used to.
feel like an interface, which is the
the past two decades, so will
If commands were memorable,
highest compliment an interface
the linguistic command line. We
and their syntax forgiving, per-
can get. The better an interface
are seeing it in its infancy. Enso
haps we wouldn’t be so scared
is, the less it’s noticed.
is one example of a linguistic
to reconsider these interface
Januar y + Februar y 2008
command line: It allows users
example of a domain-specific,
to issue commands to an operat-
command line is the future of
linguistic command line hiding
ing-system service regardless
computing.
in its print dialog. When choos-
of the application they’re using
ing which pages to print, you can
(see sidebar). Other approaches
language for selection started
simply enter the pages you want
to the problem exist, and find-
with Web searching. Google
as text—e.g., “1-4, 7, 15-20.” This
ing the best ones will take time.
placed the capstone when its
means to print pages 1 through 4,
Regardless of how we finally
name became the household
page 7, and pages 15 through 20.
tackle the problem, it’s time for
verb for “typing to find what
Imagine how difficult this type
a new, human-centric command
you want.” In fact, googling is
of input would be to design as a
line to make a comeback for lan-
almost always faster than wad-
more standard GUI interface.
guage-based interfaces—a com-
ing through a bookmark menu
interactions
Even Microsoft Word has a nice
Just as the GUI has grown in
paradigms. Perhaps the linguistic
The move back toward using
22
Because natural language processing is still far off on the
was memorizing command names
But maybe this confusion isn’t
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
Other places on the Internet
Now imagine using a drop-
mand line that finally lets us just
or a categorical listing, which
down menu to select the one
do want we want to do, when we
again indicates that something
website—out of the 100 mil-
want to do it, wherever we are.
is wrong with using menus as a
lion websites in existence—to
How humane.
mechanism for accessing large
visit. Ludicrous! How do we
quantities of data. After the Web,
actually surf to a site? By typ-
search came back to the desktop.
ing an address into the address
OSX, Linux, and now Vista have
bar, aided by an autocomplete
integrated desktop searches that
that quickly enables us to visit
make searching the computer as
addresses we have previously
convenient as searching the Web.
visited. When we want to go to
Now, with a few memorable key-
the mail “application,” we type
strokes, we can find what we are
in “gmail.com”; when we want
looking for. This stands in stark
to open a news “application,”
contrast to racking our brains to
we type in “nytimes.com.” On
figure out where, in the jumble of
the old Unix command lines, we
files and folders, we put a docu-
would type “pine” and “rn. “ The
ABOUT THE AUTHOR Aza gave his first talk on user interface at age 10 with his father at the local San Francisco Bay Area chapter of SIGCHI and was hooked. At 17, he was speaking and consulting internationally; at 19, he co-authored a physics textbook because he was too young to buy alcohol; at 21, he started drinking alcohol and co-founded Humanized. Aza enjoys playing the French Horn, which has taken him all over the world, and puttering in his lab, which has given him a greater respect for physics.
FEATURE
Understanding Convergence Stefana Broadbent Swisscom Innovations | stefana.broadbent@swisscom.com
Valerie Bauwens Swisscom Innovations | valerie.bauwens@swisscom.com
Convergence has been the mantra
interviews about how people com-
Should content and communica-
of the information and commu-
municate, view TV, play games,
tion be linked more closely? And
nication-technology industries
use the Internet, listen to music,
most significantly, what benefits
for the past few years, and it is
and inform themselves. We spend
will users find in the convergence
defining the strategy of every
time with all the members of the
of all the channels?
Telco, broadcaster, ISP, and phone
household and often ask them to
manufacturer in the world.
keep diaries of their activities. In
have asked more than 500
Technically, convergence defines a
2005 we also started a longitu-
people, from all age groups, life
multimedia environment and/or net-
dinal study with 60 households
stages, professional, linguistic,
work where signals, regardless of type
that we will follow until the end
and regional backgrounds, to
(i.e., voice, quality audio, video, data,
of 2008, looking at every aspect of
keep a record of all their com-
etc.) and encoding methodology may
their ICT usage at home.
munications, with the exclusion of professional exchanges
independent endpoints with similar
become a staple of many compa-
and face-to-face conversations.
characteristics [1]. From the user’s
nies that want to be at the edge
Participants have been asked to
perspective, this means that all
of innovation. What makes our
keep a diary for four days, jotting
media and communication chan-
experience unique is our focus
down every mediated interac-
nels can be merged and received
on all the ICT technology in the
tion. This includes dialogues that
on any device, and the related
home, from PC to TV, from hi-fi
occurred via SMS, email, voice
brands will soon be offering all
to mobile phone, from land line to
calls on the landline and mobile
the related services. This opens
digital camera. We systematically
phone, and IM sessions or calls
the way to an exponential series
put this in the context of people’s
from the PC. For each exchange
of combinations, such as SMS on
daily schedules and lifestyles.
we asked participants to indicate
the TV; TV on the mobile phone;
When we look at the evolution
whom they’ve communicated
digital pictures moving from
of communication patterns, we
with, which channel they used,
the PC, to the TV, to the mobile
compare the use of all channels
what topic they discussed, and
phone, and so on; IM bundled
and devices and can therefore
other critical information about
with music, etc. Therefore, it is of
consider the full palette of tools
the call. We have then gone back
strategic business value to under-
our participants have at their
to discuss the diary with the par-
stand how people are presently
disposal.
ticipants individually, in order to
using the disparate services and devices. In 2004 we started an observa-
The Divergence of Communication Channels.
One of the
recurring questions in the debate
understand, line by line, why they chose one channel of communication over another.
tory of technology usage within
about converged services con-
Swisscom, the largest telecom
cerns the interrelation of different
the rationale behind selecting
operator in Switzerland, with the
communication channels, such as
SMS instead of a phone call, it
objective of understanding the
email, mobile voice, instant mes-
becomes obvious that the rea-
potential of converged services.
saging, and SMS. Should all chan-
soning is highly sophisticated
Each year we visit close to 300 dif-
nels be on every device? Should
and cannot be reduced uniquely
ferent households in Switzerland,
we be able to seamlessly move
to cost or location. Factors such
and we conduct observations and
from one channel to another?
as privacy, discretion, needing
When discussing, for instance,
[1] Convergence definition, http://en.wikipedia. org/wiki/Convergence, accessed on 11.12.07
Januar y + Februar y 2008
Ethnographic user studies have
interactions
be seamlessly exchanged between
In the past three years, we
23
On The Language of Interactions
How We Collect Our Data The team of the User Observatory comprises a group of 11 social scientists, two sociologists (Daniel Boos and Petra Hutter), five anthropologists (Jeanne Carruzzo, Susanne Jost, Caroline Hirt, Cora Pauli, Veronica Pagnamenta), and four psychologists (Stefana Broadbent, Valerie Bauwens, Myriam Fournier, and Regula Zimmermann). Thanks to the variety of backgrounds, we developed
6:00 h
8:00 h
10:00 h
12:00 h
14:00 h
16:00 h
18:00 h
20:00 h
22:00 h
Personen
Father 47
Boy 15
Boy 13
Girl 9
HIFI
6:15h wake Sewing up, breakfast course 7:00h wake up, breakfast Work, office 7:00h wake up, breakfast School
Household, cook Lunch
Homework
6:30h wake up, breakfast School 7:00h wake up, breakfast School
TV
Household
Relax
Household, TV: Football
Cook
Lunch at a restaurant Work, 1/2h way home by car
Reading a book, Relax
Relax XBox” “GTA San Andrea s”
TV Series: Playing “K11” Dinner Bath
TELEPHONE
TELEPHONE / AB RADIO
Schlafzimmer
KAMIN
KAMIN
Gästezimmer Werkstatt Dusche/WC
interactions
Januar y + Februar y 2008
NOTEBOOK TELEPHONE ACCESS POINT, WIRELESS REPETER
24
Reading a book
Playing outside, Trampoline
TV: 2 new DVD: “Kingdom of Heaven” Reading a book Lunch at Reading Playing, home a book exercise flute
Men’s evening, bowling
Playing outside with friends: Football
Küche
Mother 43
RADIO
Bad/WC
a special mix of field techniques to collect information about the daily lives of our participants. Every month we visit a number of households, focusing on different topics that can range from communication to entertainment, from the use of social-networking sites to the use of VOIP. Although the focus may change, all contextual interviews follow a certain pattern, and we are careful to collect a certain base set of information in order to continue building a comparable set of data across studies. All interviews and observations are recorded, and field notes are taken. Interviews are then transcribed in a semi-summarized format, and data is made anonymous. Alongside recording conversations and taking field notes, we have developed a series of small artifacts to collect our data. These artifacts can be thought of as cultural probes, in that the participant completes the artifact and is therefore actively producing content. 1. A communication diary. Participants are asked to complete a diary for four days, jotting down every private exchange they have that is mediated by technology. This includes the use of SMS, email, voice calls on the landline and mobile phone, and also IM or calls from the PC. For each exchange, we ask them to write down who they were communicating with, what they were “talking” about, where they were, and at what time. Participants are instructed to take the paper diary everywhere, and to fill it out immediately after a communication event has occurred, in order to reduce the risk of forgetting over time. When we come back to retrieve the artifacts, we discuss the diary with the participant to understand why a certain channel was preferred over another in a given situation. 2. A timeline. Participants are asked to develop a timeline of their previous day, and we coconstruct the artifact with the participants. We ask the entire household to sit together in front of the paper and draw out the timeline of the previous day. The collective exercise makes it easier for people to remember, as it sparks discussions, and we can find redundancies that make the reconstruction more reliable. We also ask the household to draw the last weekend day. Based on the timeline, we also systematically inquire about the organization of the household in terms of responsibilities and chores, about travel time and means of getting to work, school, or leisure. We discuss hobbies and sports, and leisure time in general. 3. A map of the home. Next, participants are asked to draw a map of the position of technology in the home. Participants draw their home in “plan view” and place all informationtechnology devices on the map. If a device is mobile, we discuss where the device is used most frequently. 4. A social map. Finally, the participant is asked to draw a social map or personal network. We ask each participant to write down the names of the people who are meaningful to them and with whom they are in contact on a regular basis, and to place them in order of proximity to themselves. The inner circle represents people that are very close. Names that are placed further out are less close or contacted less frequently.
FEATURE
immediate feedback, availability
the idea of being continuously
a new function for them that did
of the communication partner,
in contact. Thanks to presence
not previously exist. This is why,
frequency of conversations, famil-
information and the fact that it
in our opinion, old channels are
iarity or formality of the relation-
can run in the background, users
never really supplanted by new
ship, time available, and quality
have gotten used to the idea of
ones: IM has not supplanted email
of the exchange all contribute to
having very long instant-mes-
or SMS, but each has continually
the choice of the channel. Users
saging sessions and a sense of
redefined its function. This is
are very good at identifying and
continuous companionship. Email,
also why we tend to recommend
exploiting the specifics of each
on the other hand, is used more
that channels should be kept
channel to create the appropriate
for “administrative� purposes in
quite distinct and that boundaries
communicational setting for each
support of online activities (e.g.,
between them should be blurred
conversation and for both com-
travel and shopping preparation)
with great caution. Convergence
munication partners.
or coordination with associations
on devices, convergence of
and clubs (e.g., receiving newslet-
address books, and seamless
do not seem to be purely idiosyn-
ters from the club; coordination
transition between written and
cratic. On the contrary, there are
and organization of club events).
oral communication, while osten-
some clear general patterns of
People contact friends and family
sibly aimed at simplifying users’
usage that have emerged. While
by email only to send pictures or
lives, are not necessarily solutions
a channel is rarely uniquely dedi-
other digital content. Social-net-
that people will want to adopt
cated to a certain topic or inter-
working sites, in our samples, are
if this means renouncing the
locutor, we see a specialization of
not being used so much for com-
diversity of uses that the different
function emerging.
munication as for entertainment
channels allow.
These choices and preferences
We are observing that the fixed phone is the collective channel used for managing the daily life of
and are rarely, if ever, mentioned in our diaries. Thus, in our studies, we are
A Convergence of Communication Partners.
What also emerges
from our research is that diversity
the whole household, rather than
finding a very clear specialization
is linked to redundancy. One of
the individual. Calls made from
of the different communication
the striking features of our results
the landline are often relevant for
channels that are used. Although
is the concentration of conversa-
the whole houshold, or at least for
each new emerging channel
tions and exchanges among very
individuals in their role as house-
somewhat redefines the role of
few partners. The diversity of
hold members. It is, typically, the
the preexisting ones, users tend
channels, in most cases, does not
preferred channel for keeping in
to add new channels to their
include a diversity of interlocu-
contact with the social network
existing palette because they find
tors on a daily or weekly basis.
of the family and for services and contacts relevant to the home. In contrast, the mobile phone is the
with the closest sphere of family and personal friends. SMS is the channel most dedicated to intimate emotional exchanges with a slightly larger sphere of friends. The content of SMS is more personal than any other channel, with the exception of instant messaging, which, in its user group, is growing to be a very intimate channel. Instant messaging has emerged as a disruptive channel, in as much as it has introduced
Field Notes of Technology Usage When it comes to discussing technology, we follow a simple principle: We always want participants to show us what they do with their channels and devices. This means that we sit with them in front of the device and ask them to show us their favorite sites, buddy lists, emails or pictures. We look at their profile pages or personal websites, and we look at the content of their HD recorders linked to their TVs, and at their collection of DVDs and CDs. Within a home, we talk to and observe each member of the household, children and teenagers included. When a household is composed of multiple members, this provides multiple points of view on what is going on in the home. The same devices are used differently by different household members, and this plurality of usage also gives us insights on how technology is being domesticated in the home.
Januar y + Februar y 2008
is used for micro-coordination
interactions
more personal channel, which
25
On The Language of Interactions
[2] Fischer, Claude S. To Dwell Among Friends: Personal Networks in Town and City. Berkeley: University of California Press, 1982.
Multiple channels are being used
for the most part are also the
hockey team or just a couple of
with the same partners for differ-
people with whom they are in
mates? Should I include all of my
ent situations and contents.
contact frequently. Similar figures
in-laws or just the ones I like?”).
Over a period of four days,
[4] Wellman, B., P. Carrington, and A. Hall. “Networks as Personal Communities” in Social Structures: A network approach. 130-184. Cambridge: Cambridge University Press, 1988.
[5] Wellman, B. and B. Hogan. “Connected Lives: The Project” Chap. 8 in Networked Neighbourhoods: The Connected Community in Context, edited by P. Purcell. Berlin: Springer, 2005.
When we looked at the compo-
participants report an average
made in other Western countries
sition of the participants’ contacts
of 35 to 40 private exchanges,
[2, 3, 4, 5].
list, we again found similarities
all channels included. Some of [3] Spencer, L. and R. Pahl. Rethinking Friendships: Hidden solidarities today. Princeton: Princeton University Press, 2006.
are mentioned in other studies
However, the social environ-
with other studies [5]. The core
these exchanges can be very
ment of our participants is not
network comprises mostly family
short, like an SMS, and some can
limited to their closest friends
members (around 70 percent) and
be an hour-long IM session, but
and family. When asked to write
a few close friends. As we move to
all of these interactions are con-
down all their contacts, with the
outer circles, there is an increase
centrated among a few people.
help of memory props such as
of people met in school, at work,
Although on average the number
phone books, mobile phones, or
in clubs, and just through going
of interlocutors mentioned in the
email inbox, the list of contacts
out for fun.
diaries ranges between seven
becomes much larger. In a study
and 15, most of the contacts are
with 114 people who were asked
with the outer circles? In many
concentrated among five people.
to list all their significant con-
cases, the relationships are main-
This is particularly true when
tacts, alongside the usual list of
tained solely due to contextual-
we look at voice calls from the
20 close links, we found an aver-
ized face-to-face encounters, such
mobile phone. Written channels
age of 37 other “weak” contacts.
as meeting at a sports training
such as SMS and email seem to be
The list of weak ties showed a
event or at work. For relation-
slightly more spread out in terms
huge interpersonal variability,
ships that are geographically or
of the number of communication
with some people mentioning as
temporally distant, participants
partners.
few as 10 connections and some
often prefer sporadic written
as many as 400. While there was
channels. Many respondents tell
eral have significantly more
an overall consensus between
us that it is difficult to maintain
exchanges per day than the older
participants with regard to whom
regular contact with everyone,
participants, typically because
to include in the close sphere,
as there are only so many hours
they are using IM more than their
there are certainly many differ-
in a day. Social-networking sites
elders. However, when buddy lists
ent interpretations as to whom
such as Facebook or Myspace
are discussed with teenagers,
to include in the more extended
seem to position themselves as
they systematically tell us that
group of connections (“Should I
communication channels that
although they may have hundred
include all of the members of the
allow users to keep in touch with
Younger respondents in gen-
How do people stay in contact
of buddies, they actively communicate with a maximum of only 10 best friends. This qualitative result is confirmed by a large
interactions
Januar y + Februar y 2008
survey of IM users in Switzerland
26
in 2007. Not surprisingly, the commu-
Weaker ties 6 = 47.15
37
nication partners on which there is the strongest concentration represent the participants’ closest
Close ties 6 = 9.9
13
ties. They are part of what we call the inner circles of respondents’ personal networks. When asked to draw a map of their personal social network, respondents of all ages tend to write the 20 names of the people they feel closest to, and these
Intimate ties 6 = 5.2
7
FEATURE
time not requiring a time invest-
appreciating the different pos-
ment that people seem unable to
dents—even those that have
sibilities offered by each channel.
maintain.
profile pages on social-network-
When it comes to weak ties and
ing sites—never mention these as
people who are not necessarily
communication channels. While
in the inner circle of relation-
social-networking sites are a
ships, respondents report a much
fun way to visualize one’s social
smaller range of communication-
network, participants revert to
al resources. It is not, therefore,
one-to-one media, such as IM
just the frequency of contact that
or email, to engage in personal
is reduced but also the diversity
exchanges with their friends and
of channels used for communi-
contacts. The problem with the
cating. Given that each channel
more occasional contacts is that
really does permit a different
they are rarely redundant, and
level and type of “conversation,”
often only one channel is being
reducing the range of channels
used to stay in touch (e.g., the
may also mean that there are reg-
phone call to the distant relative,
isters of communication that are
an email with a picture to a dis-
less available.
tant friend, the Christmas card to
Thus, the challenge for con-
old friends). The lack of diversity
verging communication channels
and of redundancy is often frus-
lies in finding a way of better
trating and leads respondents to
supporting exchanges with a
fear that they might lose contact
larger cohort of relationships with
with their weak ties.
a larger range of channels. The issue is not to find the right chan-
In conclusion, results with communication diaries show that
nel for weak ties, but the right
over the period of a few days,
combination of channels to keep in
respondents use many different
touch with distant friends. The
channels to communicate with a
objective is to combine solutions
relatively small number of very
in a way that does not compro-
close ties. Different channels
mise the need for intimacy and
are used successfully to cover
redundancy, while at the same
ABOUT THE AUTHORS Stefana Broadbent is the head of the customer observatory at Swisscom Innovations. Before joining Swisscom Innovations in 2004, she was a part of the management team of IconMedialab a multinational digital consultancy in Stockholm. In 1993 she founded CB&J, a company specialized in human factors and user research that was later acquired by IconMedialab in 1999. Stefana holds a Ph.D. in cognitive science from the University of Edinburgh, she has also been a lecturer in anthropology and ergonomics and has published in the field of digital interaction. Valérie Bauwens is currently a senior ethnographer for Swisscom Innovations, the research and development department within Swisscom. For the past six years, she has focused on building and establishing user research as a core center of competence within Swisscom Innovations. At present she is mainly involved in the management of the User Adoption Lab, running a wide range of studies on user behaviors and habits regarding ICT usage. She has 14 years of varied telecom experience ranging from finance, business development, to user research.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
Family
Weaker ties
9%
17%
18%
12%
20%
20%
School, education Work Neighbors
Close ties
28%
19%
10%
11%
20%
18%
Club, association “Going out”
Intimate ties
66%
10%
Services (doctor, hairdresser)
10%
Internet
0%
20%
40%
60%
80%
100%
Januar y + Februar y 2008
different situations, with users
daily basis. However, our respon-
interactions
people whom they don’t see on a
27
Key Process, Management, & Organizational Interactions
Toward a Model of Innovation Hugh Dubberly Dubberly Design Office | hugh@dubberly.com
For the past few years, innovation
cess control, TQM, Kaizen, and
has been a big topic in conversa-
Six-Sigma management are com-
tion about business management.
mon tools in businesses around
A small industry fuels that con-
the world.
versation with articles, books, and conferences. Designers, too, are involved.
ity—“table stakes,” necessary but
offer workshops and other servic-
not sufficient to ensure success.
es promising innovation. Leading
When everyone offers quality,
design schools promote “design
quality no longer stands out.
thinking” as a path to innovation.
Businesses must look elsewhere arena for competition has become
what innovation is and how to
innovation.
The current conversation about
Januar y + Februar y 2008 interactions
28
for differentiation. The next
tion, there is little consensus on achieve it.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
has become a sort of commod-
Prominent product-design firms
But despite all the conversa-
[1] Shewhart, W. Statistical Method from the Viewpoint of Quality Control, Washington, D.C.: Graduate School of the Department of Agriculture, 1939.
As businesses have become good at managing quality, quality
innovation is similar to an earlier
The question is: Can innovation be “tamed,” as quality was? A key step in taming quality
conversation about quality. As
was proposed by Walter Shewhart
recently as the late 1980s, qual-
and Edward Deming’s process
ity was something businesses
model [1]. Their quality cycle
actively sought but had trouble
is now widely taught and has
defining. Today, statistical pro-
become an important part of the
a A Model of Innovation, March 2007. Dubberly Design Office prepared this 27-by-38inch concept map as a project of the Institute for Creative Process at the Alberta College of Art and Design (ACAD). Written and designed by Hugh Dubberly, Nathan Felde, and Paul Pangaro, additional design by Sean Durham and Ryan Reposar. Research by Satoko Kakihara and ACAD faculty Chris Frey, Wayne Giles, and Darlene Lee.
The model is a direct product of interactions among the team, but it is also the indirect product of interactions with several others who shared their insights with the authors, including Robin Bahr, Chris Conley, Peter Esmonde, Shelley Evenson, Michael Geoghegan, Fred Murrell, and Rick Robinson. To download Hugh’s model as a full-size, printable PDF file, please visit: http://interactions.acm.og/content/XV/dubberly.pdf
innovation nnnovatio
A misfit arises when a convention no longer maintains a desired relation between a community and its context.
in cr ea
se
Misfit manifests itself as pain. It exacts a cost— physical, mental, social, or financial—on members of the community.
lik el
i
ho o
of
in
ce
im is
b
an al
Some communities (some ecologies) seem to have the variety and structures needed to raise the probability of innovation (within certain domains). For example, Silicon Valley, Route 128 around Boston, Austin, Research Triangle, and Seattle all currently enjoy this advantage.
Insight is a type of hypothesis, a form of abduction. Insight may come from juxtaposition and pattern matching.
György Polya suggests asking: What is the unknown? What are the data? What is the condition? (What are the constraints?) What is the connection between data and unknown? What is a related problem? How could you restate the problem? What could you draw to represent the problem?
by
re
si
st
in
g
creates new
ns
tio
is
ba
la
e nc
in
r
a el
le (re arn fin ing ing p go roce als ss )
Te pr stin po oble g a ss m p ibil o rot ity r de oty to fin pe try itio m ing n ay ot of g rais he o e r a als qu pp . R es ro efr tio ac am ns he in ab s. g o ou r r t th ef e inin fr g o amin pe g ns of th a e
may prompt a new
that fails may lead to new
helps improve
si (tr mpl ial e & iter er at ro io r) n
Michael Geoghegan: - Recognizing a new domain of invention - Creating new opportunities for discovery within the domain - Improving the efficiency with which the discoveries are applied
Horst Rittel: - Simple problems, where the goal is defined - Complex problems, where the goal remains unclear - Wicked problems, where constituents cannot agree on the goal Parrish Hanna: - Tactical or incremental - Strategic or punctuated - Cultural or process-oriented
fit (gain)
actions may lead to
artifacts
is reflected as increased
all deliver
reforms relations creating
g
leads to new
The scale of change varies. Many people have proposed models, for example:
m
o
adoption (counter-change)
a
qu
may lead to
is
us
beliefs
o
at
Iteration is always necessary.
re su ea
st
Demonstration enables evaluation. Testing discloses errors, increases understanding, and provides a basis for improvement.
it
s
on
Articulation provides a means of sharing an insight. Demonstration proves (or disproves) the insight’s value. Demonstration provides a basis for adoption; it is a key to creating change.
s en op r fp
ve
am
No innovation arises fully formed.
r
er
maintains relationship to
context 2
reduces risk, encouraging
es
convention 2
demonstration (testing)
o yf
evaluates
pr
agrees on & is shaped by
Of course, the convention resulting from a successful innovation differs from the convention that preceded it. Likewise, the community that exists after an innovation is likely to have changed from the community that preceded it. The context, too, is likely to have changed beyond the change which created the misfit leading to an innovation.
For insight to matter, it must be articulated—given form.
C of reat ev ing olu v tio aria n— tio an n is d d th es e fir ign st me . ch an ism
must be proved through
as it diffuses becomes
community2
The process begins when external pressure or internal decay disturbs the relation between a community and its context, a relation maintained by a convention.
The existing convention no longer “fits.” Perhaps the context changed. Or the community. Or even the convention. Someone notices the misfit. It causes stress. It creates enough friction, enough pain, to jump into people’s consciousness. Perception of misfit almost simultaneously gives rise to proposals for change, for reframing. These proposals compete for attention. Most fail to inspire, are ignored, and fade away.
The changes that survive are by definition those a community finds effective. They spread because they increase fit (gain) and lower pain or cost (delivering value). We rarely recognize innovation while it’s happening. Instead, innovation is often a label applied after the fact, when its value is clear and a new convention has become established.
Ethnography and other research techniques may help identify opportunities for innovation. Design methods may increase the speed of generating and testing new ideas. But new ideas are still subject to natural selection (or natural destruction) in the political process or the marketplace. Innovation remains messy. Even dangerous. Luck and chance, being at the right place at the right time, still play a role. But heightened sensitivity and persistent alertness may increase luck. This model is not a recipe. At best it suggests ways to increase the probability of innovation. Our goal is for it to spur discussion. Our hope is that increased understanding will spur innovation and increase the greater good.
individuals
comes from
articulation (prototyping) It might be a Hypothesis Model or diagram Outline Script or story Sketch Mock-up Prototype Pilot
The model is built on the idea that innovation is about changing paradigms. The model situates innovation between two conventions. Innovation transforms old into new. It is a process— a process in which insight inspires change and creates value.
The key is to make sure what you produce is valuable, before you worry about making it more efficiently. Increasing effectiveness calls for increasing variety—changing perspective, bringing new people, new experience, and new language into the conversation and expanding the field of action.
N pe atu me rfo ral d ch rmin es an g tru ism va ctio of riatio n ( ev n i. e olu s) ., d tio is t isc n— he ar an sec ding d d on po es d or ly ign .
must be shared through
Some organizations have processes by which their members build (or buy) new ideas at a small scale. The organizations vet (or select or destroy) ideas, moving a few to the next stage. They “incubate” new ideas in “hothouses” long enough to launch them into the world. Examples include (perhaps most notably) Royal Dutch Shell, some religions (such as Catholicism), venture capital firms, and technology companies such as Google.
This poster proposes a model for innovation. It takes the form of a concept map, a series of terms and links forming propositions.
W. Ross Ashby describes variety as a measure of information. Variety describes a system’s potential to respond to disturbances—the options it has available. Applied to communities, variety describes the experiences—the richness of language and range of cultural tools—they can bring to bear on problems.
insight (seeing opportunity) Insight begins a process of restoring fit. Insight remains the most mysterious part of the innovation process. It may be irreducible, but it can be aided. Immersion within the context is almost always essential. Experience with other domains helps (by increasing variety). For example, applying patterns from other domains can help solve new problems. This is the promise of Genrich Altshuller’s system known as TRIZ.
Business Week design editor Bruce Nussbaum has suggested you can’t measure your way to innovation—measurement being the hallmark of quality processes. And though some six-sigma advocates disagree, Nussbaum is pointing out a fundamental difference between managing quality and managing innovation. Innovation is creating a new paradigm. It’s not getting better at playing the same game; it’s changing the rules and changing the game. Innovation is not working harder; it’s working smarter.
variety (experiences)
d (a esig rti n fic pr ial oc ev es olu s tio n)
aids
Quality is largely about improving efficiency, whereas innovation is largely about improving effectiveness. Improving quality is decreasing defects. It’s about measuring. It’s making processes more efficient. It works within an existing paradigm.
In an unstable environment, pursuing efficiency may actually be dangerous. You may get better at doing the wrong thing—at doing something that no longer matters.
d
requires
Each innovation is a link between two conventions: the one it replaces and the one it becomes. An innovation is a pivot; it transforms one period into the next.
frames possibilities for
innovation
(a bit of luck) preparation (immersion)
But identifying a problem requires definition. Definitions are constructed—agreed to. They have constituencies. Thus, definition is a political act, an exercise of power.
Organizations have become much better at managing quality. Quality has become a commodity, or at least “table stakes,” necessary but not sufficient. Now, innovation matters more— because you can’t compete on quality alone, whether as a business, a community, or a society. The next arena of global competition is innovation, but the practice of innovation remains stuck some 40 years behind the practice of quality.
In a stable environment, increasing efficiency makes sense. Do what you’ve been doing, but do it better and at a lower cost. That means narrowing language—decreasing variety.
recognition (definition) Recognition of misfit comes from observation and experience. Research methods—such as ethnography—help.
We used to ask the same questions about quality. Then Walter Shewhart and Edward Deming answered. Today, statistical process control, total quality management (TQM), kaizen, and six-sigma management are fundamental tools in business.
possess
n tio la e r
A disturbance has variety of its own. Unless a community has corresponding variety to cancel it, the variety in a disturbance will overwhelm the community. Variety cancels variety.
st he
Context is the environment in which a community lives. To survive, a community must have a stable relationship with its environment. Maintaining that stable relationship is the purpose of conventions.
that is large enough gains
Every community exists within a context.
A disturbance upsets an existing convention. This is a root cause of innovation.
misfit (pain)
can be superseded by
context 1 (environment)
Pressure from outside or decay inside changes the relationship between a community and its context. That relationship—formalized as a convention—is no longer comfortable, no longer a fit.
But what is it? And how do we get it?
value
drive
Individuals who are prepared to innovate possess:
motivates
g
on
m sa
Every innovation has a precedent in a previous convention.
disturbs relations creating
maintains relationship to
A convention establishes a relation between a community and its context. It defines a way the community expects its members to behave in a given situation. It prescribes the tools they can use, even what they can think.
change (disturbance)
Innovation is a holy grail of contemporary society, and especially business. A flood of books and magazines promote it. Design firms promise it. Customers demand it. Survival, we’re told, depends on it.
may create a multiplier effect leading to more
y
each faces
Every convention exists within a community.
a model of innovation
if strong, raise calls for efficiency, dangerously reducing
inevitably lead to
th re
an
convention 1
Entropy always increases. Resisting entropy requires energy and variety. Inevitably, both are limited.
C af onv fu fec ent or rth ts r ion su ind er in elat s ex rp ire no ed ist ris ct va c in Jo ing ef tio on a pr se an fec n. A ven we th oc ph d c ts a s tio b o on re the ns f cu th e ec ess Sch e o o of um se no cy an ltu qu t k cle d m re ld nom ind pe on ic us te en no c a . I e, ce w on y r nn t r inc stru rial des s u ab tin ed ova es ctu mu crib nin le in ue uce tio sa re tat e te ad s, s th n in nt fr io s c nd v e eir o ly om n t re ed an co “ ne cr . ce nd fit,” p ea wit hat ativ . R - o h lac tin hin inc e d es r th as e g a , in es es ult ir te s ne ce an tru s c d-o nin w ss tly ctio an rd g on an re n be er e.” tly vo as de lut “t str ion he oy ize ing s
p
os e
lo ng
-te rm
Over time, new members join and existing members depart. These changes can affect the conventions the community keeps.
at st o
agrees on & is shaped by
Typically, members of a community share a common location or common interests. They may be related by birth or may come together for social or business reasons. Communities rely on individuals to provide the variety necessary for survival— to share perspective, insight, ideas, and inspiration.
pressure (external) decay (internal)
c (u reat np iv lan e d ne est d c ru on ctio se n qu en ce s)
may fail to recognize
A community is a system of people who interact within an agreed set of rules—conventions.
benefit from (increase efficiency by) sharing skills within a
value l change han insight convention convention community1
Optimism Belief they can improve the world Openness to change Confidence to make it so Tenacity, persistence to see it through Passion, desire, even obsession
Variety Experience, skill, and talent Domain expertise Knowledge of other domains Understanding of the process Methods and techniques Management, rhetorical, and political skills Practice (Doing it a few times helps.)
They also know what is not known but necessary for progress; they understand how to find it; and they recognize who can provide that knowledge.
community
Dubberly Design Office prepared this concept map as a project of the Institute for the Creative Process at the Alberta College of Art and Design. The Institute exists to focus and organize activities, enterprises, and initiatives of ACAD with regard to the cultivation of dialogue, research, and special projects that directly address the nature of the creative process and design thinking. ACAD is a leading centre for education and research, and a catalyst for creative inquiry and cultural development. Please send comments about this model to icp@acad.ca
Acknowledgements
Writing and design by Hugh Dubberly, Nathan Felde, and Paul Pangaro Additional design by Sean Durham and Ryan Reposar Research by Satoko Kakihara, ACAD faculty Chris Frey, Wayne Giles, and Darlene Lee
Copyright © 2007
Dubberly Design Office 2501 Harrison Street, #7 San Francisco, CA 94110 415 648 9799
Institute for the Creative Process at the Alberta College of Art + Design 1407-14 Ave NW Calgary, AB Canada T2N 4R3 403 284 7670
Sponsorship
EPCOR, a founding partner of the Institute for the Creative Process, generously provided funding for this project.
Printed in Canada
Key Process, Management, & Organizational Interactions
Separating the Model into Components
innovation
disturbs relations creating that is large enough gains
recognition (definition)
innovation
insight (seeing opportunity)
requires
aids
insight (seeing opportunity)
individuals
comes from
drive
must be shared through
(a bit of luck) preparation (immersion)
frames possibilities for
articulation (prototyping) must be proved through
demonstration (testing) reduces risk, encouraging
adoption (counter-change)
adoption (counter-change)
reforms relations creating
a The map places an innovation between two conventions, the one that precedes the innovation and the one it becomes. The map provides an “exploded view” of innovation—zooming in on innovation—as indicated by the yellow triangle.
misfit (pain)
value change
community2
inevitably lead to
innovation
change (disturbance)
change (disturbance)
insight
convention convention context 1
pressure (external) decay (internal)
value
fit (gain)
a The map proposes that innovation entails insight/change/value. In other words: Innovation is a process in which insight inspires change and creates value.
An armature can aid development and reading of large concept maps. For example, a horizontal axis may set context, and a vertical axis may define the main concept. In this model, the vertical axis describes the process of innovation, wherein fit is disturbed and then restored. The horizontal axis places the source of innovation with individuals. The axes intersect at insight. Both axes loop, connecting the right edge back to left and bottom back to top, indicating that the innovation process cycles. Convention is overturned by innovation, which becomes a new convention, which is overturned by a new innovation.
a
pressure (external) decay (internal)
community1
maintains relationship to
disturbs relations creating
context 1 (environment)
misfit (pain)
c (u reati np v lan e d ne estr dc u on ctio se n qu en ce s)
change (disturbance)
if strong, raise calls for efficiency, dangerously reducing
agrees on & is shaped by
convention 1
es
as
cre
in
that is large enough gains
e
th od
ho
eli
lik of
can be superseded by
variety (experiences)
insight (seeing opportunity)
Januar y + Februar y 2008
adoption (counter-change)
may prompt a new
that fails may lead to new
helps improve
reduces risk, encouraging
convention 2
beliefs may lead to leads to new
actions may lead to
maintains relationship to
interactions
sim (tr ple ial & iter er ati ro o r) n
must be proved through
as it diffuses becomes
agrees on & is shaped by
30
demonstration (testing)
artifacts
fit (gain)
context 2
a In the left-most column, convention mediates between a community and its context. As a rule, a concept map should not repeat terms. This map intentionally repeats community, convention, and context, indicating that all three change as time passes.
drive
may create a multiplier effect leading to more
must be shared through
articulation (prototyping)
community2
individuals motivates
insight (seeing opportunity)
requires
d (a esig rti n fic pr ial oc ev es olu s tio n)
innovation
possess
frames possibilities for
le (re arn fin ing ing p go roce als ss )
recognition (definition)
a At
the center of the map are four nested feedback loops, emphasizing that innovation is not a linear, mechanical process. First is the simple iteration of prototyping and testing. Second is the design process, incorporating insight to drive new prototypes. Third is the learning process, in which problems or goals are reframed. And fourth is creative destruction, wherein an innovation in one area hastens change in other areas [2].
a Another
is reflected as increased
value
set of loops fills out the right side of the map. These loops hinge on variety [3]. Variety is the language available to an individual or community. Pressure to create efficiency reduces variety. Yet increasing variety increases the likelihood of insight. A community seeking to increase variety must seek out individuals who can increase the community’s language and enrich its conversation.
COVER STORY
Determine the root cause of the Carry out the change or the test, preferably in a pilot problem then plan a change or a test aimed at improvement. or on a small scale.
Plan
quality canon. But innovation has
explicit, creating multiple path-
no corresponding model.
ways. People often ask, “Where
Can we reach consensus on such a model for innovation? One step may be to propose models for discussion.
Act
should I start reading?” You can have no real starting point; they are webs. Still, like any model, concept maps benefit from expla-
dent of the Alberta College of Art
nation. They can be explained by
and Design (ACAD), initiated a
telling a story. Conversely, telling
project (through ACAD’s Institute
a story paints a picture; it cre-
for the Creative Process) to create
ates a model in the mind of the
a “concept map” of innovation.
listener.
Check if the desired result was achieved, what, if anything, went wrong, and what was learned.
Figure 1. PDCA Quality Cycle In 1939 mathematician Walter Shewhart published Statistical Method from the Viewpoint of Quality Control, in which he introduced the PDCA quality cycle. Edward Deming worked with Shewhart at Bell Laboratories and later popularized the quality cycle, especially in Japan.
The Institute worked with ACAD
are explained by
faculty, Dubberly Design Office,
Reading the Map
Paul Pangaro, and Nathan Felde
The map is built on the idea that
to develop a series of models and
innovation is about the evolution
published one as a poster.
of paradigms.
This article describes the pub-
Check
Adopt the change, if the desired result was achieved. If the result was not desired repeat the cycle using knowledge obtained.
start anywhere. Concept maps
Last year Lance Carlson, presi-
Do
Models
Stories
In contrast to innovation pro-
lished model and illustrates its
cesses, quality processes typically
development.
work within existing paradigms.
create
Quality is largely about improvConcept Maps
ing efficiency, whereas innova-
This model of innovation takes
tion is largely about improving
the form of a concept map. “A
effectiveness. Improving quality
concept map is a schematic
is decreasing defects. Defects can
device for representing a set of
be measured, progress monitored,
concept meanings embedded in
quality managed. Business Week design editor Bruce Nussbaum asserts, “You
links form a web of meaning, a
can’t Six Sigma your way to high-
business, a way of living, a way
semantic mesh. Nodes are nouns.
impact innovation [5].” Although
of using language. They conserve
Links are verbs. A noun-verb-
some Six-Sigma advocates dis-
convention.
noun sequence forms a proposi-
agree, Nussbaum points out a
tion, a sentence. Concept maps
fundamental difference between
cycle.
are similar to entity-relationship
managing quality and managing
tion between two conventions.
diagrams and entailment meshes,
innovation. Innovation is not get-
An innovation replaces an earlier
though less constrained and less
ting better at playing the same
convention and, in time, becomes
rigorous.
game; it’s changing the rules and
a new convention. It is a cycle—a
changing the game. Innovation is
process in which insight inspires
direction and arrows to indicate
not working harder; it’s working
change and creates value.
reading direction. Type size indi-
smarter.
This concept map uses text
cates importance and hierarchy.
Chris Conley, head of the
Vertical axis: The innovation The map situates innova-
We rarely recognize innovation while it’s happening. Instead,
Colored backgrounds join related
product design program at IIT’s
innovation is often a label applied
terms.
Institute of Design, suggests
after the fact, when the results
a slightly different frame. He
are clear and the new convention
trade-offs. Adding terms provides
contrasts innovation with opera-
has been established.
detail and may clarify intent, but
tions. He observes, “Most busi-
more terms mean more links,
nesses organize for operation,
nal pressure or internal decay
increasing the reader’s effort.
not innovation[6].” Organizations
disturbs the relation between
by their nature are conservative:
a community and its context
They maintain a way of doing
or environment, a relationship
Creating concept maps involves
Concept maps differ from traditional texts by making links
The process begins when exter-
[2] Schumpeter, J. Capitalism, Socialism and Democracy. New York: Harper & Brothers, 1942. [3] Ashby, W. R. An Introduction to Cybernetics. London: Chapman & Hall, Ltd., 1957. [4] Novak, J. D., and D. B. Gowan Learning How to Learn. New York and Cambridge: Cambridge University Press, 1984. [5] Nussbaum, B. “The Empathy Economy.” Business Week, 8 March 2005. [6] Conley, C. “Building a Creative Culture,” a presentation, Denver, Colo.: AIGA Image Space Object Conference, 2007.
Januar y + Februar y 2008
In a concept map, nodes and
interactions
a framework of propositions[4].”
Figure 2. Model-Story Cycle Explaining a model involves telling a story, navigating a path through the model. Similarly, telling a story builds a model of actors and their relationships in the mind of the listener.
31
Key Process, Management, & Organizational Interactions
Twelve sketches developed during the design process. More than 50 were printed at full size for discussion. The sketches are arranged in chronological order.
Innovation map July 11, 2006 v0.6
environment world
regulation law government standards open source commerce economics economic development zietgeist trends
Processes for Creating Value: Stages in Organizational Growth
deregulation markets
domains
6 Learning process
art business science technology design multi-diciplinary
Adds a third level to look for successful innovation processes and improvement processes and then share them throughout the organization Changes goals and processes throughout the organization Benefit: continuous improvement of organization and ability to adapt organization to changing external conditions
goal = spread successful processes observe success
roll-out
codify
goal = create new system goal = reduce defects observe problem
organizations
test change
prototype
people
are made up of people
make/allow/resist
manufacturer copmanies supplier
defender attacker
individuals person
business user
goal = maintain quality output (raw material)
revolutionist inventor rule-breaker
consumer customer
(finished product) input
process
output
team players non-market players
good enough not good enough over-shot under-shot
feedback loop
feedback loop
feedback loop
entrepreneur
5 Innovation process
recombinant networks of breakthrough continuous customer-centric disruptive demand-led enable enact value experiential management market-led models of operational process radical seeds of sources of strategic supply-pushed technological theories of
Redefines a “problem” or reframes goals often by introducing new language, new ideas, and new points of view. Adds a second level to redefine “problems” Changes goals as well as actions Benefit: generation of new products or services (Find more effective systems)
goal = create new systems
}innovation{ innovator's dilemma
concept cycle diffusion direction discipline ecosystem expert factory framework lab landscape method paradox risk strategy work intent planning
observe problem
prototype
test change
The innovation process is similar in many ways to the improvement process. Typically, the innovation process is broader in scope of inquiry and effect—more able to challenge preconceptions and assumptions. We might say innovation processes aim to broaden language while improvement processes aim to narrow it. (raw material)
(finished product) input
process
output
design
test
is th e
changes Innovation map June 29, 2006 v0.2
demand-led
difference
innovation cycle
difference development
end-user
adopt
discipline
technology
improvement
sustaining creation criteria constraints
customer-centric innovation (CCI) engineering
beliefs
implement
accountability
continuous innovation
design (v.)
knowledge brokering cycle
competitive positioning initiative risk acting on creative ideas
science
enable innovation
behavior
device
frameworks
innovation concept
exploration
attribute dependency pattern
knowledge
insight
assess
interdependence risk experiential innovation
play
forms
strategy
first finding
leaps
learning
invent it ourselves
innovation paradox introduce
change
redefine
R&D
goals
market-led innovation
funding
practice (n.)
modes
integration risk
responsibility
innovation landscape radical
game
renew
market cap multiplication pattern
opportunity
operational innovation
new product brought to the market
organization
players
novel
method innovation risk
patents
solution
older parts dying off
new shoot
experimentation
new product revenue meaning
standards
innovation method
evolution
solve a problem supportive culture
sources
evolving system
innovation strategy planning tools
radical innovation
resources
process design realization (a-ha!)
origin of hypothesis
sports
platform
stability
different
market share
sources of innovation
social systems
regulation
research
RFP
value objective success mission attractiveness balance benefit worth
seeds of innovation
resistance
recognize
strategic innovation
design (n.)
worth
policy construction
techniques prototyping tools
system
risk
assumption
status quo
paradigm
failure
problem
value innovation
breakthrough
time to market theory of patents
principles
ideas
research tools scenarios
diffusion
freedom egalitarian hierarchical choices communication
conflict
-forgetting -learning -memory -processes
-resolution -aversion
opportunity
quality
attribute dependencydivisionmultiplicationsubtractiontask unification-
efficiency
enable performance
implementation
profit
implement commercialization realization (giving tangible form)
mean times to payback
reutrn on investment (ROI)
resources investment elements funding money time information knowledge capital sources origin of hypothesis to source ideas initiativeintegrationinterdependence-
risk failure cramming uncertainty
fun revenue
steps to source ideas sociology
technological innovation
reutrn on investment (ROI)
subtraction pattern
objects
think resistance to change
redefine radical reframe
4 Improvement process prototype
test change
The improvement process has been well documented in the Total Quality Management (TQM) movement, [Shuart, Demming] and in the Six Sigma movement. Some argue that an emphasis on measurement alone cannot lead to new types of products and services. [Nussbaum]
shoot introduce time to market
don’t know
Adds a second level to identify “problems”, errors, inefficiency Changes measurements and correction loops (controls) Benefit: continuous improvement of products and services (Maximize efficiency of current system)
goal = reduce defects observe problem
new goal = maintain quality output (raw material)
novel unprecedented
act
plan
check
do
(finished product) input
process
output
local process
decentralization equalibrium open-minded participation politics
brand principal of relativity conflict vs. stability chaos vs. stagnacy control
curiosity question game play
open-minded interest
concept
feedback loop
-evaluation -exploration -organization -systemization
behavior adopt commitment discipline invent it ourselves resistance resistance to change inertia modes not-invented-here
3 Managed process Adds measurement and correction to maintain quality Benefit: stability, quality
goal = maintain quality output (raw material)
(finished product) input
process
output
For frequently repeated processes, controlling cost and quality becomes increasingly important.
feedback loop
new product-
revenue satisfaction status quo market cap tradition established
commodity
useful
2 Defined process
solve a problem fulfill a need
sustaining
(raw material)
forward future intellectual property theory of patents, copyright, trademark stability
(finished product) input
process
As groups face tasks repeatedly they should identify “best practices” and agree on “standard procedures.”
compete playbook neutralize decisions acquisition game plan competitive positioning merger
1 Ad hoc process Actions happen as needed, but are difficult to repeat Benefit: quick, adaptable
meet
tactical product innovation
problem constraints criteria June 29, 2006 Copyright © Dubberly Design Office 2501 Harrison Street, #7 San Francisco, CA 94110
Actions repeatable, but unregulated Adds defined method for achieving goal Benefit: repeatability, predictability
output
strategy
(raw material)
realization (giving tangible form)
think tank
supply-pushed
new
experimentation ideate
difference anomaly
ideas
refine nurture recycle
-ary improvement incremental creative destruction older parts dying off evolving system fusion alter natural selection
design (v.)
revolutionist
revolution theories of innovation
practice (v.)
time
success value
technical insight
tools
framework perception assumption
organizational
productivity
improve
profit
status quo
policy construction
mission oriented environmental empathic
different
tool kit
entrepreneurship TQM first Six Sigma new product brought to the market decentralization ofopening available-
fun growth
useful
request for proposal world
creativity
thinking support tools
s-curve / diffusion curve
perception
process innnovation
tradition
don’t know
Classic quality management process
paradigm shift
market share
products
opening
money
point of view
performance
question
task unification pattern
creation
crisis design (n.)
know
build (prototype) Classic design process
revolution
feedback loop
better diffusion
productivity
observation
model
innovation strategy
person business
observation measurement recognize evaluation
significant
know
generate
evolution
shapes
beliefs frameworks borrowing meaning point of view social systems sociology conquest sports principles accountability responsibility link
models of innovation innovation work
patternconsumption chain
feedback loop
change creativity
goals shape
discovery
measurement
elements
research finding learning
analysticplanningprototypingresearchthinking support-
technical
insight
R&D think tank think hypothesis assessment assess knowledge brokering cycle capabilities self-stimulating system exploitation extrapolation potential
acting on ideas acting on creative ideas apply define development engineering
discovery
profit chain s-curve diffusion curvevalue chain
continuous
exploration
strategic (game-changing) innovation
open source
innovator's dilemma
entrepreneur
quality
future
manufacturer investment
better finding
game plan
intellectual property
playbook
satisfaction
forward
entrepreneurship evaluation
invention
team
commercialization
creative destruction
services
connect and
develop
culture nurtures and sustains, or inhibits innovation
established
culture
attractiveness alter
management innovation
people
growth
forward concept
significant
division pattern
accommodate
culture
framework commitment
economic development
economic development
implementation
benefit environment
ideate analystic tools assessment
influences
innovation diffusion
innovation direction
leaps invention realization (a-ha!) eureka “i have found it” inspiration
integrativereactiveproactivesupportive-
connect and develop commerce
apply
advancement
efficiency innovation ecosystem
individuals
improve
innovation framework available resources
develop hypothesis
generate idea*
decisions
consumer
evolutionary
art
incremental
acting on ideas empathic design economic development
curiosity
define
innovation lab
enact innovation
fusion
innovation factory bring to market a new produt
disruptive innovation
enable
innovation expert
customer
conquest
innovation
information
diffusion curve / s-curve
advancement breakthrough
breakthrough innovation
customers innovation discipline
economics
method steps techniques model policy construction design scenario planning request for proposal need finding need statement planning brainstorming deep dive social forecasting ARIZ TRIZ
Increasing sophistication, maturity, and investment
innovation
process
of purposeful
process
bring to market new-
products platform device system forms
features functionality
415 648 9799
services
process
(finished product)
object
This may be appropriate for small groups or groups just beginning to tackle a problem. Ad hoc processes may be unavoidable in some emergencies.
artifact
solution accommodate
July 11, 2006 Copyright © Dubberly Design Office 2501 Harrison Street, #7 San Francisco, CA 94110
Dubberly Design Office Stages in Organizational Growth July 21, 2006 v0.4
415 648 9799
a June 29, 2006: (Landscape) The team began with research, reading all the articles and books they could find on innovation. During the process, they developed three collections: existing models related to innovation, prior definitions, and a list of words related to innovation. The first step in mapping was to group related words and begin to prioritize. An early hypothesis was that innovation involves a change of goals.
a July
11, 2006: This version is one of the first that links concepts, though many are still in lists. It posits innovation as “a process of purposeful change.”
a July
21, 2006: This version posits innovation as one of several processes organizations learn as they grow. An interesting idea, perhaps, but it does not fulfill the assignment of creating a concept map.
convention provides a ground for innovation innovation produces a new convention change (in the environment) may threaten organizations / cultures organizations / cultures evolve through innovation innovation is to organizations / cultures as mutation is to organisms / ecosystems organizations / cultures are built on conventions conventions are embodied in thoughts (including goals), actions, artifacts conventions may fail 1) from internal decay 2) from external pressure 3) because we view them differently 1, 2, 3 reduce the fit (between convention and people)
link overview 13 10 9 8 6 5 5 4 4 4 3 3 3 3 3 2 2
change innovation convention insight process adoption collaborate demonstrate limitations organizations/culture articulation environment hypothesis immersion people oppontunity value
people seek to maximize fit within their environment individuals need motive, opportunity, means to create change motive is maximizing fit within their environment opportunity is a) people with which to collaborate b) a space in which to collaborate (physical or virtual) c) infrastructure for collaborating (tools and systems) d) a social structure for collaborating (norms and processes) means is the innovation process convention resists change convention has limitations we may not see the limitations (external) change may call attention to the limitations external change such as new competitors, dwindling resources (rising costs), slowing growth, new evidence (facts) the process of innovation includes immersion / articulation / demonstration / adoption the process of innovation incorporates the design process the process of innovation incorporates invention insight begins with individuals change begins with collaborations value traced through the change that produce it to its origins in insight we call innovation innovation is a label (we assign after the fact) action (fight or flight) may include immersion immersion is a precondition for insight insight remains partly a matter of chance an insight may involve juxtaposition, pattern making, reframing, abduction knowledge of other domains aids insight an insight is a sort of hypothesis hypothesis must be validated by a test articulation enables sharing of insight articulation can be brought to life through demonstration demonstration is a test of hypothesis
interactions
Januar y + Februar y 2008
demonstration embodies change
32
change faces resistance change overcomes limitation change may lead to adoption adoption creates value value answers the needs of duty / fear / greed / altruism / compulsion / desire adoption may have many outcomes / many beneficiaries adoption dissipates novelty of change
ACAD Innovation Map Propositions v1.3 Link Connections Exercise Dubberly Design Office September 12, 2006
change becomes convention
a September
4, 2006: Nathan Felde suggested a number of improvements. He also sent his own version. (See page 34, September 4th, in the next section.) And he urged the group to meet.
a September
10, 2006: The author, Nathan Felde, and Paul Pangaro met in Pittsburgh (at CMU’s Emergence Conference). They went back to the beginning, rehearsing the arguments and creating a rough outline using Post-it notes. Over two days a new consensus formed, with the team agreeing on the structure of their argument and a series of propositions.
a September
12, 2006: After the Pittsburgh meeting, Ryan Reposar created this version, documenting all the propositions. He also counted the number of times terms appeared in a proposition, creating a measure of their relative importance.
COVER STORY
Innovation
Processes for Creating Value: Stages in Organizational Maturity
Making products & performing services
creates value
Innovation Types
tactical
Innovation type
strategic
Expense of single experiment
Lenght of each experiment
Ambiguity of results
Smallest
Shortest (could be days)
Clearest
Continuous process improvement Continuous process improvement involves countless small investments in incremental process innovations. General Electric excelled at this pattern of innovation through its well-known six sigma program.
2
Improving processes
but is often unmanaged
through a process (that can be managed) In the context of a community, observation (of customers, technology, laws) leads to insight (the joining of 2 or more formerly separate ideas) to create an effect (value—knowledge, culture, wealth) with consequences for the community (spreading adoption)
Product or service innovation Product or service innovations are creative new ideas that do not alter established business models. Consumer products companies such as toy and game manufacturers excel in this type of innovation and are constantly priming developers for the next Cabbage Patch doll, Tickle Me Elmo, or Razor scooter.
creates new value
c. 6200 BC Map Çatalhöyük
Other models of innovation Eight rules of brainstorming after IDEO
Every innovation is sandwiched between two conventions, the one it replaces and the one it becomes. In that sense, an innovation is a pivot point, a transition from one period to the next.
All innovations have precedents. Precedent provides a foundation— or springboard—for innovation and a means of fitting a new idea into our model of the world.
Innovation begins with insight. But ideas alone—even inventions— are not enough.
1 Defer judgment 2 Build on the ideas of others 3 Stay focused on the topic 4 Allow only one person at a time to speak 5 Make quantity your goal 6 Encourage wild ideas 7 Be visual 8 Prototype
c. 6000 BC Beer and bread Sumerians, Babylonians, Mesopotamia 5000 BC Irrigation Fertile Crescent
Six thinking hats after Edward de Bono (1985)
c. 3500 BC Wheel Proto-Aryan people or Sumerians, Russia/Kazakhstan or Mesopotamia
1 Fact (Focus on information available, objectivity, what is needed, how it can be obtained) 2 Emotion (Present views without explanation, justification; follow intuition, hunches) 3 Negative view (State weaknesses, why something is wrong; be judgmental, critical) 4 Positive view (Look for benefits, what is good; maintain optimism) 5 Creative idea (Generate possibilities and hypotheses, new ideas) 6 Summary (Control process, steps, other hats; think about thinking, next steps)
c. 3500 BC Writing Sumerians, Mesopotamia c. 3300 BC Construction nail Sumerians, Mesopotamia c. 2500 BC Ink Egypt, China c. 2500 BC Glass Egyptians or Phoenicians
How
Process revolution Process revolutions also improve existing business processes, but in major leaps—say, a 30 percent increase in productivity—through the implementation of major new technologies. For example, Wal-mart is investing heavily n "smart tags" (radio frequency identification, or RFID, tags), which identify what a product is, where it is, where it has been, how it has been handled, and so on. The technology may revolutionize processes for tracking consumer products from production to consumption and yield dramatic new supply chain efficiencies.
creates value more efficiently
Creating new processes new types of products or services
3
an insight applied with consequence
after Govindarajan and Trimble (2005)
precedent
Innovations throughout time c. 9000 BC Agriculture Fertile Crescent c. 7000 BC Animal husbandry Near East
Parallels design, engineering, and R&D processes Contrasts with TQM and Six Sigma practices (You can’t measure your way to innovation!)
2000 BC Currency Unknown 1700–1500 BC Alphabet Semitic-speaking peoples, eastern coast of Mediterranean Sea 650 BC Coins Lydians, Turkey 600 BC Soap Phoenicians, Lebanon c. 300 BC Compass China c. 200 BC Saddle China 77 Encyclopedia Pliny the Elder (comprehensive work), Rome
individual
preparation
Individuals have insights.
obsession immersion expertise observation
Prepared individuals bring: Optimism Openness to change Belief that the world can be different Confidence to make it so Persistence to see it through
Ten faces of innovation after Tom Kelley of IDEO (2005) Learning 1 The anthropologist 2 The experimenter 3 The cross-pollinator
Insight and development favor those who are prepared.
105 Paper Cai Lun, China
insight
c. 960 Paper money China
Organizing 4 The hurdler 5 The collaborator 6 The director
juxtaposition
Observation can lead to insight Something doesn’t fit Something doesn’t make sense Something is wrong Something could be better A new way of looking at things (a new frame) A new set of goals
Experience, Skill, and Talent Domain expertise Knowledge of other domains Understanding of the process Communication, management, and political skills Practice (Doing it a few times helps.)
pattern matching
For insight to become innovation it must be manifest in change.
cultural
c. 10th C Gunpowder China or Arabia
Creating “enviroments” cultures value systems value creating processes and new business models
4
Strategic innovation Strategic innovations, such as OnStar, Tremor, and Moviebeam, are the subject of this book. They may include innovations in process or product but always involve unproven business models. Innovative strategies alone—without changes to either the underlying technologies or the products and services sold to customers—drive the success of many companies, such as IKEA and Southwest Airlines.
nurtures and sustains the creation of new value
customers technology laws
of
by
customers designers management researchers manufacturers laborers suppliers
in which anyone can particpate
Who Largest
Innovation
is
observation (+luck)
1280s Eyeglasses Salvino degli Armati or Alessandro di Spina, Italy
Longest (could be years)
1447 Printing press with movable type Johannes Gutenberg, Germany 1608 Optical telescope Hans Lippershey, The Netherlands
People in business or non-profit organizations, from the arts to the sciences
Most ambiguous
In any role, for example, customers, researchers, designers, management, labor, suppliers In any domain, from edcation to healthcare to religion to the military
1609 Microscope Galileo Galilei, Italy 1793 Cotton gin Eli Whitney, U.S. 1795 Metric system of measurement French Academy of Sciences, France 1798 Vaccination Edward Jenner 1800 Electric storage battery Alessandro Volta, Italy 1834 Refrigerator Jacob Perkins
is
1837 Photography Louis-Jacques-Mandé Daguerre, France
insight applied
1838 Morse code Samuel F.B. Morse, U.S. 1841 Sewing machine Barthélemy Thimonnier, France
resets goals, reframes problems. revises point-of-view improves effectiveness (not focussed on efficiency)
yields
two or more ideas combined eg. horseless carriage, mobile phone
is
10 Types of Innovation after Vijay Kumar of Doblin (2004?)
What
1842 Refrigerator John Gorrie, U.S.
changing beliefs, processes, artifacts Products, services, theories, cultural expressions (art)
1843 Typewriter Charles Thurber 1868 Typewriter Christopher Latham Sholes, U.S. 1876 Wired-line telephone Alexander Graham Bell, Scotland/U.S. 1879 Automobile engine Karl Benz
All aspects of business: research, development, design, manufacturing, distribution and supply, legal, finance, even raw materials
Innovation Category
Innovation Type
Description
Example
1879 Incandescent light blub Thomas Alva Edison, U.S.
Finance
Business model
How you make money
Dell revolutionized the personal computer business model by collecting money before the consumer's PC was even assembled and shipped (resulting in net positive working capital of seven to eight days).
1884 Photographic film George Eastman, U.S.
7 Sources of Innovation after Peter F. Drucker (1985)
Networks and alliances How you join forces with other companies for mutual benefit
Consumer goods company Sara Lee realized that its core competencies were in consumer insight, brand management, marketing and distribution. Thus it divested itself of a majority of its mfg. operations and formed alliances with mfg. and supply chain partners.
Enabling process
How you support the company’s core processes and workers
Starbucks can deliver its profitable store/coffee experience to customers because it offers better-than-market compensation and employment benefits to its store workers--usually part time, educated, professional, and responsive people.
Core processes
How you create and add value to your offerings
Wal-Mart continues to grow profitably through core process innovations such as real-time inventory management systems, aggressive volume/ pricing/delivery contracts with merchandise providers, and systems that give store managers the ability to identify changing buyer behaviors in and respond quickly with new pricing and merchandising configurations.
Product performance
Systematic innovation means monitoring seven sources for innovative opportunity.
1889 Automobile Gottlieb Daimler, Germany 1894 Radio transmission Jagdish Chandra Bose
Sources within the enterprise, whether business or public-service institution, or within an industry or service sector: Process The unexpected—the unexpected success, the unexpected failure, the unexpected outside event The incongruity—between reality as it actually is and reality as it is assumed to be or as it “ought to be” Innovation based on process need Changes in industry and market structures that catch everyone unawares Sources that involve changes outside the enterprise or industry: Demographics (population changes) Changes in perception, mood, and meaning New knowledge, both scientific and nonscientific Offerings
5 innovation patterns
Delivery
How you design your core offerings
The VW Beetle (in both its original and its newest form) took the market by storm, combining multiple dimensions of product performance.
Product system
How you link and/or provide a platform for multiple products
Microsoft Office "bundles a variety of specific products (Word, Excel, PowerPoint, etc.) into a system designed to deliver productivity in the workplace.
Service
How you provide value to customers and consumers beyond and around your products
An international flight on any airlines will get you to your intended designation. A flight on Singapore Airlines, however, nearly makes you forget that you are flying at all, with the most attentive, respectful, and pampering pre-flight, in-flight and post-services you can imagine.
Channel
How you get your offerings to market
Legal problems aside, Martha Stewart has developed such a deep understanding of her customers that she knows just where to be (stores, TV shows, magazines, online, etc.) to drive huge sales volumes from a relatively small set of "home living" educational and product offerings.
that manipulate existing components of a product and its immediate environment to come up with something both ingenious and viable after Goldenberg et al. (2003) Attribute dependency The attribute dependency pattern alters or creates the dependent relationships between a product and its environment. For example, by creating a dependent relationship between lens color and external lighting conditions, eyeglass developers came up with a lens that changes color when exposed to sunlight. Division The division pattern - by dividing an existing product into its component parts you can see something that was an integrated whole in an entirely different light. Think of the modern home stereo--it has modular speakers, tuners, and CD and tape players, which allow users to customize their sound systems.
Subtraction The subtraction pattern works by removing product components, particularly those that seem desirable or indispensable. Think of the legless high chair that attaches to the kitchen table.
Brand
How you communicate your offerings
Absolut conquered the vodka category on the strength of a brilliant "theme and variations" advertising concept, strong bottle and packaging design, and a whiff of Nordic authenticity.
Customer experience
How your customers feel when they interact with your company and its offerings
Harley Davidson has created a worldwide community of millions of customers, many of whom would describe "being a Harley Davidson owner" as a part of how they fundamentally see, think, and feel about themselves.
1896 Radio Guglielmo Marconi, Italy
When
Innovation Type
Description
Example
Disruptive
Creates new market categories based on a discontinuous technology change or a disruptive business model.
Oracle created a portable database that ran on many different computers and offered easy reporting.
Application
Develops new markets for existing products by finding unexploited uses for them, often by combining them in novel ways.
An entrepreneur took World War II synthetic rubber to market as a toy called Silly Putty.
Product
Focuses on existing markets for existing products, differentiating through features and function that current offers do not have.
Platform
Interposes a simplifying layer to mask an underlying legacy of complexity and complication, thereby freeing a next generation of offers to focus on new value propositions.
Sony’s video game machines provide a platform for independent developers.
Makes structural modifications to an established offer to create a distinctive subcategory.
Tylenol branched out from pain killers to products for allergy and sinus, cold, arthritis, and other ailments.
Continues the trajectory begun by line extensions, driving innovation into finer elements of detail, getting closer to the surface of the offer with less impact on the underlying infrastructure.
Kimberly Clark and Procter & Gamble have dominated the disposable diaper categories by adding to their products tape, Z fold, and elastic to increase convenience.
Focuses on differentiating the interaction with a prospective customer during the purchase process.
Avon developed a sales channel with their “Avon calling” campaign in the 1950s.
Experiential
Bases value not on differentiating the functionality but rather the experience of the offering.
Cirque du Soleil redefined the notion of circus with its visual and philosophical productions.
Extracts cost from the materials and manufacturing of an established offer without changing its external properties.
Southwest built a fleet with a single standard plane, simplified pricing and seat selection, and focused on point-to-point round-trip itineraries to reduce costs.
Reduces the customer’s cost of maintaining a complex operation by integrating its many disparate elements into a single centrally managed system.
LEGOS sold its plastic bricks at a premium by marketing them in kits that integrated into toys.
Process
Focuses on improving profit margins by extracting waste not from the offer itself but from the enabling processes that produce it.
McDonald’s engineering every process, from procuring and cooking to hiring, training, and terminating.
Value-Migration
Redirects the business model away from a commoditizing element in the market’s value chain toward one richer in margins.
Wal-Mart migrated power from branded consumer goods to high-volume discount retailer. It reduced costs with industrystandard bar codes and RFID-enabled inventory tracking.
Organic
Uses internal resources to reposition itself into a growth category.
Nokia, formerly of paper and pulp products, rubber manufacturing, and cable, entered the electronics sector with coaxial cable for computer networks.
Operational Excellence Value-Engineering
Integration
Category Renewal
Acquisition
Solves problem of category renewal externally through merger and acquisition.
Gateway acquired eMachines, the low-cost leader in retail PCs, and allowed their management to control the company and improve its operating efficiency.
Innovation is a process It crosses domains (Art, Business, Science). It’s remarkably similar in each domain. It mirrors the design process. The process requires agreement It requires goal setting. Goals have constituencies. Goals must be supported and negotiated. The process is rhetorical and political.
The change must be represented as a Hypothesis Model Outline Script Sketch Mock-up Prototype Pilot
In order for things to change, insights must be shared Explained Discussed Promoted Distributed
The representation should be tested by The maker Colleagues and peers Members of the intended audience
The process requires iteration— convergence on a goal— through a series of representations each more complete than the last.
Open Societies Diverse, raucous, even chaotic Less hierarchical and stratified More democratic and egalitarian
Three orders of change after Michael Geoghegan 1 First-order (Creates new domains and new generative languages) 2 Second-order (Affects system rules within a new domain) 3 Third-order (Seeks increased efficiency within that system. Efficiency may lead to surplus, which makes it possible to support the discovery of new invention)
Tests lead to iterations No innovation is born fully formed. Innovations require successive rounds of improvement. Sometimes the wider world provides the best feedback.
tactical Incremental Change Innovators work within a given situation. Goals remain essentially the same. Means become more efficient. Costs decline. Productivity increases. This is the realm of TQM and Six Sigma.
Punctuated Change Innovators reframe the situation. They create consensus around new goals. They find the means to realize the innovation. The means are now more effective (but perhaps not more efficient). New domains or new markets emerge. A strategic change opens the possibility of many tactical changes.
Seven sources of innovation after Peter F. Drucker (1985)
in thought
change
strategic
Systematic innovation means monitoring seven sources for innovative opportunity. Sources within the enterprise, whether business or public-service institution, or within an industry or service sector: 1 The unexpected (The unexpected success, the unexpected failure, the unexpected outside event) 2 The incongruity (Between reality as it actually is and reality as it is assumed to be or as it “ought to be”) 3 Innovation based on process need 4 Changes in industry and market structures that catch everyone unawares
theory
in action
Sources that involve changes outside the enterprise or industry:
performance
in artifact
For a change to be an innovation it must create value.
5 Demographics (population changes) 6 Changes in perception, mood, and meaning 7 New knowledge, both scientific and nonscientific
product
cultural
Ten types of innovation after Vijay Kumar (Doblin Group) Finance 1 Business model (How you make money) 2 Networks and alliances (How you join forces with other companies for mutual benefit)
Meta Change Innovators focus on the organization (or its tools, especially its communication tools). They create systems that promote and reward innovators. They change beliefs, values, and processes. They create collegial organizations and learning organizations. Cultural change instills the spirit of innovation paving the way for both strategic and tactical change.
Process 3 Enabling process (How you support the company’s core processes and workers) 4 Core processes (How you create and add value to your offerings) Offerings 5 Product performance (How you design your core offerings) 6 Product system (How you link and/or provide a platform for multiple products) 7 Service (How you provide value to customers and consumers beyond and around your products)
1907 Color photography Auguste and Louis Lumiere 1913 Assembly line Henry Ford, U.S.
diffusion
1923 Recording of sound on film Lee DeForest
Delivery 8 Channel (How you get your offerings to market) 9 Brand (How you communicate your offerings) 10 Customer experience (How your customers feel when they interact with your company and its offerings)
imitation
1937 Photocopying/Xerography Chester F. Carlson, U.S.
Fourteen types of innovation after Geoffrey A. Moore (2005)
differentiation
1939 Computer (electronic digital) John V. Atanasoff, Clifford E. Berry, U.S.
value
1945 Penicillin Alexander Fleming, U.K. 1947 Polaroid instant photography Edwin Herbert Land, U.S.
Where within a community (not alone)
Customer Intimacy 5 Line-Extension 6 Enhancement 7 Marketing 8 Experiential
survival
Operational excellence 9 Value-engineering 10 Integration 11 Process
profit and growth share price
hope
Not all changes become innovations. For example, Mezo-Americans used wheels in toys but never applied them for transportation, perhaps because they had no large draft animals.
1950 Credit card Frank McNamara, Ralph Schneider (Diners’ Club), U.S.
Product Leadership 1 Disruptive 2 Application 3 Product 4 Platform
recognition and fame intellectual property
Innovation requires diffusion of a change throughout a community. Diffusion is evidence of value to the community, and it creates value for the innovators.
1947 Transistor John Bardeen, Walter H. Brattain, William B. Shockley, U.S. 1950s Oral contraceptives Gregory Pincus, John Rock, Min Chueh Chang, U.S.
Category-renewal 12 Value-migration 13 Organic 14 Acquisition
duty ethical imperative
1957 Artificial earth satellite Sergey Korolyov, et al., U.S.S.R.
An organization, a discipline, a business, a market, a polis (at all levels) in a value system (with its deterrents and rewards and tolerance for risk of stability) in a mythos (eg. the myth of progress) in a language (eg. English, the argot of engineers, the patios of IBM, the slang of surfers)
Applied Materials introduced a multi-chamber semiconductor manufacturing device that integrated multiple steps of water fabrication within a single environment.
Marketing
think make test
If it’s ever going to amount to anything, an insight must be developed— it must be refined and applied— it must be “worked-out.”
1945 Atomic bomb J. Robert Oppenheimer, et al., U.S.
Line-Extension
Enhancement
Learning Organizations Values (embracing change and diversity) Social structures (a process for cultivating new ideas) Infrastructure (tools for conserving and sharing knowledge)
1927 Television Vladimir Kosma Zworykin, Philo Taylor Farnsworth, Russia/U.S.S.R., U.S.
Before a market exists, when a market is young, when a market is mature, when a market is in decline
but within the minds of individuals, reframing the way we think
Innovation Zone
Customer Intimacy
at anytime (change brings more change) Throughout the life of a community or organization Throughout the life of a discipline (an art or science)
after Geoffrey A. Moore (2005)
Product Leadership
Prepared teams build: Collegial Organizations Mutual respect A sense of shared community (common purpose) A sense of equality (at least at some times)
1903 Engine-powered airplane Wilbur & Orville Wright, U.S.
14 Types of Innovation
Task unification The task unification pattern involves assigning a new task to an existing product element or environmental attribute, thereby unifying two tasks in a single component. An example is the defrosting filament in an automobile windshield that also serves as a radio antenna.
Multiplication The multiplication pattern makes one or more copies of an existing component, then alters those copies in some important way. For example, the Gillette double-bladed razor features a second blade that cuts whiskers at a slightly different angle.
collaborative development and iteration Teams create meaningful change.
consequenaces
1958 Integrated circuit /computer chip Jack Kilby, U.S. 1958 Laser Gordon Gould and Charles Hard Townes, Arthur L. Schawlow (invented separately), U.S.
This concept map was prepared for the Institute for the Creative Process at the Alberta College of Art and Design. The Institute exists to focus and organize activities, enterprises, and initiatives of ACAD with regard to the cultivation of dialogue, research, and special projects that directly address the nature of the creative process and design thinking. ACAD is a leading centre for education and research, and a catalyst for creative inquiry and cultural development.
unknown (unknowable) unintended
1960 Birth control pills Unknown 1960 Communications satellite John Robinson Pierce, U.S. 1963 Computer mouse Douglas Engelbart, U.S.
Dubberly Design Office produced the map. Satoko Kakihara provided research and copy writing. Ryan Reposar and Sean Durham provided design. Nathan Felde and Paul Pangaro helped shape the content and structure. ACAD faculty Chris Frey, Wayne Giles, and Darlene Lee offered expert commentary and many helpful suggestions. Many others offered advice and shared their knowledge. We thank you all.
1969 Internet Advanced Research Projects Agency (ARPA) at the Department of Defense, U.S.
out of necessity, luck, or abundance
Why
Nine innovation archetypes after GE and Stone Yamashita Partners (2005) 1 The generator (The generator of the idea that gets an innovation rolling) 2 The iterator (An idea-engineer who takes the original idea and turns it into an innovation) 3 The tech guru (The harnesser of technology to turn the innovation into reality) 4 The customer anthropologist (The keen observer of what customers truly hunger for) 5 The producer (The champion of flow. The master of moving ideas along) 6 The visionary (The force behind creating the world as it could be—and should be) 7 The communicator (Amplifies and clarifies the idea in the minds of others outside the team) 8 The roadblock remover (With a hammer— or with velvet gloves—knocks away organization, political, and financial roadblocks) 9 The futurecaster (Forecaster and modeler of the economic and social value of the future innovation)
reframing
1041 Movable type printing press Bi Sheng, China
Building 7 The experience architect 8 The set designer 9 The caregiver 10 The storyteller
fed by fear, greed, a drive for glory, or altruism
1970 Animal cloning John B. Gurdon, U.K. 1973 Cell phone Unknown 1974 Personal computer Micro Instrumentation Telemetry Systems, U.S. 1978 Human In Vitro Fertilization (IVF) Patrick Steptoe, Robert Edwards, U.K.
Innovation is a label we apply to describe a successful change and the process of creating it.
Copyright © 2006, The Institute for the Creative Process and Dubberly Design Office
We recognize innovation after the fact— once an old convention has been overturned and a new convention has been established.
Together, insight, change, and value entail innovation, and they conjure its opposite, convention.
Diffusion of an innovation has consequences. Some, the value of the innovation to the community that adopts it, are easy to see. Others are unintended and perhaps unknowable in advance.
During the process, innovation is hard to see. Innovators focus on the domain of change. Few wake up saying, “Today, I will innovate.”
Alberta College of Art + Design 1407-14 Ave NW Calgary, AB Canada T2N 4R3 403 284 7600
1989 World Wide Web Tim Berners-Lee, U.K. 1995 Global Positioning Satellites (GPS) Unknown
Dubberly Design Office 2501 Harrison Street, #7 San Francisco, CA 94110 415 648 9799
new paradigm
Dubberly Design Office Innovation map B July 27, 2006 v0.2
Draft Version 1.3 September 1, 2006
Dubberly Design Office + Nathan Felde + Paul Pangaro | Innovation Map C | July 28, 2006 | version 0.3 | Alberta College of Art and Design | Institute for the Creative Process
1, 2006: This version (one of many related studies) frames innovation as insight + change + value. Change is at the center with innovation behind it, sandwiched between two conventions. Innovation and convention are out of focus, suggesting the blurring of boundaries. The vertical axis defines the innovation process.
having failed, requires new
learning design process (artificial evolution) having failed, requires new
may suggest new
by inc re as ing
iteration (trial & error) may be improved by more
fit (gain)
is reflected as increased
actions may lead to
artifacts
a is
-
-
-
-
-
-
accrues to
-
creates
-
-
ng mo sa on lati re
is
a February
may lead to leads to new
g tin ep cc ra fo ion dit on -c pre
-
is borne by
-
-
-
.
..
..
..
ed
sp e
he lp
an
.c
..
..
..
-
-
-
-
-
-
relates to
in ce lan ba im
-
-
-
creates
-
-
is the source of (but does not guarantee)
-
relates to
-
-
-
-
may result in
. . . . . . . . . may pave the way to new .-. . . . . . . . -
becomes
maximizes (perceived)
shares
-
-
faces a
-
-
conserves
may have (with luck & preparation)
-
-
4, 2007: The next step was to give typographic form to the model. It still places the old convention at the top and the new one at the bottom. Terms and propositions continue to change.
beliefs
counter-change (adoption)
value
x
24, 2007: This version is relatively close to the final. The armature is in place, as are the feedback loops. But they are not differentiated from the rest of the terms. Innovation is still the same size as convention. Insight, change, and value have not been called out. The color metaphor of a spotlight shining on innovation is not in place.
Januar y + Februar y 2008
19, 2006: Next, Ryan linked the terms so that none repeated, creating a version that was a “true” concept map.
context
a February
demonstration (testing)
interactions
a September
ng mo sa on lati re
-
-
-
-
. . . . . affects . . . . .
-
-
-
are responsible for
-
-
-
-
-
-
-
-
-
-
-
-
to its origins in
relates to
maximizes (perceived)
shares
form . . . . . . .
-
. . . . . . . form . . . . . . .
-
-
-
-
-
-
are
-
-
overcomes Draft Version 2.4 September 19, 2006
creates new
ACAD Innovation Map Dubberly Design Office
individuals
all create
springs from invention
convention
innovation
traced through the change that produce it
create a need for efficiency which reduces
paradigm 2
evaluates
reforms relations creating
=
community
x
is a source of, but does not guarantee,
provides security for
context 2
articulation (prototyping) must be proved through
fit 2
-
insight (seeing opportunity) must be shared through
gain
maintains relationship to
-
creates . . . .
creates . . . .
community2 convention2
counterchange
frames possibillities for
ovation
selection [cost < gain]
variety (experiences)
when large enough gains
.
-
-
has as its mysterious heart
g tin sis re by uo sq tu ta es rv se pre
..
creates value answers the needs of duty fear greed altruism compulsion desire incorporates the design process
-
disturbs relations creating
..
becomes
-
-
po se a
..
affects
-
innovation
change (disturbance)
recognition (definition)
as it difuses becomes
-
lve s
-
in vo
many outcomes many beneficiaries
dissipates novelty of change
design process [artificial evolution]
destruction [cost > gain]
innovation
pressure (external) decay (internal)
mis-fit (cost)
context
agrees on & is formed by
. . may show fitness for .. .
ate ly
may have
-
-
each face
can be overturned by
testing
-
ea ch
-
.. ult im
may lead to adoption
-
-
th re at to
is a test of embodies
context n
cost
convention maintains relationship to
. . . must survive . . .
-
can be brought to life through demonstration
-
is the basis for . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
.m
.
articulation
is a sort of hypothesis begins with individuals
. . . . . . . . . . . . . . . . . . . . . . . . evolve
..
..
is
fit within the world
articulation enables sharing of
.
..
-
..
is
seek to increase their
is increasing their
includes
-
..
-
..
may spring from juxtaposition pattern making reframing abduction
faces resistance begins with collaborations
the innovation process a) people with which to collaborate b) a space in which to collaborate (physical or virtual) c) infrastructure for collaborating (tools and systems) d) a social structure for collaborating (norms and processes)
e
insight
eri t
s
individuals need motive, opportunity, means to create change
remains partly a matter of chance
on
-
re
individuals
m
aid immersion is a precondition for insight
-
.. a
-
communityn conventionn
us t
knowledge of other domains
mis-fit may be framed as an
we call
may call attention to
change
-
may create a
disruptions such as new competitors dwindling resources (rising costs) slowing growth new evidence (facts)
.
have limitations which we may not see may include
resists are susceptible to
-
..
artifacts
are agreements (between people)
(in the environment)
-
of
may be fight flight freeze
is to organizations / cultures as mutation is to organisms / ecosystems
paradigm 1
nova innovation -
habits
=
disturbance [outside forces]
e
include
-
may lead to
us
actions
actions artifacts
ca
produces new
thoughts include goals beliefs values models frameworks
may lead to
. . . . . . . . . . . . . . . . . . . may drift within
innovation is a label (we assign after the fact)
members . . . . . . . . . . . . . . . . . . . . . . . . . . leave & enter
are sustained by
evolve (in part) through
context 1
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . gives way to
-
may threaten organizations / cultures are built of conventions
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . may face
may fail 1) from internal decay 2) from external pressure 3) from re-framing
fit 1
beliefs
lon g-t erm
community1 convention1
agrees on & is formed by
reduce
provide a ground for
may fail to recognise
inevitably lead to
convention convention community
creative destruction
a September
ma yb e in cre as ed
28, 2006: Sean Durham suggested a straightforward, journalistic approach: who, what, when, where, why, and how. It introduces the idea of consequence, which later became value.
is
a July
in ce lan ba
a July 27, 2006: This version focuses on ways of classifying innovation, reprising taxonomies from several authors. It posits innovation as “insight applied.”
33
Key Process, Management, & Organizational Interactions
innovation desire intent produces design chance a new risk reward convention
Formed from, with / in side the extant
by seduction
i/o dentified
springs from precedent and individual insight
negates the status quo
A series of sketches developed by Nathan Felde in chronological order.
intuition
pattern matching
flaws
rejection
reframing
mistakes
preparation
and abduction
and lack
bearing in mind tactical
new, brilliant and significant; star like
strategic
by iterative
organizational
collaborative
ovulation, from re cognition, meriting recognition
cultural
development
and uses change to create
conversation
July 25, 2006: Nathan sent this wonderful poem early in the process. Sean Durham later turned it into an animation. You can view the animation at http:// www.dubberly.com/innovation_movie.html.
a
juxtaposition
gaps
glued, brewed and stewed
replication adaptation
thought
toward (a goal) or located in a context, time and place
expression
differentiation
demonstration
action
artifact
distinction
sustainability
ego instigated
possibility
4, 2006: This version responds to the map created on September 1. Together, they illustrate a central tension in the team’s discussions: Can innovation be defined? Nathan wrote: “I guess what I am concerned about [in prior models] is the representation of innovation as cut and dried. Fear, greed, need, perplexing situations and the associated behaviors and anxieties are messy and volatile. I realize that the progress of business requires order and command and control, but the chaotic flux within which or at least from which the seeds of innovation are sown needs some depiction in our rendering of the map/diagram/ output of this discourse. Can anyone do it or can it be taught? [These] are questions that have come up. Have we resolved that, or is it a starting premise to be confirmed or denied? Are we at a juncture that mandates innovation ourselves? Is this a predicament that fosters innovation? It appears to me that a fault or fault line discloses the opportunity to innovate, although the activities take names like think, wonder, search, toy, rummage, and guess. Design: a guessing game.”
survivability
a September
value, new consequences, distribution
success
Free to form new bonds
diffusion and
acclaim
adoption of
a new paradigm
about; active and progressive; ontological Dapperly Design Office Innovation poem July 25, 2006 V..1
a February
14, 2007: (Landscape) Nathan proposed this playful version in response to the grid structure of the February 4th version. He described this one as “my structural-engineering interpretation of the latest round.”
an
iza
t io
ns
an
may threaten
hrough ar t] t
nd fo
r
on nvir e the [in
s n ew
individuals need motive, opportunity, means
include habits may be flight, fight, freeze
are sustained by
artifacts
to its origins in
may lea
em bo d
i
n pri
ld
y in ma
on
te p m s t h ro c in e v e d e e s s includes n t s ig io n n p r o ce s s
to
c l l o l l co l l ol a b o a b o a b o ra t e r la ra b o t in at e ra g t in g
red
uce
de clu
d to
ies
adoption immersion
is a precondition for insight remains partly a matter of chance may spring from juxtaposition s pattern making aid articulation reframing abduction is a sort of hypothesis knowledge of demonstration begins with individuals other domains is a test of can be
innovation
mes
faces resistence begins with collaborations
i a t ra ovncorpogs fro
or
bec o
are agreements [between people] have limitations [which we may not see] disruptions
to create change
nn he i
o
ch
cts
actions may fail from internal decay external pressure re-framing
v e n t ion s
pro duc e
include goals beliefs values models frameworks
all
affe
co n t of buil
t] men
grou
re sa
[we assign after the fact]
thoughts we c
re
prov id e a
lt u
innovation is a label
cu
interactions
o rg [ in p lve evo
s is t hi w t it h h c co c le w h i is p e o p i n w f o r o r f ce re is a s p a u ct u u re w str ct is i n f r a e t ru th ial s is a s o c in it h it w eir f ng th is increasi
34
innovation is to organizations/cultures as mutation is to organisms/ecosystems
d
14, 2007: (Landscape) Nathan’s assistant, Purnima Rao, created this version. It contains a number of very interesting ideas. Change is literally at the center of a whirl. It posits “motive, opportunity, and means” as necessary for change. (Does that suggest a crime?) It also describes innovation as “a label we assign after the fact.”
Januar y + Februar y 2008
a February
brought to life through
creates value traced through the change that produce it answers the needs of duty fear greed altruism compulsion desire
dissipates novelty of change
may have many outcomes many beneficiaries
COVER STORY
maintained by some convention.
error. The process may lead to
number of options that can be
The original convention no longer
new insights. Or it may prompt
discussed—increasing the like-
“fits.” Perhaps the context has
reframing of goals, consider-
lihood of insight. (In practice,
changed, or the community, or
ation of new approaches, new
an increase in variety may be
even the convention. Someone
generative metaphors. Success
required for some insights to be
notices the lack of fit. It causes
also leads to change: new beliefs,
found.) A community seeking to
stress and increases bio-cost. It
actions, and artifacts.
increase variety must integrate individuals who can increase the
pain, to force its way into people’s
order change. Innovation in one
community’s language, provide
consciousness.
place affects related conventions
new points of view, draw on addi-
and may reduce their fit, hasten-
tional types of experience, foster
ing further innovation.
new conversations, and provoke
Perception of misfit almost simultaneously gives rise to proposals for change, for reframing.
Ethnography and other
action [7].
It creates the opportunity for
research techniques can help
insight.
identify opportunities for inno-
of individuals.
vation. Design methods can
individuals as drivers of innova-
when shared, articulated, pro-
increase the speed of generating
tion—and the source of insight.
totyped. Sharing is a test: Does
and testing new ideas. But new
But to succeed, individuals must
the insight resonate with others?
ideas are still subject to natural
participate in a community,
Proposals for change compete
selection (or natural destruction)
where they contribute variety.
for attention. Most are ignored
in the marketplace or political
and fade away. The changes that
process.
Insights move forward only
survive are by definition ones the
Variety: a regulator.
Horizontal axis: The importance The map posits
Individuals who drive innovation also have a sense of what
The map
is not known but necessary for
community finds effective. They
posits variety as a regulator of
progress, and they understand
spread because they increase fit,
innovation. Variety is a measure
how to find it. Individuals who
because they create value.
of information [3]. Here, it is the
drive innovation also seem to
language available to an indi-
possess a healthy measure of
ing from fit through misfit and
vidual or community. Language
optimism. They are motivated by
back again. The vertical axis
enables conversation; conversa-
the value that innovation creates
loops back on itself, reflecting
tion enables agreement; agree-
(which need not be monetary).
the cycle.
ment enables action. At the same
The map suggests a cycle mov-
The yellow loops: the role of feedback.
Of course, innovation
processes are rarely linear. The map includes several feedback
Innovation remains messy,
time, language constrains action,
even dangerous. Luck and
because language limits what can
chance—being at the right place
be discussed and agreed.
at the right time—still play a role.
Pressure to increase efficiency
Like the vertical axis, the
loops, suggesting the role of itera-
creates pressure to reduce vari-
horizontal axis also folds back on
tion and the recursive nature of
ety, as maintaining less variety
itself.
the process. At a basic level,
requires less effort or saves
innovation involves experimen-
time. Reducing variety decreases
The story above describes one
tation, making something new
the number of options a com-
path through major points on the
and testing it. To some extent,
munity can discuss. Conversely,
map, but the map offers multiple
the process may be trial and
increasing variety increases the
paths and invites closer reading.
An invitation to interaction.
[7] Esmonde, P. Notes on the Role of Leadership and Language in Regenerating Organizations. Menlo Park, Calif.: Sun Microsystems, 2002.
Januar y + Februar y 2008
In turn, these lead to second-
interactions
creates enough friction, enough
35
Key Process, Management, & Organizational Interactions
While this model is not a rec-
[9] Star, S. L. and J. R. Griesemer “Institutional Ecology, ‘Translations,’ and Boundary Objects: Amateurs and Professionals in Berkeley’s Museum of Vertebrate Zoology, 1907 - 1939.” Social Studies of Science 19, no.3 (1989): 387-420.
tion to react and participate in
ipe, it hints at ways in which we
improving this model of innova-
might increase the probability of
tion. Just as quality is founded
innovation. But more important,
on the feedback loop of “plan-do-
it invites further thinking.
check-act” and feedback loops are
Computer scientist Alan Kay
necessary for successful innova-
has noted, “We do most of our
tion, we seek your insights and
thinking with models[8].” They
feedback as well.
are “boundary objects,” enabling
The team’s hope is for this
discourse between communi-
model to spur thinking and
ties of practice [9]. This is what
discussion—interaction among
makes models powerful.
readers. We hope it leads to other,
The poster includes an invita-
more useful models.
interactions
Januar y + Februar y 2008
Another View
36
“Innovation” has frustrated me for some time. Does “innovation” mean “new idea,” “invention,” “design concept,” “product revision,” or “game-changing revolution on the order of general relativity?” Making a concept map is a good way to decide what we mean. In the process of collaborating to build this map, I felt that coming to the core entailment—“innovation is an insight that inspires change and creates value”—was an insight of its own about innovation. I sensed that if this insight countered the dilution of meaning and inspired a change in use of the term, it would create value. An innovation about innovation. But, as with any innovation, saying it does not make it so—it actually has to change a convention, and for the better. (“Value” means “positive value.”) There was a point where that core entailment was lost in revision, one of many twists and turns in the process. This shows that the process of innovation can be fragile. Perhaps because I was a participant, I feel the story of making the map is as interesting as the outcome. Reviewing the spreads reprinted here retells some of that story; flipping through 50-plus full-size prototypes retells it fortissimo. What neither tells is the tug-of-views across cities, threads of email, and fields of Post-it notes. One key argument was: What parts of the process of innovation are messy, unpredictable, ineffable, mystical, magical, intuitive? The more that innovation is those things, the less we can help the process and make a deliberate innovation; at one extreme, that phrase becomes an oxymoron. Conversely, what parts of innovation are predictable, likely, improvable, or even deterministic? We certainly resist the idea that the source of inspiration, the source of hypotheses, can be fully known, reduced to algorithm.
ABOUT THE AUTHOR Hugh Dubberly manages a consultancy focused on making services and software easier to use through interaction design and information design. As vice president he was responsible for design and production of Netscape’s Web services. He was at Apple for 10 years where he managed graphic design and corporate identity and co-created the Knowledge Navigator series of videos. Dubberly also founded an interactive media department at Art Center and has taught at San Jose State, IIT/ID, and Stanford.
While we explored those questions, I learned that bringing about innovation, in addition to requiring creativity, requires stubbornness. Without stubbornness, obsessiveness even, why would an individual rage against the lock-in of current convention—spend all that time in the patent office and on trains, in thought experiments outside of prior language in order to see anew? So, this is the unpredictable part: getting to the moment of genuine insight, when a new means to solve a problem (a new metaphor for framing the problem-solution) breaks the lockin of convention. This is the inventor’s phase of innovation. Yet innovation requires a second form of obsessiveness: Inspired by the possibility of bringing value, there must be drive to do something with the inventor’s insight. This role can be called “the innovator,” and often a different person plays it. Propelled by the demonstration of possibility, the innovator moves from insight to demonstration to fruition— to creating value. Is it inevitable that, once invented, an insight with real potential brings about valuable change? It would seem so, though timelines and paths are not predictable. The innovator’s phase seems more understand-able, planable, work-able from experience. These are the aspects we can better understand, and foster, and improve. —Paul Pangaro ABOUT THE AUTHOR Paul Pangaro is the CTO at CyberneticLifestyles.com in New York City where he consults at the intersection of product strategy, marketing, and organizational dynamics. He is recognized as an authority on search and related conversational impedences in human-machine interaction, and on entailment meshes, a highly rigorous framework for representing knowledge. He was CTO of several start-ups, including Idealab’s Snap.com, and was also the senior director and distinguished market strategist at Sun Microsystems. Paul has also taught at Stanford University.
Dennis Letbetter
[8] Kay, A. From an interview in the video, “Project 2000.” Cupertino, Calif.: Apple, 1988.
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AD28
Key Process, Management, & Organizational Interactions
Of the many executives I’ve come to know who oversee corporate-experience [1] Beers, R.and Whitney, P. (2006). “From Ethnographic Insight to User-centered Design Tools.” EPIC 2006 Conference Proceedings, pp. 144-154. ISBN 1-931403-30-4. American Anthropological Association.
research and design personnel and activities, Secil Watson of Wells Fargo is one of the most insightful and inspirational. Members of her staff agree, praising “her leadership and vision—she has the brain of a businesswoman, heart of a designer, and soul of a researcher[1].” In this article, Secil answers questions that many struggle with: What role should “customer experience” personnel and leadership play in a large business? Who should “own” customer experience, and where should it be positioned in a company? How should customer experience impact the work of managers and executives? What does it take to move customer experience into a position of strategic influence? —Richard Anderson, Co-EiC
The Business of Customer Experience: Lessons Learned at Wells Fargo Secil Watson SVP, Channel Strategy | Secil.Watson@wellsfargo.com
Wells Fargo & Company is a diversified
dominant outbound mentality that
financial-services company providing
centered around knowing what to
banking, insurance, investments, mort-
offer the customer. At the same
gage and consumer finance through
time, our home page needed to be
almost 6,000 stores, the Internet, and
updated. Marketing banners took
other distribution channels across North
up much of the page (and you can
America and internationally. It has
imagine the space left for content
$549 billion in assets and 158,800 team
in a 2002 screen resolution), and
members across its 80-plus businesses.
while our Web traffic consisted
In May 1995, Wells Fargo was the
predominantly of consumers, we
first financial institution to introduce
rotated banners advertising com-
access to banking accounts on the
mercial banking products together
Internet, leading a revolution in the
with small business and consumer
way consumers organize and manage
products. Customer service links
their money.
took several click-throughs, and the
interactions
Januar y + Februar y 2008
ability to sign in to view accounts—
38
Motivations are Important
which represented 80 percent
I joined Wells Fargo five years ago
all site traffic at the time—was
in the online strategy team, with a
stashed away in the corner, visible
background in management con-
only as a small button. The option
sulting, marketing, servicing, and
to enroll in online banking was
e-learning. My first assignment was
overshadowed by allowing custom-
to evaluate consulting companies
ers to “personalize” the site, which
that could help us leverage the
meant, among other things, being
Internet as a sales channel for the
able to receive stock quotes, weath-
bank. I sat through many presenta-
er news, and horoscopes.
tions that focused on traditional
To me, there was a great oppor-
tools of marketing: lots of segmen-
tunity to increase online sales by
tation work, with personalization
increasing the visibility of our prod-
as a must-have capability, and a
uct content. After conducting eth-
FEATURE
a Wellsfargo.com
home page, 2002.
nographic studies and individual
our site a buying site.” We chose
easier and quicker as we add new
breakout sessions, we compared
the word “buying” as opposed to
functionality.
our data with quantitative search-
“selling” because it acknowledged
log data. We identified that people
that the customer was in the
What Did it Take to Affect Change?
were expecting to accomplish core
driver’s seat. An online customer
The first project that utilized our
tasks from the home page—sign-
has complete control over the expe-
User-Centered Design (UCD) meth-
ing in to view their accounts, or
rience; the best thing we can do to
odology, which had not yet been
enrolling in online banking—and
improve the experience is to make
formalized, was the home page
were using search and banner ads
customer tasks easier and quicker
redesign project. It was ground-
in place of navigation options. Yet
to accomplish.
breaking at the time, and very
neither path was getting the cus-
In the following five years, we
successful. I could explain to execu-
tomers to their desired content. As
succeeded in building a highly
tives how listening to customers
a result, the home-page drop-off
integrated customer insight and
and analyzing their tasks had actu-
rate was very high.
experience design team, developed
ally paid off. Presenting tangible
a robust user-centered design
results before presenting a new
were experiencing the same drop-
methodology, and established a
way of doing things was critical.
off rates and were individually
Web governance structure that is
We increased the prominence of all
concluding that in order for the
founded in an extensive set of expe-
links that were essential to custom-
customer to reach their content, the
rience standards and guidelines
ers, and we gave them the ability to
business unit needed home page
that we maintain over the course
sign on to view their accounts from
real estate. While there was con-
of our regular work. We succeeded
the home page.
stant shuffling of the positioning
in sparking change in the culture of
of the content on the home page, it
our organization, and we made cus-
accounts and enroll in online
wasn’t prioritized by key customer
tomer experience “strategic.”
banking, as well as to view rates
Ironically, all business units
tasks and the business cases to be
What still drives me, though,
As a result, traffic to view
and product details, went up
are the basic tenets of the initial
dramatically. Also, the result-
program developed five years ago:
ing page was much less cluttered
rejected the marketing consulting
providing customers a positive
and loaded faster, saving time.
companies, and instead created an
experience each time they interact
Customers were going deeper into
internal program called “Making
with us, and making their tasks
the site, and starting more appli-
made in facilitating these tasks. As a result of our analysis, we
Januar y + Februar y 2008
home page, 2001.
interactions
a Wellsfargo.com
39
Key Process, Management, & Organizational Interactions
cations. Our initial success gave us the ability to redesign most of
a Wellsfargo.com
home page after the redesign, 2003.
a Wellsfargo.com
home page today, after the 2006 refresh (more content and imagery, leveraging much larger screen aspect ratios and faster connection speeds now used by customers).
interactions
Januar y + Februar y 2008
[2] Strothkamp, B. (May 23, 2007) Case Study: Metrics Drive Wells Fargo’s Home Page. A Best Practice Home Page Driven By Data — Not Opinions. http:// www.forrester.com/ Research/Document/ 0,7211,42448,00.html
40
banking channels. In creating both of these tools,
the content, navigation, and page
we relied heavily on analyzing
layouts on the site within the first
insights from ethnographic studies
year. We were also able to replicate
we had conducted in our customers’
our success a few years later, in
homes. This deep look into our cus-
2006, with another refresh of the
tomers’ lives gave us the ability to
home page design using the same
answer not just what they did, but
UCD principles and tools. Forrester
also how and why as it pertained to
Research senior analyst Brad
finances. We also identified what
Strothkamp wrote about the 2006
aspects of our customers were
redesign: “Wells Fargo’s new home
crucial to us as we designed expe-
page represents the culmination of
riences for them: their life stage,
years of learning about how con-
tenure with the bank, tenure with
sumers use its Web site, resulting
online banking, and their product
in a home page that is both aes-
holdings. We mined our customer
thetically pleasing and meets the
data to quantify and qualify which
needs of increasingly discerning
representative groups to include in
users[2].”
our profiles.
We formalized our customer expe-
One common mistake that we
rience methodology. The customer
avoided with our profiles was the
experience group took the time to
desire to represent every customer
document our UCD process, and
segment. Instead, we focused on
we went through many iterations
a handful that gave us the most
of this process over time. We also
insight. What connected these two
made it modular—easy to com-
key tools and made them actionable
municate to different audiences,
on an experience project level were
yet robust enough to encompass a
the “scenario starters,” which took a
whole set of tools, including com-
snapshot of one of our user profiles
prehensive yet consumable mod-
given a certain event in their lives,
els of customer tasks, personas,
key life and financial goals as they
scenarios, scorecards, and perfor-
arose from the event, challenges for
mance metrics as well as standards
taking action, and motivations to
and guidelines.
want to take action. The ability to
For example, the two core ele-
keep the profiles and their scenar-
ments of our UCD tools were a)
ios constant throughout the design
reusable user profiles representing
process, with questions such as
our typical customers and b) the
“would Jane do that?” was critical in
user task model, modeling and
grounding our efforts in customer
quantifying what managing-
experience as opposed to our own
finances tasks our customers per-
expert perspectives[1].
formed. These tools became the
We championed customer expe-
interface of our deep knowledge of
rience broadly. We knew that
customer’s goals and tasks. While
product managers, engineers, and
all of our user profiles had some
servicing staff were equally impor-
online-banking affiliation, we mod-
tant partners in the success of each
eled customer tasks universally,
of our customer-experience efforts.
beyond what customers did with a
Instead of owning and controlling
bank or what they did online, but
the goal of creating positive cus-
encompassing what they did with
tomer experience, we shared our
their finances socially and in other
vision and our methods across the
FEATURE
ferentiator. As a service industry,
that took a long time. We didnâ&#x20AC;&#x2122;t do
we had to think about the servicing
formal training across the group,
consequences of our online prod-
nor did we mandate a new process.
ucts and experience. And of course,
Instead, we created converts in
as a public company, we needed to
every project we touched using our
make a profit in our endeavors. The diagram below displays
set of well-designed, easy-to-use
how each party needed to col-
UCD tools such as those mentioned
laborate with the other in order to
above made the experience teams
arrive at the optimal solution that
more credible and put us in the
fits all objectives, including the
position of guiding the process of
objective of doing it right by the
concept definition and design for
customer. (In a different industry,
our business partners.
where the impact to the environment is a significant part of the
difference: We created PowerPoint
outcome, environment can also be
templates for our profiles and sce-
constraint/enabler.) As we collabo-
nario starters, and put the quantita-
rated with our partners across the
tive information supporting our user
organization, we acknowledged that
task models into Excel. This allowed
customer-experience competency is
our business partners to engage
not the center of our organization,
with the tools without having to
but it is an equal partner with all
rely on the design team. Over time,
the other groups that take part in
project by project, we dramatically
creating the customer experience. We saw our role as that of
our group. Now product managers
facilitator. Undeniably, in our
demand that we include the cus-
development process, the product
tomer in every step of our product
managers lead and the project man-
development process.
agers get things done. The value
We believed in collaboration.
rience team is to provide timely,
a hand in shaping our customersâ&#x20AC;&#x2122;
relevant insights and expertise for
experience could arrive at the right
good decision-making around creat-
solution in their silos, since they
ing experiences. requires the customer-experience
was no exception. As a highly regu-
team to play the role of the facilita-
lated industry, we had to think of
tor. We do so by: 1) asking the right
compliance and legal as strategic
questions, 2) going to the right
partners. As an online channel, we
partners for the right answers,
had to think of technology as a dif-
and 3) creating a forum that sup-
Task Model (intentionally masked)
model for optimizing customer experiences
Acting on our value proposition
The customer-experience group
a User
a Our
proposition of our customer-expe-
None of the disciplines that have
each had a limited vantage point.
0%/0,% 02/#%33
a Managing Finances Mental Model (intentionally masked)
Januar y + Februar y 2008
changed the culture and language of
#USTOMER 6ALUE
interactions
Even simple steps made a large
#534/-%2
4%#(./,/'9
UCD methods. Having a flexible
"53).%33
group. This was a grassroots effort
41
Key Process, Management, & Organizational Interactions
a User
Profile
tools enable the business people,
we have emerged from thinking
designers, researchers and strate-
that we are a service channel to
gists to make meaning together
thinking that we are also a buying
cocreatively, a necessity in an envi-
channel, to now believing that we
ronment where no one functional
are here to maximize long-term
area can hold all, or even most, of
customer value. This is now the
the knowledge necessary for creat-
focus of our channel, and how we
ing customer value. The willingness
prioritize and judge our success.
to invite full participation is a key
Our challenges today are more
factor that continues to push Wells
around enhancing our methods to
Fargo to become increasingly cus-
quantify the gains from good cus-
tomer-centric.
tomer experience, and less around
We made customer experience a strategic discipline.
I started as a
proving that customer experience is an equal partner at the table.
strategist, then managed our cus-
interactions
Januar y + Februar y 2008
a Scenario
42
tomer-experience design team, then
What do I Hope For the Future?
integrated the customer insight
Our success doesn’t speak to the
functions into the customer-
power of the customer-experience
experience team, and finally came
group, but to the power of harness-
full circle to managing the strategy
ing the insight from our customers
function. However, my most recent
and utilizing it at every step of the
management position included a
process. I believe all customer-
major change: The customer-expe-
experience teams that are able to
rience function is now an essential
develop and share the voice of the
and integrated part of our strat-
customer have this inherent power,
egy group. In my current team,
and I see that some organizations
we don’t have a separate group of
are beginning to recognize it. Five
ports cross-group collaboration
strategists. Instead, we have dif-
years ago, when I told people I man-
(facilitating giving and receiving
ferent disciplines represented that
aged customer experience, they
of help and insights). We believe
each contribute to our strategy: UI
thought I ran a call center, as “expe-
that the right solution is within
design, information architecture,
rience” was synonymous with ser-
reach for each of the initiatives we
content strategy, customer com-
vicing. (Right now, we have servic-
undertake. But it does take focus
munications, servicing experience,
ing and banker experience as part
and determination to identify it
product management, strategic
of our integrated team). When I told
and not yield to the pressures of
planning, market research, user
people I designed the website, they
launch dates. Here, too, the UCD
research, syndicated research, met-
thought I was a graphic artist.
tools play a role in how we facili-
rics analysis, statistical modeling,
Now organizations are begin-
tate brainstorming sessions, and
process consulting, business archi-
ning to understand and accept the
how we constantly integrate the
tecture, innovation, and business
customer-experience discipline as
results of qualitative studies with
development. My group works with
a critical business discipline that
quantitative analysis to support
product and marketing groups to
spans all processes, from sales and
well-informed decision making.
develop the best solutions for our
marketing to HR. It’s exciting that
customers.
the topic is now part of business
Starter
We facilitate user-centered design working sessions with our
We evolved our focus to maximize
school curricula and that it gets
business partners, which allows us
customer value. My team’s collec-
wide media and analyst coverage.
to humanize the activities of expe-
tive goal is to create positive cus-
Still, there are many aspects of my
rience design, project prioritization,
tomer experiences, which should
life as a consumer that I regret, and
and business case definition by
lead to long-term customer value.
I can’t wait until the day that com-
keeping real people and their stories
As we have evolved our thinking
panies that I interact with shape up
at the center of the problems we
and management of the online
their offerings. I see my job and the
were solving. The UCD process and
channel in the past five years,
discipline as just having started,
FEATURE
and I see many more years of evan-
that collaboration requires a mul-
managers, can drive an organiza-
gelizing this new way of creating
tidisciplinary team to find the
tion toward a culture that starts
business value that includes the cus-
optimal solution that meets all
asking the right questions more
tomer as a partner in the process of
constraints. But I failed to men-
often. This will make managers in
making money for the shareholders.
tion one critical point: Money is
all disciplines better able to con-
sweet, and money now is better
nect to the right groups to get the
demand better experiences, and they
than money later. If the planning
answers to their questions. To
should vote with their wallets. It
cycle first takes into consideration
enable this, I recommend a heavier
is really hard for established com-
the potential financial return
dose of integration between Web
panies and industry leaders to
of a product concept, and then
analytics, customer analytics, mar-
change their practices and busi-
evaluates the resulting customer
ket research, design research, and
ness models to focus steadfastly on
impact along with other variables
the art and science of customer-
better customer experiences. They
such as technical viability, even
experience design.
have so much invested in their cur-
though the resulting product may
rent infrastructure that dramatic
be very profitable in the short
integration points, the complex and
changes are very complex and time
run, it will create a poor cus-
comprehensive insights of analyti-
consuming in nature. But unless
tomer experience for many. So, I
cal groups can easily get lost on a
they change, this will create oppor-
strongly recommend that product
design team trying to make a dead-
tunities for new entrants that will
managers first find a concept that
line. One tactic would be to seed
develop their business models and
creates a good customer experi-
each of these teams with at least
infrastructure from scratch around
ence, that is technically viable and
one person who is more knowledge-
a strategy that focuses on customer
serviceable, and only after that
able in the skills, tasks and chal-
experience as an essential way to
should they look for scenarios that
lenges of the other groups, so that
attain long-term customer value, as
yield an attractive net present
bridges can be formed. Another
opposed to strategies that focus on
value. Not all means justify the
tactic would be to have regular
marketing prowess, sales effective-
end of making a profit.
cross-group forums where teams
Without upfront and well-guided
Customer-experience manag-
come together around one specific
network, high switching costs, or
ers should manage an economy of
business issue each time with their
cost efficiency.
insights. Customer-experience
insights in tow. A third tactic would
managers should act as facilitators
be to recreate and expand the
lets, these new entrants will gain
for cultural and process changes
UCD tools and process to include
market share from traditional com-
that make organizations yield
input and output from all these
petitors and provide disruption.
positive customer experiences
teams. And a final, yet easily for-
Hopefully, the financial impact
more often. To do so, they should
gotten, tactic would be to do what
of such disruptions will be sig-
measure their success not by the
we preach for good experiences:
nificant, as this will dramatically
intrinsic value of the customer
periodically survey and interview
speed up the cultural change that
insights and experiences they
business partners to learn how they
is already in progress at many large
generate, but by the value of the
are using the customer-experience
companies. Some large companies
insights that get used, adopted, or
tools and insights, what they value,
have already realized this and are
implemented across their organiza-
and what they still need.
extending their management to
tions. They should be good facilita-
focus on examining and improving
tors and know that their power
customer experience. I am lucky
does not come from their tenure or
enough to be at a large company
expertise, but that it comes from
that has proactively identified this
harnessing and sharing the voice of
trend early on and is taking strides
the customer.
If customers vote with their wal-
toward implementing customerfocused strategies.
To be used widely, customer insights should be integrated, fresh,
Executives and product manag-
relevant, accessible, digestible, and
ers should approach doing business
actionable. A good insight economy,
differently.
I mentioned above
facilitated by customer-experience
ABOUT THE AUTHOR Secil Tabli Watson manages the Internet channel strategy team at Wells Fargo Bank. Customer experience is her passion. Her experience includes consulting to Fortune 1000 companies in marketing, customer service, product development, and e-learning. She is a graduate of the Wharton School of Business and Cornell University.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. Š ACM 1072-5220/08/0100 $5.00
Januar y + Februar y 2008
ness, market share, distribution
interactions
Customers should continue to
43
Key Process, Management, & Organizational Interactions
Design Education for Business and Engineering Management Students: A New Approach Terry Winograd Stanford University | winograd@cs.stanford.edu
Don Norman is the “Don” of interaction design, hav-
with interaction design than you would think. The
spoken, consulted, and led design research at com-
connection goes through “operations”:
panies such as Apple and HP. The progression of his
a matter of the physical products, but of the opera-
of HCI and interaction design. Every few years he has
tional processes that a company can put into place
turned the field’s attention in new directions, leading
to create an effective flow of information, materials,
to new understanding and new practical potentials.
and labor. Big manufacturing innovations come from
To oversimplify, as we must for someone as produc-
new ways of thinking about supply chains. From his
tive and wide-ranging, he has shepherded in and
engineering training, Don says it’s really all about
written key books on a series of perspective shifts:
queues and buffers. is not just the interaction an end user has with the
(John Wiley & Sons, Inc., 1969). This and several other
product, but with the whole range of operations that
books went along with his cofounding of the first
make that interaction work. The poster child example
Department of Cognitive Science and the Cognitive
is the iPod, which does have excellent usability design
Science Society.
but would not be successful without the whole chain that provides for music access. In some sense, the
(Doubleday 1988). This book led to much of the cur-
success of the iPod is the success of iTunes, which in
rent HCI research agenda, along with the cognitive
turn is not a program but a service.
agenda and a long relationship with Jakob Nielsen in usability consulting. • Emotion and affect in Emotional Design: Why We
No product or service is successful without a front end and a back end, but design as now practiced usually concentrates on the front end rather than
Love (or Hate) Everyday Things (Basic Books, 2003).
the operations-centric design of the back end. Don’s
Having led the study of people as “cognitive proces-
vision for the future of interaction design is to extend
sors,” Don shifted attention to the role that emotions
our reach from improving the design of the product in
play in our interactions with everyday objects.
hand to designing the larger ecosystem—the service
• Business in The Invisible Computer: Why Good Products Januar y + Februar y 2008
• The essence of successful interactive products
Attention: An introduction to human information processing
• Usability in The Design of Everyday Things,
interactions
• The essence of successful manufacturing is not
interests and insights over the years has led the path
• Cognition as an empirical science in Memory and
44
Don’s insight is that manufacturing has more to do
ing written several of the most influential books and
infrastructure that makes the product really work. He
Can Fail (The MIT Press, 1998). After his experiences
believes that the confluence of operations and design
at Apple and HP, his attention was directed to all the
has great power. He wants interaction designers to
things that make the difference between successful
move beyond being critics of devices to being innova-
and unsuccessful products, beyond their user design.
tors in the value chain—contributing solutions, not
So at this point, what can we expect next from
just finding problems. Interaction designers need to
Don? The seemingly unlikely context is that his cur-
be able to frame their contributions in terms of the
rent project is to develop a new teaching program
bottom lines that will motivate companies to move
at Northwestern University: a “design track” in the
their designs into real use.
Master of Manufacturing and Management program
So it’s not so surprising that his current collabora-
(MMM). The new program is a joint enterprise between
tion is with a business school (Don codirects the pro-
the Kellogg School of Business and the McCormick
gram with business professor Sudhakar Deshmukh).
Engineering School (http:// mmm.northwestern.edu).
The new program is a design track within the two-
But why manufacturing?
year master’s degree MMM program. Students will
(P)REVIEW EDITOR Fred Sampson wfreds@acm.org
Yip-Wah Chung
receive both an MBA and a master’s in engineering
agement at Cornell, and the curriculum in “integra-
management, but they won’t become designers! That
tive thinking” at the Rotman School in Toronto. But
is another key insight that drives this program, as
MMM’s focus on the design of operations is unique. The structure of the program is still evolving, but
school (a one-year master’s degree in engineering
the basic outlines are clear. Students in the MMM
design and innovation). To get design into effective
design track will take courses along with other MBA
practice, you need to train designers and also to teach
students in the three basic components of business—
the people they work with how to understand, incor-
finance, marketing, and operations—and will do an
porate, and foster design. The programs aim to train
industry internship. The design track will add new
businesspeople and engineers to work with design-
courses on the operations side, taught by both the
ers, not to turn them into one-year design wonders.
regular faculty and consulting faculty with experi-
This philosophy is also at the heart of new programs
ence in design, such as Karen Holtzblatt of InContext
around the world, such as the Stanford d.school,
and Larry Keeley from Doblin Design. Students in the
which talks about creating “T-shaped people.” Such
engineering design and innovation program (codi-
people maintain the depth and focus of a single dis-
rected by Ed Colgate) will join the MMM designers in
cipline while adding a “crossbar” of design thinking
this series of courses, which includes an integrative
that drives the integration of multiple perspectives
project course in which a small group works with a
into solving real problems.
company on a real design problem.
The interdisciplinary commitment of MMM is
Of course, this will all change as they try it out.
deep—not just a combination of perspectives in the
Don admits that he really doesn’t know yet what he
courses, but a focus on how to make that combi-
will be doing. As he said, “I never understand what
nation work in organizations. The goal is to foster
I’m working on while I’m working on it. When I do,
design thinking in the managers and engineers who
I write a book and move on.” At this point the book
will work with designers—a goal that will produce
isn’t yet written; this review of the program is pro-
the people who IDEO CEO Tim Brown says are criti-
spective. Don is well aware of the problems that lie
cal to the design-driven organization. There needs to
ahead in turning a good idea into effective action.
be an interplay between the HCI point of view (the
This program is one of many experiments in design
end users looking into the system from their outside
teaching going on around the world, and a few years
vantage point) and the operations point of view (the
from now we’ll all read the books and help write the
structure and functioning of the whole system, from
next chapter in interaction design.
the inside). Design will require optimizing from multiple points of view. The Northwestern University design program as a whole is intended to complement existing HCI and design programs (of which there are several in the Chicago area) and to put greater focus on a business perspective than interdisciplinary programs that grew out of product design, such as Stanford’s d.school. It is philosophically aligned with programs such as the joint MBA and design program at the Institute of Design, the master of engineering man-
ABOUT THE AUTHOR Terry Winograd’s focus is on human-computer interaction design, with a focus on the theoretical background and conceptual models. He directs the teaching programs and HCI research in the Stanford Human-Computer Interaction Group. He is also a founding faculty member of the Hasso Plattner Institute of Design at Stanford (the “d.school”). Winograd was also a founding member and past president of Computer Professionals for Social Responsibility. He is on a number of journal editorial boards, including Human Computer Interaction, ACM Transactions on Computer Human Interaction, and Informatica, and is the author of many books.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
Januar y + Februar y 2008
well as its companion program in the engineering
Sam Levitan
interactions
Mary Hanlon
45
Key Process, Management, & Organizational Interactions
Designing for Disagreement Paul Burke Thinktiv| pburke@thinktiv.com
Creativity is a leap of faith into
individual approach should still
ground through clear and col-
unknown territory, and the key
be respected—the value of design
lective definition. It is essential
attribute of a creative problem
for today and tomorrow lies with
to understanding the task ahead
solver is the ability to make the
understanding collaborative prob-
and clears the path for rapid,
appropriate leaps. It is through
lem solving, the methods that
efficient ideation. Without it proj-
a methodology—whether implicit
enable a fluid design process, and
ects spin out of control and lead
or explicit—that a creative mind
the value of disagreement in solv-
to costly changes at later stages,
can navigate a problem space,
ing complex problems.
when investments have already been made.
interactions
Januar y + Februar y 2008
know when to make a leap, and
46
determine how that leap will aid
Thinking
in delivering a richer solution. But
As one of the two conjoined parts
collective definition can be diffi-
as defined, this event is a singu-
of the design process, thinking
cult. As mentioned above, creativ-
lar creative process. One person
needs an upgrade. In a collabora-
ity is a singular act. Individuals
collects information, synthesizes
tive design group, and with the
do creative things, and they tend
it, and produces a creative result.
increasing complexity of prob-
to do them their own way. Herb
The difficulty of methodology
lems, thinking cannot simply be
Simon introduced the concept of
comes when individuals are asked
a private act within an individual
“bounded rationality”—the idea
to join a group and work together
designer. It needs to be a capabil-
that in a complex world, deci-
to solve a problem.
ity that transcends the individual
sion making takes place within
and reaches every layer of the
an environment of incomplete
munity is being engaged to solve
design problem from team and
information and uncertainty. In
are compounding in complex-
project management all the way
that world, decisions are made
ity. As a result, what used to be
down to the specific needs and
through individually learned and
something one person could solve
requirements of an artifact in the
interpreted schemas and heu-
alone now requires participation
process. At every stage of the pro-
ristics [1]. For a designer, their
by a group of complementary col-
cess, thinking and theorizing are
specific training and sets of expe-
laborators. With such problems,
essential to engaging in solution-
riences are those schemas and
the ways in which individuals solve
improving debates and dialogues.
heuristics. Collaboration requires
The problems the design com-
[1] Simon, Herbert, ed. The Sciences of the Artificial, 2nd ed. Cambridge: MIT Press, 1981.
problems have become less use-
Shared Understanding.
However, getting to a clear and
The
that the individuals understand
ful than the ways a collaborative
first part of thinking with a
how to resolve these differences
team solves a problem. While the
group is getting to a common
and find a common ground.
FEATURE
from tuning and tweaking of language to wholesale objection.
come to the table as individu-
definition. Collaborators should
This is outstanding—it’s where
als with their own judgments
think as egolessly and objectively
all of the individuality and inde-
about what output is needed and
as possible about the problem.
pendent creative sparks can be
how to solve a problem. On some
They should seek out information
captured, discussed, debated, and
level they will have no choice
and provide ideas from every per-
brought into a common shared
but to disagree. Prior to present-
spective imaginable to determine
view of the problem territory.
ing thoughts and ideas about the
the extent of the problem. To bor-
Shelley Evenson, head of the mas-
project/problem, collaborators
row a term from the film indus-
ter’s program at Carnegie Mellon
should first acknowledge the
try, collaborators should attempt
University, calls this mapping the
need for structure, establish the
to suspend disbelief [2] to drive out
territory and we see it as the first
governing principles of the team
the true values, objectives, and
stage of designing for disagree-
(including the desire to focus
opportunities within the problem
ment. As an additional output,
on the problem, mutual respect,
space, including an analysis of
definition by disagreement should
motivation to make progress,
the business values, technologi-
result in a set of terms, common
a general agreement about the
cal limitations, and requirements
as well as unique, that are vital to
problem solving sequence, and
of the audience. This collabora-
the discussion and resolution of
egolessness). Following that,
tive exploration will result in the
the model and territory. By estab-
designers can proceed into the
large set of items and concepts
lishing the specific definitions
discovery and definition of the
that make up the space of the
of these terms as an amended
problem. Such guidelines will set
problem to be solved.
glossary to the model, the two become reference artifacts that
the boundaries for disagreement
From this set, visualization
by separating out organizational
of the ideas into a model allows
will be a platform on which to
issues from the project issues. By
everyone—on a single surface—to
make changes, a map to plan
formalizing a set of protocols for
see the scale, scope, and relation-
design activities, and a tool to
debate, mediation, and issue reso-
ships between parts of the prob-
mediate disagreement.
lution, the team can have a more
lem and begin to create a model
dedicated, focused investigation
of the problem. Throughout the
organizations tend to architect
of the problem without involving
development of the model, there
hierarchical activities to create
team politics.
will be a range of disagreements
a unique, repeatable, and some-
Enough Process.
Design
[2] Wikipedia; http:// en.wikipedia.org/wiki/ Suspension_of_disbelief
Januar y + Februar y 2008
At this point the team will begin the initial stage of project
interactions
When approaching a new design problem, all collaborators
47
Key Process, Management, & Organizational Interactions
interactions
Januar y + Februar y 2008
[3] Rittel, Horst http:// en.wikipedia.org/wiki/ Wicked_problems
48
times proprietary methodology.
know each other’s capabilities
solution. He believed that with
While this is good from a busi-
and the scope of the problem.
the increasing complexity of the
ness-model standpoint, it doesn’t
They can then pick the methods
world, seeking anything more
work well as problems become
that will best derive the result
than “good enough” is impractical.
more complex and unique, or
from the unique team-member
wicked. As defined by Rittel,
expertise, the breadth of experi-
cess, designers learn constantly.
“Wicked problems have incom-
ence with the problem type and
Knowledge acquisition across
plete, contradictory, and changing
subject, and the information
multiple lines of inquiry allows
requirements, and solutions to
available. These activities can
the designer to see a problem
them are often difficult to recog-
be iterative, cyclical, linear, or
in perspective. The value of
nize as such because of complex
singular depending on the situ-
the designer lies in the ability
interdependencies.” In addition,
ation, team capabilities, budget,
to objectively synthesize that
“while attempting to solve a
constraints and accuracy of the
knowledge. However, with so
wicked problem, the solution of
inputs.
much information in the world
Through the discovery pro-
one of its aspects may reveal or
Working fluidly, teams can
create another, even more com-
swap, reorder, and reconsider
stand and properly reflect back,
plex problem [3].” Different tools
activities to make them appropri-
there is a propensity to be overly
and resources are required to
ate or irrelevant to the solution
thorough. The differentiator in
solve a wicked problem, and it
based on the constraints of the
designers is the ability to know
is expected that those tools will
work, thereby saving time and
when something is good enough
change throughout the discovery
money and allowing for a more
and move on to the next activ-
of the solution in response to
direct focus on the activities
ity—to factor the singular output
findings. For these types of prob-
that have the highest impact.
into the bigger picture of the
lems, a fixed method can become
Disagreement with proposed
problem being solved. This notion
too prescriptive and limiting.
activities is expected and should
of knowing when to stop results
Designers can no longer afford
be embraced as a continued
from deciding what constitutes a
to strictly rely on and faithfully
opportunity to maintain and
satisfactory outcome and looking
implement a process as written.
grow the shared understanding of
for ways to achieve that outcome
They must proactively engage
the team. When disagreeing and
by optimizing action instead of
more fluidly in problem solving by
evaluating, teams should remem-
maximizing action.
constantly thinking about what
ber to use as much process as is
tool or task is necessary to solve
necessary, but not too much to
in a constant state of change due
which problem.
overwhelm the problem with val-
to technological, cultural, and
ueless exercises.
business drivers. The speed of
For problems that resemble previous ones, the existing meth-
Suffice Satisfactorily.
The more
and the designer’s quest to under-
Products and solutions are all
change is outpacing traditional
ods or patterns can be a point
unknown the territory of these
design processes. As a result, it
of departure. However, they
complex problems, the more dif-
is no longer important to quest
should be used only as a baseline
ficult it is to know what the right
for perfection in design problem
to model the project. The team
answer is to that problem. Mixing
solving, but to build a series of
should be cautious of the specific
“satisfactory” and “suffice,” Herb
satisfactory answers that add up
differences between the previous
Simon proposed the term “satis-
to something great. For instance,
and current problem and select
fice” to describe a decision-mak-
quality is still vitally important,
activities that best fit the problem
ing process that allows people
but is simply one of the given
at hand—not activities that are
to make decisions that meet the
needs that define the goals of the
most familiar.
given needs of a problem rather
output. And while quality and
than searching for the optimal
good thinking are vital to the
For new problems, teams must
FEATURE
delivery of design solutions, it is
clients, audiences and peers in a
isolate the product, the problem,
increasingly important to make
way that can elicit response and
the purpose and the people in the
something, get it done, and get
expose new opportunity. (For
problem, arrange them spatially,
the solution into the marketplace.
example, Hugh Dubberly rein-
and make a platform for making
Satisficing offers the designer
forces this point in this magazine
decisions.
the ability to optimize actions in
through one of his visual expla-
The designer should continu-
favor of quicker results.
nations; see page 28) By way of
ally balance the micro-focus and
training in the craft of making,
the macro-focus to ensure that
Making
the analysis and synthesis of
ideas and information track back
In the collaborative design world,
content, and the study of people
to the master objectives and
clear focus on the objective is
and culture, designers can distill
don’t stray from the vision and
one of the primary requirements
information into something more
ideals of the project. Designers
of efficient design problem solv-
useful, interesting, approach-
should also not hesitate to take
ing. Creativity and interpretation
able, and visual. Knowing this, it
a step backward in the project to
are vital to the exploration of a
is best for the designer to “make
seek out other evidence that can
problem, but without governance
early and make often.” This is
deepen and broaden understand-
and constraint, they derive unfo-
visual decision making—or syn-
ing when needed and appropriate.
cused results. Boundaries allow
thesis and distillation with the
Often, one small step back to look
for more explicit exploration of
express purpose of generating a
at the whole problem makes way
concepts and ideas that propel
reaction. Designers should use
for discontinuous leaps forward.
the project forward by ruling out
the output of visual decision
the unimportant. With the shared
making as a conduit to disagree
that, in addition to being visually
understanding of the project
with team members, stakehold-
focused, people are also becom-
problem territory, the rules of
ers, clients, and audiences in an
ing increasingly aware of their
collaboration, and the framework
effort of finding the true answers
likes and dislikes—and are rather
for thinking about and solving
to the problem—to get informa-
vocal in their position about these
the problem in place, making
tion out of Word documents and
preferences. To put it another
becomes of primary importance.
into a form that is more engaging.
way, people are getting increas-
Throughout the entire life cycle
ingly disagreeable. In working
say a picture is worth a thou-
of a project, designers should be
with clients and audiences, the
sand words, or according to Ivan
making artifacts with the pur-
designer has the opportunity to
Turgenev, “A picture shows me
pose of presenting a visual argu-
embrace this fact as an opportu-
at a glance what it takes dozens
ment. This argument should be
nity. By approaching the situation
of pages of a book to expound”
egolessly delivered as a logical,
without ego, the designer can use
[4]. People agree with Ivan. They
structural representation of the
the presentation and feedback
respond to visual information
solution derived from synthesized
process to collect more data from
far better than they do to long
information. This could be a dia-
the audience for further synthesis
prose. (As a matter of fact, this is
grammatic model, a wireframe
and iteration.
probably right at the point where
of an interface, a screenshot of
you wish it was a picture. See
a website, a 3D rendering of a
of a complete project process, the
page 47)
product, or any of a number of
output is a product, service, or
outputs depending on the proj-
solution that will have a life in
tiating capabilities of a designer
ect requirements and the activ-
the marketplace. As such, each
is the ability to visualize business
ity selected. Regardless of the
idea will ultimately need to have
problems and present that visual
output, the primary function of
a visual appeal that projects an
argument back to stakeholders,
making visual information is to
image of quality and confidence
One of the unique and differen-
Visual Language.
At the close
[4] Turgenev, Ivan. Fathers and Sons. Russia, 1862. http:// en.wikipedia.org/wiki/ A_picture_is_worth_a_ thousand_words
Januar y + Februar y 2008
They
interactions
Visual decision making.
Designers need to remember
49
Key Process, Management, & Organizational Interactions
interactions
Januar y + Februar y 2008
[5] Pacione, Chris and Margaret McCormack. “Designing for an Internet Speed Up.” Bodymedia lecture, 2001
50
to the consumer. Therefore, the
integrated into the solution
be considered, assessed, defined,
design team shouldn’t save and
itself. This allows for a quicker
refined, and rejected across all
build visual language exclusively
product release by removing the
levels of the problem; it should
for the final artifact, but should
need to brand after the product
also be governed by and with the
instead bring visual attributes
is developed and by debating
same rigor as the problem defini-
into the process early. For both
the technical issues well before
tion process. Collaborators should
new and existing brands, embed-
the engineering has been done.
drive out the unique to build a
ding graphic language into the
Additionally, it fosters quicker
vernacular that is differentiated,
visual vernacular of the process
adoption by decision makers
protectable, and that resonates
at the start will build passion for
because they have been a part of
with the audience it is intended
the approach that aids in the col-
the brand’s growth and develop-
to serve.
lective support for the idea with-
ment throughout the growth of
out the need for the “big” design
the solution [5].
presentation.
The Impact of Language.
Emotion and Egolessness.
There
exists an interesting dichotomy in For
the mind of the designer. Armed
brands and new market innova-
with empathy and experience,
ing brand structure, the character
tion, words have become increas-
designers are capable of getting
and rules of combination for that
ingly important. As concepts
into the heads and hearts of
brand can serve as guardrails
and ideas get more complex and
users to uncover the motivating
for the design team. Endorsing
the marketplace becomes more
values for a product or activity.
the brand language can remove
saturated, tone, voice, and lan-
Over time, experience allows
the need to generate an original
guage are quickly becoming key
the designer to gain confidence
graphic language as part of the
differentiators in the cluttered
and make the right choices that
design process and may serve as
world. Overwhelmed consumers
lead to a quicker or better result.
the foundation to build a more
are gravitating toward products
With the increase in confidence,
robust brand attribute library
that resonate emotionally or
ego can often follow. While con-
throughout the process. The bene-
can accurately and effectively
fidence through experience is an
fit to the client organization is that
communicate the reasons to
important and useful trait for
with branded models and illustra-
believe in their offering—ignoring
designers, ego can make collabo-
tions, the artifacts of discovery
those that don’t. Therefore, for
ration difficult. Part of the shared
and synthesis can be used to
any answer to any opportunity,
understanding in a project group
extend the vision and ideas of the
semantics are a vital component
is that everyone on the collabora-
design team to communicate the
of the process. Definitions have to
tion team is a peer respected for
territory and new opportunities
be descriptive of the precise posi-
their opinions and experiences.
to internal and external audiences.
tion and intent of the solution but
The influence of ego in a group
For new innovations, aligning
must also have a tone that meets
changes the dynamic, moving
to a graphic style brings passion
the consumer on their level. If it
focus away from the project and
to the group. Over the course
misses, it will be ignored.
removing the fluidity of team
For projects that involve exist-
thought. Though it is a fine line
of the process, each participant
Language should be argued
(both team member and client)
to seek out the most appropri-
to walk, designers need to be
will build a relationship to the
ate terms for a concept. The
confident enough to believe in the
solution by watching it come to
disagreement and dialogue will
value they bring without reaching
life before their eyes—not dis-
either result in the assignment
the level of ego.
similar from watching a child
of a term, removal because it is
grow up. In addition, by building
deemed inferior or coopted, or the
and tasks themselves, emotion
the brand into the product or idea
invention of an entirely new term.
derived from confidence and
along the way, the brand becomes
As a constant, language should
interest in the subject lead to pas-
As it pertains to projects
FEATURE
sion and energy. These are moti-
solve a design problem regardless
vating influencers for everyone
of a particular process. The prob-
in the group. When one person
lem solver must be confident,
becomes passionate, the energy
assertive, inquisitive, pragmatic,
Terms of Reference
of the team increases. As another
empathetic, and passionate. Each
fine line in this process, passion
designer must value themselves
can sometimes lead to overwork.
and their opinions but also be
With wicked problems, time-
respectful of the opinions and
1. Egolessness: In psychology, egolessness is an emotional state where one feels no ego (or self); of having no distinct being apart from the world around oneself.
lines can sometimes be quite long
experiences of others on their
and include a variety of activities
team. They must not only under-
and tasks with varied purposes.
stand how to execute on tasks but
Some activities are intended to
they must also be able to rise out
result in more questions, some
of a task and look holistically at
are meant to add to the final solu-
the problem, considering all parts
tion, and some eventually become
of the system from the business
the final solution. Designers need
issues to people management to
to be passionate enough about
production requirements. They
the problem, the process, and the
can no longer strictly sit inside
output to know when to stop—
the task and rely on the process
they need to realize when they
to carry them through. Instead
have satisficed. When creating
the designer must become fluid,
anything from any point within
moving freely between thinking
the project timeline, designers
and making as each new situa-
need to take note of the purpose
tion emerges. And ultimately, the
of the task and use the appropri-
designer must learn to use visual
ate amount of energy to get the
decision making as a way of pre-
item to where it needs to be for
senting synthesized thoughts to
the moment, or to make it “good
generate a response—disagree-
enough.” And with tasks that
able or not.
2. Methodology: a system of methods used in a particular area of study or activity 3. Method: a particular form of procedure for accomplishing or approaching something, esp. a systematic or established one 4. Process: a series of actions or steps taken in order to achieve a particular end 5. Philosophy: the study of the theoretical basis of a particular branch of knowledge or experience 6. Standard: a level of quality or attainment 7. Satisfice: “Satisficing” means deciding what constitutes a satisfactory outcome and then looking for ways to achieve it. We stop looking when when we have “satsficed.” (See http://web.uvic. ca/akeller/pw408/r_satisfice. html)
attached to an artifact, as that attachment will lead to a skewed perspective when receiving feedback. Though they can certainly argue the position that led to the visual choices, designers must be willing to receive the disagreements from peers and clients openly and honestly. Collaborating The difficulty of fluid collaboration is that everyone in the organization needs to have an impassioned understanding of how to
ABOUT THE AUTHOR Paul is the co-founder of thinktiv, a design innovation consultancy. (www.thinktiv. com). His firm is dedicated to visualizing business through passion, empathy, creativity, and business alignment to make discontinuous improvements for clients. Additionally, Paul holds a position as lead designer for the ITSqc at Carnegie Mellon, where he creates diagrams, visualizations, products and materials for all audiences of the eSCM solutions. With a B.A. and graduate coursework from the School of Design at Carnegie Mellon University, Paul has spent the past decade developing his skills in both large corporations and small studio settings, including Wall to Wall Studios, Trilogy and his previous consultancy, Inkwell Studio.
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
interactions
need to be cautious to not get too
Januar y + Februar y 2008
result in visual choices, designers
51
52
interactions
Januar y + Februar y 2008
FORUM
THAT’S ENTERTAINMNT EDITOR Dennis Wixon denniswi@microsoft.com
Halo 3: The Theory and Practice of a Research-Design Partnership Dennis Wixon Microsoft Game Studios | denniswi@microsoft.com
Randy Pagulayan Microsoft Game Studios | Randy.Pagulayan@microsoft.com In the September-October issue of interactions, cre-
users play the game. By synchronizing both behavior-
ative director for the Windows Core Innovation Team,
al and aesthetic measures we were able to provide the
August de los Reyes, and I described an approach
design team key evidence of when their intent was
to designing emotionally engaging products. The
not realized. Without both of these measures design-
approach is based on the James-Lange theory—a
ers would not have been able to make fully informed
pioneering theory of emotion that places physi-
decisions regarding design changes.
“readout” based on our activity and the context in
Three key characteristics of the data reporting were: 1. Data reported very quickly.
As many of you
which it occurs. This has clear implications for what
realize, timeliness of data is a key to effectiveness.
user researchers focus on during the design of prod-
Toward the end of any development project, hard
ucts, and speaks toward the relationship between
decisions must be made to get the product out the
researchers and designers as they work together to
door. No one can “wait for the data to come in.” So
create compelling products.
for us, every second counts. There is little time to
In the article mentioned above, we pointed out
spend doing a thorough analysis on thousands of
the parallels between this approach and the frame-
data points. In Halo 3, we needed to be able to col-
work of mechanics, dynamics, and aesthetics that is
lect hundreds of hours of player time over a week-
used extensively in game design developed by Marc
end and turn around our recommendations within a
Leblanc (http://algorithmancy.8kindsoffun.com/).
day or two.
In that approach designers control mechanics; the
2. Data reporting that speaks to designers.
behavior of players is considered dynamics and the
Although we are the experts in our field and in data
conclusions that players reach about the game are
analysis, we should stop assuming our partners can’t
aesthetics. Halo 3 is an example of the application of
handle looking at numbers. One of the key facets to
this framework and the James-Lange theory.
our approach was presenting the player experience
Halo 3 is the third game in the Halo series; it is
using numbers and charts directly to designers and
a first-person shooter developed by Bungie Studios
letting them do some exploration themselves. The
for the Microsoft Xbox 360. The game, released in
behavioral data we collected was analyzed and plot-
late September 2007, holds the record for the highest
ted in terms that made sense to the designers, such
grossing opening day in entertainment history, mak-
as the location of player deaths during a mission.
ing $170 million in its first 24 hours. This achieve-
The reporting system supported easy, one-click drill-
ment is even more striking when we consider that
down to deeper levels. This required investment up
most videogames lose money.
front in terms of the research questions they wanted
During the design of Halo 3, we were able to collect
answered, and our being able to build views of data
and analyze large amounts of behavioral data and
that were simple to understand and easy to identify
monitor conclusions users reached about the game.
problems in.
This combination of behavior and conclusions was
3. Data reporting that links quantitative and qualitaStraightforward linking between quanti-
critical. Games designers are reaching for an aesthet-
tive data.
ic experience—an emotional conclusion about the
tative data (number of deaths) and qualitative data
game. But that aesthetic experience is based on how
reporting (video) was another critical factor. Starting
Januar y + Februar y 2008
product of emotion. In this approach emotions are a
interactions
cal activity as the source of emotions, rather than a
53
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THAT’S ENTERTAINMNT
with quantitative data provided us and designers
forced the team to step out of their normal role and
with the means to detect problems. Drilling deeper
become “player” again, giving them the ability to see
provided understanding. Drilling all the way down
things they normally wouldn’t have.
to video provided data in its full context and helped
Although this work has also been described in
make the findings actionable. In other words, both
some depth in Wired (http://www.wired.com/wired/
the researchers and designers could see where prob-
issue/15-09/), in this essay we’ve presented the
lems were and how to fix them.
theory behind the work and the strategic context of
In addition to having a toolkit that was based on
the work.
these principles, we developed a strategic approach to
Finally and most important, without the com-
our research for Halo 3 based on our previous experi-
mitment and creativity of the Bungie team, the best
ence with Halo 2:
research in the world would make no difference. Our
1. Combined formative and summative evaluation.
duty as user researchers is to produce the clearest,
In Halo 2 most of our user-testing efforts on the
timeliest, most holistic, and most actionable data
single-player campaign were formative. Every ses-
possible. We’ve outlined how we did that for Halo 3.
sion was about drilling down into that week’s version
We wish every user research the opportunity to work
of the game, finding problems, and fixing problems
with a team like Bungie at least once in their career.
from the previous week. In Halo 3 we extended this
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
Life is short, have fun.
by adding a summative component to our measures.
to week and over the course of all of our testing. We were measuring the entire game experience as a whole, as opposed to just focusing on the drill-down details. 2. Address broader organizational needs.
We’re all
familiar with reasons why user experience profes-
ABOUT THE AUTHORS Dennis Wixon leads a team of more than 20 at Microsoft Game Studios, which provides consulting and research to make games fun. He is also a member of the User Experience Leadership Team, a corporate steering group. Dennis previously worked at Digital Entertainment Corporation and has been an active member of CHI. He has authored many articles on methodology and co-edited Field Methods Casebook for Software Design (John Wiley & Sons).
sionals use real consumers as the major source of data collection. What we need to remember, though, is that many of our processes for data collection can also be applied to those working on the product. The Halo 3 team participated in internal playtesting at strategic points in the development cycle to give them a chance to experience the entire game experience in a “clean” way. This was critical, because it
Randy Pagulayan has led user research efforts on multiple games at Microsoft Game Studios, including Halo 2 (Xbox) and Halo 3 (Xbox 360). Randy also co-authored several book chapters on usercentered design in games and has been an invited speaker for the Nielsen Norman User Experience Event in 2003 and the Center for Computer Games Research at the IT University of Copenhagen in 2005. Most recently, he was featured in a cover story in Wired magazine (September 2007).
interactions
several important high-level constructs from week
Januar y + Februar y 2008
It was important to us to track how we were doing on
55
Addressing Critical Issues
Designing for the Last Billion Gabriel White frog design | gabriel.white@frogdesign.com
In the developing world, access to
ing almost 7 million new mobile
challenges by providing an icon-
mobile phones can have a signifi-
phone users each month, many of
driven user interface that is sup-
cant positive impact on people’s
whom will not be literate.
ported by audio voice prompts.
lives. Phones can increase the
At present, effective use of almost all digital systems
describe the names of functions
ing farmers with better access to
requires relatively advanced lev-
and guide users through basic
information and markets; they
els of literacy. How do people who
tasks. The process of setting the
can give tradesmen the abil-
cannot read learn to use digital
alarm, for example, is explained
ity to serve customers beyond
systems? How can people navi-
verbally as users step through
their immediate area. In parts of
gate, understand, and make use
the task. Significant efforts
Africa, phones are being used to
of the functions of these tools?
were made to provide the voice
alert unemployed people to job
And how can we, as designers,
prompts not just in dominant
opportunities, health informa-
help make this possible? Many
national languages, but also in
tion, and more. Research by the
standard working assumptions
regional dialects—six languages
London Business School found
just do not apply when creating
for India alone.
that an increase in 10 mobile
digital products for a nonliter-
phones per 100 people can boost
ate population. The research and
considered a competence that is
the GDP growth of a developing
design for MotoFone, a Motorola
solely individual. Jan Chipchase
country by up to 0.6 percentage
mobile phone crafted specifically
of Nokia describes the phenom-
points. There are social benefits,
for use in developing countries,
enon of “proximate literacy,”
as well: For the vast populations
offers some unique insights into
wherein people by themselves
of migrant workers in developing
these issues.
may not be able to use a mobile
maintain relationships with fam-
Literacy and Design
become competent with the
ily at home.
Most people have some level of
assistance of others (see www.
literacy. Most people can read
janchipchase.com). There is almost
difficult challenges in making
numbers; many “nonliterate” peo-
always someone in a person’s
mobile phones usable to these
ple can recognize at least a hand-
family or community who can
people. The UNESCO Institute for
ful of words and symbols. People
help, either by demonstrating
Statistics estimates that almost
learn enough to get by in their
how to use a product or by help-
a billion people throughout the
day-to-day lives. But many of the
ing to read instructions. In this
world lack even basic levels of lit-
basic features available in mobile
way, design patterns are not just
eracy, most of them living in poor
phones are potentially confusing
useful for helping individuals,
and developing countries. Almost
for those who cannot read. Most
but are empowering mechanisms
half are in India, Pakistan, or
functionality, beyond making
for transferring knowledge and
Nigeria. As mobile phones spread
basic phone calls, requires an
understanding between people.
rapidly through developing coun-
understanding of the compara-
If the design patterns used by
tries, the need to create products
tively complex descriptive labels
a given phone are familiar to a
that cater to nonliterate people is
and symbols used to communi-
potential instructor, the process
becoming more pressing. India’s
cate the product’s capabilities and
of transferring knowledge to a
telecoms regulation body claims
interaction paradigm.
novice becomes easier. Because
Januar y + Februar y 2008
Unfortunately, there are some
interactions
However, literacy should not be
phone, but are able to learn and
countries, mobile phones help
56
The voice prompts are used to
sale price of produce by provid-
that this country alone is add-
MotoFone addresses these
of this, products need to be
FEATURE
designed not just for end users, but also for their instructors. Designing for familiarity means that designers should rely more heavily on mimicking real-world interactions and commonly understood metaphors. Conceptual metaphor or abstraction has much more potential to cause confusion for people who are not literate than for those who can read. Considerable effort went into the design of each of the icons used in MotoFone. In many developing countries, for example, it is important for people to know whether their phones are connected to their home networks, or roaming onto another network. This is because roaming can have a big impact on the cost of calls. The “roaming” indicator is typically a simple triangle placed next to the signal strength meter. The MotoFone research team found that this important indicator meant little to users, and that an icon showing a house with a cross through it—a metaphor that is much more closely
the on-screen content, governs
often have different effects in dif-
connected to the message—was
the pattern of interaction.
ferent contexts. For example, the “OK” button used on many mobile
advantage of our ability to repeat
phones can have a significantly
gestures makes them easier
different effect, depending on the
Gestures and Spatial Memory
to learn and use. In develop-
context in which it is used. This
Making use of spatial reason-
ing countries, most people’s
makes learning a series of ges-
ing and memory in a design can
experience using technology is
tures more difficult for users and
make it easier for people who
limited to tools such as televi-
limits the ability of the designer
cannot read to learn how to use
sions, cassette players, fixed-line
to leverage spatial memory skills.
a device. Often, nonliterate users
telephones, and cars or motor-
This problem is compounded by
make use of spatial memory to
cycles. For most of these kinds of
the limited physical space avail-
navigate a system that would
devices, each unique control has
able for controls and displays on
otherwise require reading skills.
a unique location, appearance,
today’s functionally rich mobile
In India, for example, nonliter-
and dedicated function, making
devices.
ate people sometimes use auto-
it much easier for people (both
matic teller machines by learn-
literate and not) to use their spa-
ter take advantage of gestural
ing a series of gestures, moving
tial memory to learn and use the
and spatial memory. The keypad
from one button to the next in a
device.
was designed to reduce the need
sequence of movements that are
On mobile devices, the opposite
MotoFone was designed to bet-
for menu navigation. The address
necessary to complete the task.
is true. For all but the most basic
book, the most used function
This physical motion, rather than
digital systems, physical controls
after making and receiving phone
Januar y + Februar y 2008
audience.
Designing systems that take
interactions
far more accessible to the target
57
Addressing Critical Issues
calls, has a dedicated button.
Through in-country research and concept validation, the
prepaid tracking features allow
ance, also very important, is
Motorola team established a core
users to directly check their
available using a direct keypress.
feature set for MotoFone that
prepaid account balance with a
By making important functions
was both useful and appealing
single keypress. But perhaps most
directly available from the key-
to target customers. By reducing
important, many design elements
pad, MotoFone enables users to
the amount of functionality avail-
of MotoFone are focused on sup-
more easily access the phone’s
able, the main navigation could,
porting people who cannot read.
features by harnessing spatial
in turn, be flattened to a single-
memory.
level menu that provides direct
erate users creates a unique set
access to important functions. In
of demands and opportunities
this way, SMS (often necessary
for designers. When creating
Nesting functions in hierarchi-
to check prepaid account bal-
products for nonliterate people,
cal menus is in direct opposi-
ances), ringtone selection, alarm
designers should consider the fol-
tion to the design goal of taking
clock, and system clock settings
lowing best practices:
advantage of spatial memory. For
are all primary functions directly
almost every phone, the same
available from this menu. This
Understanding the competencies
physical space of the screen is
approach mitigates the need for
of the group must be considered
used to represent divergent kinds
users to remember where, within
along with those of the indi-
of information and functions, and
a complex internal hierarchy,
vidual.
there is often very little space
each piece of functionality is
available to provide orientation
located.
Januar y + Februar y 2008 interactions
• Harness collective literacy.
• Leverage familiar images and metaphors that are culturally meaningful. Without written words,
tion shown on the screen might
Environmental Factors
appropriate design of symbols
represent an address book; in
In addition to struggling with
and icons becomes critically
another context, it is an SMS
literacy, people in developing
important.
message composer or a music
countries often have quite spe-
• Draw on well-developed skills,
player. Reusing the physical space
cific practical needs in relation
such as spatial memory. Make the
in this way runs counter to peo-
to mobile phones, compared
most of people’s ability to remem-
ple’s natural bias toward a spatial
with those living in wealthier
ber spatial relationships.
understanding of systems.
parts of the world. Through the
Bringing mobile phones to the
course of the MotoFone project,
developing world can have a con-
of mobile devices is difficult:
the Motorola research and design
siderable positive impact on peo-
Displays are small, and the func-
team spent a great deal of time
ple’s ability to improve their lives.
tional demands are high. Good
carrying out contextual research
Designing such products in an
user interfaces provide users with
in many developing world coun-
appropriate way only enhances
context about their location in
tries. The team found that phones
that opportunity.
a system (such as breadcrumbs
are very often used outside, so
in website navigation). But even
screens need to be highly read-
in typical mobile phones, this
able in direct sunlight. Power sup-
objective is often difficult to real-
plies are often unreliable, so bat-
ize. Without the luxury of large
tery life becomes a critical issue.
screens to provide orientation
And users are very price sensi-
cues, mobile phones rely heavily
tive, so tracking phone spending
on short, descriptive screen labels
is an almost continuous activity.
Addressing this in the design
58
Designing systems for nonlit-
Navigation and Spatial Memory
cues. In one context, the informa-
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
at more than 12 days. Customized
Checking a prepaid account bal-
and people’s memory of where
To address these issues,
they are in the system. For those
MotoFone makes use of a large
who cannot read, however, under-
Electronic Paper Display, like
standing these labels becomes a
those used in some e-books,
difficult task, as there are no spa-
which is exceptionally readable in
tial cues to prompt memory.
full sunlight. Battery life is rated
ABOUT THE AUTHOR Gabriel White led the interaction design for MotoFone while working for Motorola in Beijing. Currently, he is a principal designer at frog design, a strategic-creative consultancy, based in Palo Alto, Calif. He has a keen interest in designing products for social change, and also publishes a blog dedicated to mobile interaction design at www. smallsurfaces.com.
FORUM
UNDER DEVELOPMENT EDITOR Gary Marsden ugaz@acm.org
New Users, New Paradigms, New Challenges Gary Marsden University of Cape Town | ugaz@acm.org
It is not surprising that the field of HCI has been closely
school education, and most will never have used a com-
bound to Moore’s law. At its inception, HCI was con-
puter before in their lives.
type of user had very clearly defined tasks and goals
The days when “internationalization” meant translating menus into the users’ home language are over. Take for a moment an idea beloved to interface
that they tried to achieve on fairly limited hardware. As
designers, held over from the office-worker days: the
Moore’s law resulted in computer technology leaking out
desktop metaphor. It loses a great deal of its efficacy
of corporations, HCI morphed to accommodate home
when applied to users who have never used a desk, fold-
usage and to look at how people set about completing
er, or filing cabinet. Before the students can be taught
less well-defined tasks. Currently, HCI has expanded to
to use a computer, they must first learn the metaphor
look at social and even whimsical applications of tech-
on which the interface is based; this tongue-in-cheek
nology. But what’s next?
double “training” is hardly an ideal situation.
It is tempting to believe that the only result of Moore’s
Much of this desktop thinking is being carried over
law is more and cheaper technology for us to use in aug-
into cellular-handset design. For example, my Sony
menting our lives. However, another side effect is that,
Ericsson K800i uses the image of a 3.5-inch floppy
for the first time ever, computer technology is afford-
disk for “save” menu items. Given that “save” is quite a
able to those who live in developing countries. With a
complex idea to convey in a few pixels, one could argue
cellular handset, many people around the world are
that the disk icon is as good as any. Fine, but then the
purchasing their first ever computer. They may not have
interface should at least be consistent to allow the users
a house, a regular job, or even access to electricity, but
to learn this new visual literacy—my Sony Ericsson
they own and use a cellular telephone.
also uses icons of memory cards to convey the notion
To place these figures in context, in South Africa
of “save,” making the interface unnecessarily complex
where I live, 77 percent of the population have a cellular
for illiterate users. Elsewhere in this issue, Gabe White
handset, but only 11 percent have access to a computer
explores how to overcome these literacy issues in the
according to the 2007 CIA World Factbook. Between 2001
Motophone by using a more consistent icon design
and 2005 the number of cellular subscribers in Africa
along with new techniques like gesture recognition and
increased from 25 million to 192 million (more than sev-
exploitation of spatial memory. Ultimately, however, we
enfold). In the same period in Europe, numbers merely
must move away from simply providing new forms of
doubled, to 759 million. And is the Internet having an
access to old functionality requirements.
impact? Data from the ITU shows that in 2006, only one
Where does one start, then, to create an experience
person in every 1000 in Africa had an Internet subscrip-
that is appropriate and effective? These users—new to
tion. In Europe this number rises two orders of magni-
the world of computing, and without a great deal of the
tude, to 110 people per 1,000.
prior tacit knowledge upon which our interface para-
So how does one design for these new and highly
digms are based—are willing to put in the time to learn
specific users? Designing for mobile devices is complex
a difficult interface provided there is a demonstrable
enough, but users in the developing world are unlike
benefit in their lives. Usability is not so important,
any that most HCI practitioners and researchers have
but utility is paramount—with limited income, there
encountered before. In Africa, at least, many of these
is little space for the luxury of a superfluous piece of
users live in a village with no electricity. They have
technology. As reflected in the adoption figures, users
few possessions—a bicycle, perhaps, and a few cooking
understand the utility of cellular handsets in a way
utensils. It is unlikely that they will have had any high
that has never occurred with the desktop PC. Mobile
Januar y + Februar y 2008
who had access to the technology—office workers. This
interactions
cerned primarily with the only large group of people
59
Addressing Critical Issues
handsets make sense in a society where few people can
sion and the purpose of your research when the person
afford a home with electricity. They also make sense in
you are interviewing may never have been to school and
a society where many families are separated by migrant
has no concept of data collection? In short, HCI does not
labor practices. The cellular telephone also provides a
currently offer a set of rigorous techniques for conduct-
means by which potential employees can be contacted
ing user-centered research in the developing world.
with offers of workâ&#x20AC;&#x201D;not easy when you donâ&#x20AC;&#x2122;t have a
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. Š ACM 1072-5220/08/0100 $5.00
In this forum, our goal, therefore, is to work toward
front door or post box. By conducting ethnographic user
how we can best conduct effective and ethical HCI
observational studies (such as contextual inquiry) it is
research within a developing-world context. We will
possible to gain good insight into the types of problems
present case studies, field reports, and reflections on
these users experience in dealing with technology and
how HCI practice might need to change and how indi-
start to understand ways in which these devices can be
vidual researchers have overcome the obstacles they
used more creativelyâ&#x20AC;&#x201D;in his article Gabe White outlines
faced when conducting this type of work. To date, our
some example applications, such as provision of health
field has helped the first billion ICT users; now it is time
information.
to start thinking about the next five billion.
Less straightforward, however, are the issues that dictate how one can convert these observations into solutions. Participatory design and paper prototypes are of dubious value when working with users who have no prior exposure to technology. Furthermore, the ethics of explaining a userâ&#x20AC;&#x2122;s role in such a process rapidly become complicatedâ&#x20AC;&#x201D;how do you begin to explain your profes-
ABOUT THE AUTHOR Gary is currently employed as an associate professor in the department of computer science at the University of Cape Town in South Africa. He was born in Ireland, studied in Scotland, and had his first job in London. Although his background is in computer science, moving to South Africa has forced him to reconsider his views about technology in general and HCI in particular.
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Januar y + Februar y 2008
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FORUM
SUSTAINABLY OURS EDITOR Eli Blevis eblevis@indiana.edu
Two Digital Divides and Four Perspectives Eli Blevis Indiana University | eblevis@indiana.edu
to promote sustainable behaviors, and (iii) designing
manner that could not have been conceived just a
otherwise—developing a sustainable practice and
few years ago. There is clear consensus among the
cultural-economic frame for the design of interac-
scientific community that carbon-dioxide-producing
tive technologies, themselves.
human behaviors are closely linked to and a primary cause of global warming and that continuing without acting differently is unsustainable and holds disastrous consequences for humanity as a virtual
The material effects above I have elsewhere described as a rubric of possible material effects [1] of particular interactive systems which includes disposal, salvage, recycling, remanufacturing for reuse,
certainty. Not the least of these virtually certain
reuse as is, achieving longevity of use, sharing for maxi-
consequences is the creation of groups of environ-
mal use, achieving heirloom status, finding wholesome
mental refugees on a massive scale, as regions of
alternatives to use, and active repair of misuse.
the earth cease to be inhabitable. There is not much controversy but surprising
I have also elsewhere postulated several design principles for how to conduct interaction design
novelty in the claim that interaction design, indeed
otherwise from the perspective of sustainability.
all software design, and computing hardware
These design principles are (i) linking invention and
design and marketing practices are implicated
disposal, (ii) promoting renewal and reuse, (iii) promot-
in this issue. We as an interaction-design com-
ing quality and equality of experience, (iv) decoupling
munity need to take steps to lay solid foundations
ownership and identity, and (v) using natural models and
to ensure that sustainability numbers among the
ref lection. These principles—like this first article
central foci of all that is designed in the name and
of this new forum—are only a starting point for
service of human-centered computing. By sustain-
prompting discourse and actions of sustainable
ability, I mean especially but not exclusively the
interaction design. They are germane to what fol-
sense of environmental sustainability. There are
lows in this article.
other senses of sustainability, including such con-
The EICs and I have big plans. In the future,
cerns as public health and wellness, social equity
we will have many guest authors and coauthors,
and globalization, urbanization and poverty, food
interviews, and special articles such as collected
and the politics of food, and many other issues for
responses to particular issues or images that con-
which our present choices about how we live hold
cern sustainability and interaction design. We
implications for our future choices about how we
expect this column to showcase various perspec-
will be able to live.
tives within the collective CHI community and
I have chosen the title “Sustainably Ours” to sug-
characterize and place these perspectives to create
gest two things about sustainability. First, sustain-
an aggregate notion of the role of sustainability in
ability is collectively ours in the sense that it is an
interaction design.
issue of collective global fate accumulated from individual and sovereign actions. Second, our CHI
The Second Digital Divide
community is especially responsible for certain
The photograph depicting shadows of tourists on
issues of sustainability and approaches to sustain-
the Grand Canyon is included here as a metaphor
ability that are ours—namely, (i) understanding—
for an idealized perspective of sustainability. This
learning how and why interaction design acts as a
image illustrates what I will call the “second digital
catalyst to material effects, and (ii) promotion of
divide”—that is, the one between our intended uses
[1] The rubric of material effects and five design principles in the perspective of sustainability first appear in: E. Blevis. “Advancing Sustainable Interaction Design: Two Perspectives on Material Effects.” Design Philosophy Papers. 2006 #4. Team D/E/S, Queensland, AU. ISSN 1448-7136, and E. Blevis. “Sustainable interaction design: invention & disposal, renewal & reuse.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems San Jose, Calif., April- May 2007. CHI ‘07. ACM Press, 503-512.
Januar y + Februar y 2008
alternative behaviors—the use of interaction design
warming pervades present-day popular press in a
interactions
The issue of sustainability and its relation to global
61
interactions
Januar y + Februar y 2008
Photo courtesy of the author
Addressing Critical Issues
62
[2] The named perspectives and rigorous interpretation of the survey results will possibly appear in: K. Hanks, W. Odom, D. Roedl, and E. Blevis. (2008, under review). “Sustainable Millennials: Attitudes towards Sustainability and the Material Effects of Interactive Technologies.” CHI’08, Florence, Italy: ACM Press.
of digital artifice and the unintended effects of
by me and several key members of my Sustainable
digital artifice on the natural world. The shadows in
Interaction Design Research Group (SIDRG). This
the image have no material effects on this enduring
survey research was conducted in 2006 with a pop-
natural edifice. They are part of a human interac-
ulation of 435 general arts and science undergradu-
tion with nature that does not destroy anything.
ates enrolled in a general education required course
Which digital technologies have such a relationship
in information technologies. The research was
to nature? Few. Perhaps none.
conducted by Kristin Hanks, David Roedl, William Odom, and me, and reported elsewhere, includ-
Four Perspectives
ing the derivations of these characterizations of
Each of us has different behaviors with respect to
perspectives toward sustainability. Despite certain
sustainability and materiality depending on per-
empirical origins, some of what follows is specula-
spective and context. I characterize the perspec-
tive and intended as reflection and provocation to
tives [2] as four in number—namely (i) individual
interactions—political without apology.
material success, (ii) legacy material success, (iii) collec-
The perspective of individual material success.
tive material success, and (iv) global collective fate. At
We can account for some actions as reflecting the
the outset, I would say that any one person is likely
perspective of individual material success. The
to act according to different perspectives in differ-
perspective of individual material success is my
ent contexts and situations.
naming of the motivation for acts which (i) owe to
I should also record that my naming of these
a preference for new things over old ones, and (ii)
perspectives owes in part to qualitative interpreta-
which do not primarily owe to concerns about the
tion of quantitative survey data analysis conducted
environment or other aspects of sustainability. The
FORUM
SUSTAINABLY OURS
perspective of individual material success treats
for ways to show that sustainable practices can be
nature as a commodity resource.
good business. These suggestions follow from the design prin-
you live in a house that has more than 400 square
ciples in the perspective of sustainability in several
feet per person or if you purchase a new car more
ways, including (i) the idea of promoting renewal
than once in five years, then you are acting accord-
and reuse as a way of overcoming the link between
ing to the perspective of individual material suc-
invention and disposal, and (ii) promoting quality
cess. I will own up to having done both of these
and equality of experience as a means of making
things in the past myself.
newly acquired things more useful and pleasant to use in the future by subsequent owners rather than
time that I write this) to replace the Motorola Razr
allowing such things to become part of the waste
vN you bought to replace the Motorola Razr vN-1
stream.
you had, I would say that you have acted according
The perspective of legacy material success,
The
to the perspective of individual material success. I
perspective of legacy material success is my naming
don’t have an iPhone. I do want one. I really want one.
of motivation for acts that (i) owe to a preference
Everyone wants one. The iPhone is an awesome
for preserving or renewing old things over replacing
and wonderful paradigm-shifting example of inter-
them with new ones, and (ii) that do not primarily
action design and fashion. Wanting the latest thing
owe to concerns about the environment or other
before the thing you already have has reached the
aspects of sustainability. The perspective of legacy
end of its useful service life is common and under-
material success treats nature as a commodity
standable. A third of the students in the survey
resource, but with the respect of a localized trust
described above reported owning between four
such as one would afford to familial property to be
and eight cell phones with the average age of this
handed down from one generation to another.
population being just under 20 years old. A Flickr
To be not at all provocative, I would say that if
contributor named “happylandfill” has a fantastic
you own things you expect to pass along to your
photograph displaying his collection of iPod boxes,
children—your father’s watch, your mother’s jew-
artful in its self-described idolatry.
elry, monetary wealth, a lovingly restored or pre-
In a sense these interactive devices are even more
served vintage car—then you are acting according
insidious from the point of view of sustainability
to the perspective of legacy material success. I will
than homes and automobiles, since they are seldom
own up to having many such things—monetary
designed with a second owner in mind, the modest
wealth in particular being a sadly conspicuous
residual values that eBay endows to nearly anything
exception.
notwithstanding. Many people may see the perspective of individ-
To be somewhat more provocative, I would say— and the survey results concurred—that there are
ual material success as inevitable. Some may con-
few if any things constructed from the materials of
sider the production and consumption of material
information technologies that fall into the category
things as an entitlement and necessary condition
of enduring, high-quality, upgradeable products that
of the health of market economies. Some may see
achieve legacy status and that are constructed with
environmental concerns as being in conflict with
transfer of ownership in mind.
the machinery of enterprise, and others may see the
As an example, I have great hopes that I will be
same shift in public attitudes toward environmental
able to buy conversion kits to make my 1995 car
responsibility as an opportunity to respond in a way
cleaner and that doing so may be a better strategy
that is both sincere and that creates competitive
from an environmental perspective than trading
advantage.
this perfectly preserved, functioning, and much
As a design strategy from the perspective of sus-
loved car for a new one with the latest clean tech-
tainability, respective of the perspective of individ-
nologies. I may be wrong about this—it’s hard to
ual material success, I would suggest two things: (i)
tell. Nonetheless, I hold no such hope for my cur-
try to get people to buy things that are more useful
rent laptop, which is simply neither upgradeable
to others later and prompt them to reuse by making
nor built to last. To be very deliberately provoca-
it easy for them to redeem the residual value in the
tive—indeed outraged—I would say that the Apple
thing they would otherwise have discarded; (ii) look
iPhone’s lack of upgradeability and Microsoft Vista’s
Januar y + Februar y 2008
If you purchased an iPhone (a very chic act at the
interactions
To be deliberately provocative, I would say that if
63
large and obsolescing technical footprint are exam-
interactions
Januar y + Februar y 2008
ples of environmentally irresponsible design at the
64
[3] My use of the term choreographed obsolescence is owed to M. Woolley’s “Choreographing obsolescence - ecodesign: the pleasure/ dissatisfaction cycle.” In Proc. of DPPI ‘03 Designing Pleasurable Products and Interfaces. New York: ACM Press, 2003, 77-81.
more so, than the acquisition of new ones. The perspective of collective material success.
best and cynically choreographed obsolescence [3]
The perspective of collective material success is my
at the worst.
naming of acts that (i) are motivated by a preference
As a design strategy from the perspective of
for new things over old ones, and (ii) that are specif-
sustainability respective of the perspective of indi-
ically motivated by concerns about the environment
vidual material success, I would suggest two things:
or other aspects of sustainability. The perspective
(i) build sustainable features into quality things; (ii)
of collective material success treats nature as a col-
promote the means of renewal and reuse by mak-
lective resource and perhaps even a collective trust,
ing upgrades and maintenance available to avoid
while still looking toward technology mediation as
disposal and as an alternative to the need to acquire
the solution to issues of environmental sustain-
brand-new things.
ability.
These suggestions follow from the design prin-
I would say that when you have purchased things
ciples in the perspective of sustainability in several
specifically because they are “green,” then you have
ways, including (i) the idea that providing the means
acted according to the perspective of collective
of renewal and reuse is an enterprise opportunity
material success. An alternative-fuel vehicle lets
that promotes sustainability by overcoming the link
you go on doing what you’ve always been doing—
between invention and disposal, and (ii) shifting
more or less—while relying on new technologies to
notions of the coupling of ownership and identity in
make such actions more sustainable.
a way that makes the preservation and renewal of old things just as fashionable and status-bearing, or
Most of the now pervasive press about the greening of IT describes new technologies and enterprise
effects of the stuff you already have may be more
Companies are creating corporate green policies.
badge of contribution than actual contribution.
Many interactive devices are being manufactured
As a design strategy from the perspective of
from less toxic materials and use less power. The
sustainability respective of the perspective of col-
opportunities and directions abound, including
lective material success, I would suggest these
small-footprint operating systems, responsible recy-
things: (i) design things that preserve material as
cling and export for reuse, carbon offsetting, carbon
much as possible; (ii) make it fashionable to buy
calculators, greener data centers, greener manufac-
green design that holds the possibility of durability
turing, manufacturer handling of and responsibility
and long service lifeâ&#x20AC;&#x201D;disposability is the opposite
for retired equipment, and others. There are too
of green; (iii) make it fashionable to think of
many such efforts to adequately list here; I expect
new-to-me as just-as-new-as-new for things of suf-
to report on many of them in future columns, and I
ficient quality.
invite your input. What is accomplished under the perspective
These suggestions follow from the design principles in the perspective of sustainability in several
of collective material success is laudable and yet
ways, including (i) the idea that the cost of new
requires a caution: Technologies and enterprise
things includes the cost of disposal or alternatives
models that are targeted to make new things less
to disposal, and (ii) the link between ownership of
harmful still promote consumption to satisfy
the latest fashionably green things and sense of
increasing needs, rather than changes in lifestyle
self-identity provides the potential to promote posi-
and cultural behaviors to decrease needs. Buying
tive green behaviors on the one hand and what can
interactions
more new stuffâ&#x20AC;&#x201D;however greenâ&#x20AC;&#x201D;to offset the
day IT practices by both consumers and producers.
Januar y + Februar y 2008
Photo courtesy of the author
models as the panacea to unsustainable present-
65
Addressing Critical Issues
be little more than empty emblematic green washing
merce that are less and less based on material
on the other.
resources; and (iii) do research to allow people to
The perspective of global collective fate.
The per-
make informed decisions about their behaviors with
spective of global collective fate is my naming of
respect to sustainability—even when you’re sincere,
acts that (i) are motivated by a preference for pre-
it’s hard to know what to do.
serving or renewing old things over replacing them
These suggestions follow from the design prin-
with new ones, and (ii) that are specifically moti-
ciples in the perspective of sustainability in several
vated by concerns about the environment or other
ways, including (i) the idea that renewal and reuse
aspects of sustainability. The perspective of global
are preferable to invention and disposal, (ii) the
collective fate treats nature as a commonly held
idea that things of sufficient quality provide greater
resource, a resource in peril, the protection of which
equality of experience to more people and extend
is unavoidably political.
useful service life, (iii) the idea that things are not
I would say that when you have changed your
needed as much as we think to establish positive
consumption behaviors deliberately to create less
outside perceptions of our identity, and (iv) the idea
environmental harm, you are acting according to
that taking inspiration from the natural world may
the perspective of global collective fate. Minimizing
hold the key to alternative, more sustainable ways
energy use in your household, taking fewer airplane
of being in a manner preferable to blind faith in
trips, using less fuel in any way related to trans-
technology.
portation, avoiding anything that is disposable, and eating only local foods and less or no meat are big
Looking Forward
things you can do to reduce your carbon footprint.
I have described a second digital divide—the one
There are many other things you can do: Bring
between nature and technology—and four perspec-
your own grocery bags to the store or market; ride a
tives on sustainability and materiality. Each one of
bicycle and stay healthy—chronic illnesses that may
us acts according to these perspectives in varying
have been avoided by diet and exercise choices have
contexts, and it doesn’t seem realistic to expect
substantial environmental costs—turn things off
that any one of these perspectives can prevail.
when you’re not using them; turn off your computer
Nonetheless, these perspectives serve as a frame for
monitor every time you walk away from it; use the
understanding what is sustainably ours. I invite your
low power settings on your laptop; buy less stuff or
responses to this article and look forward to our
used stuff; and make the stuff you have last longer.
future discourse and interactions on the matters at
It is not practical to expect that everyone will
hand.
interactions
Januar y + Februar y 2008
commit to making the lifestyle changes needed to
66
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act according to the perspective of collective global
Acknowledgements
fate. Furthermore, even if you are committed to
I very gratefully acknowledge the essential con-
making such changes, it’s not always easy to know
tributions of Kristin Hanks, David Roedl, and
what the best changes to make are. Should you buy
William Odom of the Sustainable Interaction
a hybrid vehicle or a new clean diesel or wait for
Design Research Group (SIDRG) of the School of
the wide availability of hydrogen-powered vehicles
Informatics, Indiana University at Bloomington.
or move within walking or cycling distance of your work? What will happen to the vehicle you already own? Should you switch to the small-footprint Ubuntu operating system in order to use your present computing equipment longer, and what are the implications of doing so for your collaborations with others in your present workplace? As a design strategy from the perspective of sustainability respective of the perspective of global collective fate, I would suggest these things: (i) make it fashionable to think according to this perspective; (ii) help enterprise see a way to frame its sustainable future by finding models of com-
ABOUT THE AUTHOR Eli Blevis serves on the faculty in the Human-Computer Interaction Design Program of the School of Informatics at Indiana University. Dr. Blevis’ primary area of research is sustainable interaction design for which he is best known. This area of research and Dr. Blevis’ core expertise is situated within the confluence of human-computer interaction as it owes to the computing and cognitive sciences and design as related to the reflection of design criticism and the practice of critical design. Dr. Blevis has published more than 40 articles and papers, and has given several invited colloquia internationally on sustainable interaction design and the larger context of notions of design.
FORUM
LIFELONG INTERACTIONS EDITOR Allison Druin allisond@umiacs.umd.edu
My Father’s Kitchen Table Allison Druin University of Maryland, Human-Computer Interaction Lab | allisond@umiacs.umd.edu
One late night, I sat at my father’s kitchen table
and how robust the technology really is. When we
swapping “work stories.” I told him about my never-
can support the interactions of users that may have
ending lab meetings and emails, and he told me
special challenges (they can’t spell “elephant,” can’t
about his frequent fights with his computer. At 65,
remember what button to press, or can’t find the
my father is an active consultant to the plastics
mouse), we can better support all users from age
industry, with a Ph.D. in chemical engineering and
seven to age 77. That is why when I was asked to jump aboard this new forum, I was quite excited. This will be a place
him on this late night was, of all things, a wireless
to investigate the relationship between children,
mouse. His computer support consultant insisted it
teenagers, and older adults, and technologies they
was “the thing to have,” yet in a few short months
interact with—from screen-based worlds to tangible/
my father had knocked it on the floor countless
ubiquitous computing. These interactions may take
times, misplaced it twice, and finally broke it. A
place at home, in school, at work, or in public places.
wireless mouse was not the thing for my father. In
What will be a critical part of this forum, no mat-
fact, he was quite furious at “this wandering mouse.”
ter what the subject matter, is the respect we need
While I was trying to be sympathetic and support-
to have for users of any age or life experience with
ive of my father’s mouse adventures, I couldn’t help but let my mind wander to the children in my lab
diverse dreams and needs. Randy Pausch, in his profound talk this past
who had redesigned numerous computer mice over
September at Carnegie Mellon University, pointed
the years. In my early days as an academic, I would
out that “enabling the dreams of others” is some-
work with five- and six-year-olds using paper, clay,
thing perhaps as important as achieving your own
pipe-cleaners, and old socks to make “mice of the
dreams [2]. As interaction professionals, there is
future.” My young design partners suggested every-
nothing more important we can all do than under-
thing from tying small pillows on mice to imagining
stand users’ lifelong interactions between people
computer mice that sprout wings, all to “keep their
and their technologies, and support the opportuni-
mice safe from falling on the floor and breaking[1].”
ties for new dreams and possibilities for the future.
Little did these young designers know they were
By giving ourselves the “permission to dream,” as
envisioning solutions to my father’s challenging
Randy explained, we can create the technologies
interactions with a wireless mouse. That night at the
needed to support people’s diverse lives. In the com-
kitchen table, I was struck by how similar the con-
ing months I hope this forum can explore such top-
cerns are of users at the extremes of life. Those peo-
ics as:
ple who are at the beginning of their lives or those
• Is Less More? Should we be creating more-sim-
who have experienced a great deal of life can be con-
plified technologies for children and older adults?
cerned about their physical abilities, memory recall,
Will these simplifications help users to focus on the
[1] Druin, A., “The role of children in the design of new technology,” Behaviour and Information Technology, 21, no.1 (2002):1-25.
[2] Pausch, R. “Really achieving your childhood dreams,” from his last talk presented at Carnegie Mellon University, September 18, 2007. For the video: http:// video.google.com/ videoplay?docid=36242 1849901825950&hl=en. For a transcript of the talk: http://www.cs.cmu. edu/~pausch/Randy/ pauschlastlecturetranscript.pdf.
Januar y + Februar y 2008
despite all his success, what seemed to consume
interactions
a wall of awards that chronicle his busy career. Yet
67
Addressing Critical Issues
task at hand, or will these technologies just become “uncool” or “unusable”? • Intergenerational Design. When children partner [3] Kohl, H. Stupidity and Tears: Teaching and learning in troubled times. New York: The New Press, 2003, p.76.
need to be acknowledged. Users of different ages
methods need to be changed? Can diverse ages and
in different parts of life may never be able to inter-
viewpoints be bridged to find new solutions to old
act and understand the world in the same way. My
problems?
colleagues and I find this out on a monthly basis
Januar y + Februar y 2008 interactions
68
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without the fee, provided that copies are not made or distributed for profit or commercial advantage, and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on services or to redistribute to lists, requires prior specific permission and/or a fee. © ACM 1072-5220/08/0100 $5.00
thanks to our work on the International Children’s
the perils for children when their interactions online
Digital Library (www.childrenslibrary.org). We
become questionable? Are there technologies that
developed tools that enable children to search for
need to be built or social norms that need to be
books online according to how long a book is, how
established, or both?
a book makes you feel (e.g., happy, sad), and even
• How to Stay Healthy Online? What are the chal-
by the color of a book cover [5]. However, what con-
lenges for older adults relying on consumer health
tinues to surprise me is that every month we get at
information over the Internet? Is it what older adults
least one email from a bewildered adult who has no
need, or can this information lead to wrong paths to
idea why there are colors that you can choose from
staying well?
to search. In more than five years, we have never
Herbert Kohl, the writer, educator, and reformer, [5] Druin, A., A. Weeks, S. Massey, and B.B. Bederson, “Children’s interests and concerns when using the International Children’s Digital Library: A four country case study,” in Proceedings of Joint Conference on Digital Libraries (JCDL’2007) Vancouver, British Columbia, Canada, (2007):167-176.
sometimes the differences between people just
with older adults to create new technologies, what
• When Social Computing Is Too Social. What are
[4] Hochheiser, H. and B. Shneiderman, “Universal usability statements: Marking the trail for all users.” interactions 8, no. 2 (2001): 16-18.
It is important, however, to acknowledge that no matter how much we attempt universal solutions,
once received an email from a child asking why that
has pointed out that “by valuing the imagination, we
tool was there (children have sent us many other
empower ourselves to dream of the world becom-
emails such as why the Harry Potter books aren’t
ing a better or more decent place, which provides an
in our library, but that’s for another discussion on
opening for us to act to transform it[3].”
intellectual property).
Kohl’s words suggest we can make a difference.
In thinking back to my kitchen-table discussions
One of my favorite examples of when accommoda-
with my father, it now strikes me that his computer
tions for challenged users made a difference for all
consultant truly did not understand my father’s
users is a sidewalk “technology” called curb cuts.
interactions with his world. He needed to acknowl-
These indentations in the sidewalks (which activ-
edge my father’s way of “talking with his hands,”
ists spent years fighting for) have enabled travelers
which for years has led to more than a wireless
in wheelchairs to move freely between curbs. This
mouse on the floor—think papers, pens, and the
simple design has also enabled bikers, rollerbladers,
occasional water glass. Today I believe my father is
parents with strollers, and people with shopping
content with a “wired” mouse, a new computer sup-
carts to maneuver the sidewalks more effectively;
port consultant, and knowing he’ll one day write a
the technological advancement intended to support
strongly worded letter to Steve Jobs, the maker of
those with limited mobility has actually supported
his recently deceased wireless mouse. As for me, I
everyone.
look forward to more late-night discussions at the
Another example of making a small difference in technology that can lead to big usability gains can be
kitchen table, and a better understanding of lifelong interactions.
seen in newer refrigerators. A simple beeping sound is now triggered once the refrigerator door has been open for a given amount of time. While this new techno-refrigerator feature is an excellent reminder for forgetful older adults or curious young children to close the door, it can also be an important feature for the average adult rushing around trying to make dinner. These few examples can serve to remind us that “universal usability” can happen when we consider how small and large changes in interactions can lead to unifying people of difference [4].
ABOUT THE AUTHOR Allison Druin is the director of the Human-Computer Interaction Lab (HCIL) and an associate professor in the College of Information Studies at the University of Maryland. For more than two decades, Druin has led interdisciplinary teams of adults and children to develop new technologies (e.g., digital libraries, mobile storytelling) to support children’s learning. She was the founder of CHIkids, a CHI conference program, which led to the development of her team’s co-design methods with children, Cooperative Inquiry.
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Unanticipated Consequences and Influences
Filling Much-Needed Holes Donald A. Norman Nielson Norman Group | norman@nngroup.com
Summary: Many of our clever eth-
environmentally insensitive prod-
features. The world of products
nographic and field methods are
ucts? How many times are these
grows ever more complex every
designed to identify unmet needs. You
unmet needs best left unmet?
year, every hour.
know what? Most are far better off if
Why must we rush to fill the
they stay unmet.
essential voids in our lives?
One of my mentors, the distin-
by the remarks of John Thackara,
needs? Maybe most of them
guished American psychologist
commenting on a seminar on
deserve to be unmet.
George Miller, once passed judg-
design research at the Delft
ment on the contributions of
University of Technology [1].
accepted a huge amount of bag-
a research scientist by stating,
Thackara worried about the
gage in our rush to turn human-
“He has filled a much needed
frenzy to fill all those unmet
centered design into a science.
hole.” The same judgment can be
needs. “Why?” he wondered. I
Personas sprout everywhere.
passed upon many products.
asked Pieter Jan Stappers, one of
Teams of ethnographers scour the
the seminar organizers, what he
land. Even marketers now claim
cially the ethnographic stud-
thought of the comments. Pieter
to be doing ethnography instead
ies of observing people in their
Jan obviously approved:
of surveys and focus groups,
My comments were inspired
Much of our research, espe-
Januar y + Februar y 2008 interactions
70
[1] Lugt, R. v. d., and P.J. Stappers. “Design and the growth of knowledge: Best practices and ingredients for successful design research.” Delft, The Netherlands: Faculty of Industrial Design Engineering, Delft University of Technology. http://studiolab.io.tudelft.nl/symposium/. 2006.
does that tell us about the unmet
I fear that we have uncritically
although I fail to notice any dif-
daily lives that search for areas of potential support, aim to
But most innovations fail, and so do most new products. What
Holes, the negative space, unstruc-
ference in results. Everyone’s
find unmet needs, to fill those
tured spaces, have always been
actions are being scrutinized,
necessary holes, those essential
important, especially in the areas
from office work to love making.
voids. Essential voids? Yes. Holes,
of creative thinking, such as arts,
As a result everything grows in
gaps, and voids are essential to
design, science, and probably every-
complexity, from kitchen toaster
civilized life. They give us respite
day life and religion. One danger in
to the bathroom toilet.
from the press of modern civiliza-
modern technology fitting closely
tion, returning us to ourselves,
into the patterns of people’s lives, is
You get to go out into the world
with our own thoughts and our
that an efficiency drive takes over,
and watch, take pictures, sat-
own resources. It is the space
with overstructuring as a result. (P.J.
isfy your curiosity and inherent
between things that allows us
Stappers, email: 2007. Used with
nosiness. Back at the office it is
to be at peace with the world, to
permission.)
great fun to scribble notes, to
Ethnographic research is fun.
post them on walls and rear-
be in silence, to be undisturbed. Innovation is good, we are
range them to form patterns.
people, by us. Doing gives a sense
all told. Innovation is a growth
Then we can create personas,
of accomplishment, of participa-
industry, with books, seminars,
colorful little artificial people
tion, of belonging. Doing, think-
and firms all devoted to promot-
with cute, interesting lives, or
ing, dreaming: All are needs best
ing its virtues. We teach our
maybe overstressed, overbusy
left unfilled by products and
students—and our executives—
lives. We delight at personas, at
designs.
to do field observations, to define
prototyping, at watching people
and create, to brainstorm and
go through their paces. New
not fewer. How many times do
innovate. Come up with the bet-
products galore. Innovation is the
the never-ending ethnographic
ter idea and the world will rush
new hot topic. But does all of this
studies coupled with ever-eager
to your door. We take existing
activity lead to actual success in
design groups lead to unwanted,
products and tweak them, modify
the marketplace? I fear not.
unnecessary, overburdening, and
them. We add intelligence and
Many things need to be done by
We need more unmet needs,
All cross the world stores,
OPINION
THE WAY I SEE IT
ACM Transactions On Asian Language Information catalogs, and internet shopping
Processing
sites contain an endlessly proliferating choice of products. Do we need all of these things? Are they actually used? Or does every
The Asian Language Information Processing Transaction (TALIP) publishes high quality original archival papers and technical notes in the areas of computation and processing of information in Asian languages and related disciplines. Some of the subjects to be covered by this quarterly publication are: Computational Linguistics; Linguistic Resources; Hardware and Software Algorithms and Tools for Asian Language Processing; Machine Translation; and Multimedia Asian Information Processing. Emphasis will be placed on the originality and the practical significance of the reported research.
home have its own private cache of discarded gadgets hidden away because they serve no useful function? Designers take pride in innovation, but what percentage of new product innovations actually succeed in the market place? Estimates vary, but they range between 4 and 10 percent, depending upon which study you believe. In other words, 90 to 96
To learn more about TALIP, please visit www.acm.org/pubs/talip/
percent fail. That’s pretty miserable. It means that whatever we are doing, it isn’t the right thing.
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Innovation is not a guarantee of success. Successful products of dimensions: form, function, value, design, marketing, production, distribution, sales, and servicing. Successful products seldom stand in isolation. Most are part of a strong product family that provides supportive infrastructure, where there is a solid platform that builds each individual product’s value and sustains it. Unmet needs? Essential voids? Let them be.
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ABOUT THE AUTHOR Don Norman wears many hats, including cofounder of the Nielsen Norman group, professor at Northwestern University, and author, his latest book being The Design of Future Things. He lives at www.jnd.org.
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71
Unanticipated Consequences and Influences
Persona Non Grata Steve Portigal Portigal Consulting | steve@portigal.com One recent morning I came into
day. Unfortunately, these images
lenging and ultimately unrealistic
my office and found a small
evoke Team America World Police
stock photo.
woman astride my desk. Well,
more than they evoke any actual
to be precise, it wasn’t an actual
empathy or (heaven forbid) convey
for personas—alliterative names
woman. It was a cutout of a pho-
useful information.
and generic imagery—reveals
tograph of a doll representing an
ticular (frightening) persona man-
illustrate is not real, yet they are
My officemate had brought this
ifestation; this is a critique of per-
often buttressed with the inclu-
odd item back for me from the
sonas and the inevitable impulse
sion of “color” details—interesting
CHI conference, and, knowing my
to misuse them. Personas are
but manufactured factoids (i.e.,
extreme discomfort with this sort
misused to maintain a “safe” dis-
media diet, favorite possessions,
of tool, had left it for me as some
tance from the people we design
marital status, etc.) that suggest
sort of a gift.
for, manifesting contempt over
a real person lurks behind the
understanding, and creating the
smiling stock photo. Like reality
and recognized a familiar level of
facade of user-centeredness while
television, the appeal comes from
suspended realism: think Barbie,
merely reinforcing who we want to
the seduction of a sanitized form
G.I. Joe, Robot Chicken. Indeed, the
be designing for and selling to.
of reality. And like reality televi-
Januar y + Februar y 2008
David Gartner
dollmaker had outfitted her with
interactions
their role in the Big Lie. What they
archetypal customer—a persona.
I took a closer look at the effigy
72
This isn’t a critique of this par-
The common representation
This impulse to distance oneself
sion, personas are easier to deal
meticulously crafted accessories
from the customer while simul-
with than the inevitable messiness
such as a digital watch, ID badge,
taneously claiming to embrace
of real people and real life. Using
CD-ROM, and Day-Timer.
the human element isn’t limited
personas takes away both the
to designers and to their use of
responsibility and the necessity
personas. Market segmentation is
of having to actually engage with
The company that produced
often presented in a similarly lim-
a customer and acknowledge who
the persona is announcing to the
iting format. For instance, a client
they are.
world that it regards its users as
recently approached us and out-
mere dolls, as dehumanized, life-
lined the different types of people
updated, because culture is a mov-
less, plastic lumps that are with-
they wanted to know more about.
ing target. The Associated Press
out will, motion, action, or emo-
Each one came with its own infan-
reported [“Shampoo Ads Highlight
tion until their master (creator?)
tilizing alliterative name, such as
Changing Image of Women
physically animates them. There is
Critical Incident Carl, Integrator
in Japan,” August 27, 2007] on
powerful subtext here—does this
Ian, and so on. The ease with
groundbreaking shampoo adver-
company manipulate its custom-
which she spoke to us about real
tising in Japan that began to break
ers the way a benevolent yet stern
people as if they were characters
free of the traditional marketing
tween stages her tea party?
from the Strawberry Shortcake
stereotypes, where female con-
universe was distressing.
sumers were seen only as one of
And, frankly, it creeped the hell out of me.
The back of the cardboard cutout has some smart text about the
Just for fun, do a Google image
Once defined, personas must be
three types: a housewife, an office
type of user represented: her skill
search for “personas” and you’ll
worker, or a schoolgirl. Shiseido
level, experience, attitude, objec-
find many examples of the same
acknowledged the cultural chang-
tives, job priorities, and relation-
reduction of the human element.
es that have swept through Japan,
ship to the products this company
Pay particular attention to the
and its new advertising has had a
makes. It also shows some thumb-
visual representation of the per-
tremendous impact on sales. Its
nail photos depicting the figure
sona: it’s either cartoonish clip art
rejection of closely held models
through the course of her work-
or a beautiful yet bland, unchal-
of who its consumers were, while
OPINION
successful, was seen as radical
they lead to certain types of usage.
within the industry.
When we met with a client to kick off an in-depth user-research
memetic power via alliterative
study, we walked into a confer-
names like Jessie Jeans Buyer,
ence room where the whiteboard
these iconic oversimplifications
was filled with aspirational—not
become shibboleths inside the
factual—personas. It required
corporation, creating significant
significant organizational effort
cultural resistance to the idea of
to approve the work of studying
refreshing them. As a tangible
real users, but in the meantime, it
output of some process, they
was trivial for the team to gener-
become a new truth that can blind
ate (out of thin air) richly detailed
us from seeing the real world.
examples of who those customers were. Compared side by side with
tion hosted by a major software
actual research, persona confabu-
company, teams were given
lation requires very little effort. To
fancy new Web-design software
make a crude comparison, guns
and were asked to create a “safe”
don’t kill people, but they make it
social-networking site for kids,
a lot easier. And personas aren’t
based on several personas (the kid,
solely responsible for bad design or
her mother, and her mischievous
solely to blame for the disconnect
friend). The design presentations
between designers and their cus-
were mostly an excuse to show
tomers, but they make bad design
off some cool visual or interactive
a hell of a lot easier. To compound
design feature that the team came
the problem, personas enable all
stories. Don’t deny the need to
up with. There was no examina-
of this under a cloak of smug cus-
do in-person research with real
tion of what constituted “safe,”
tomer-centricity, while instilling
people. Look for ways to represent
and the personas were regurgi-
bemused contempt. As with guns,
what you’ve learned in a way that
tated in the context of the design
we need to be trained to use these
maintains the messiness of actual
solutions with all the subtlety of a
tools safely, but given the preva-
human beings. And understand
sitcom character. Acknowledging
lence of untrained users and the
that no tool, no method, and no
the time and energy constraints of
ensuing casualties, let’s step back
shortcut, can substitute for real,
a competition, the experience sug-
and consider whether the benefits
in-person interactions. People are
gests that simply handing some-
of these tools outweigh the risks.
too wonderfully complicated, to be
one a persona is not sufficient to
Any process based in falsehood
actually engage them in thinking
takes you away from being genu-
about a real person. The solutions
ine. If this is the best way we have
were not believable, and since they
to keep the organization focused
were based on fake people, it was
on a “real” customer, then we
not unexpected.
have larger organizational prob-
You might react to this argu-
lems that need to be addressed.
ment by disclaiming that “perso-
With personas, we’re going down
nas are just a tool.” So they are,
the wrong path. Rather than cre-
but tools have affordances, and
ate distancing caricatures, tell
reduced to plastic toys. ABOUT THE AUTHOR Steve is the founder of Portigal Consulting, a boutique agency that helps companies discover and act on new insights about themselves and their customers. He is an accomplished instructor and public speaker, and an avid photographer who curates a Museum of Foreign Grocery Products in his home. Steve blogs regularly for All This ChittahChattah, at www.portigal.com/blog.
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Januar y + Februar y 2008
Recently, at a design competi-
interactions
By imbuing a persona with
TRUE TALES
73
Unanticipated Consequences and Influences
Glenn Kowack, a pioneering networking entrepreneur, is writing a book about forces underlying unforeseen consequences in uses of digital technologies. This excerpt provides a fascinating perspective on the evolution of the Internet. Glenn and I have been good friends since w e met in late 1978 in the Tampa airport, waiting for a flight to Havana to have a look at life on the other side of the Iron Curtain. We found music, color, socioeconomic equality, and daiquiris, but not much venture capital.
— Jonathan Grudin
Unanticipated and Contingent Influences on the Evolution of the Internet Glenn Kowack gkowack@illinoisalumni.org
“History is lived forward but observed backward.” —SOREN KIERKEGAARD
the 1990s, networking was dominated by telephony, which consisted almost exclusively of national champions: highly regulated post, telephone, and telegraph
In the Beginning There Was Telephony
monopolies known as PTTs. They not only operated
Some years ago I read an 1880s-era newspaper article
networks, but they also did the deployment, manufac-
about one of the first demonstrations of long-distance
turing, and research. Almost all were wholly owned and
telephony. The reporter wrote, “What might this new
operated by their national governments. Many were
device be used for? Well, people at a party in Manhattan
actually government ministries. PTTs had enormous
might call people at a party in New Jersey. Or, a young
political clout.
man might use the telephone to ‘pop the question’ to his
A strong PTT was considered the only way to meet
true love.” When the telephone was first deployed, many
the demands of national priorities, business, and the
had difficulty seeing its value. Life and work were linked
public. Often the interests of users were last in line after
to the infrastructures of the time: Markets were local,
economic stability, national security, prestige, and what
and modern cities were densely constructed so that
could be very substantial government revenue. This
related businesses were near one another. How could
control-and-stability-first model employed research,
the telephone compete with other technologies? The
development, and deployment cycles that took many
telegraph already provided transcontinental transmis-
years. Global standards were developed and maintained
sion. Pneumatic tube systems and couriers in London,
in a similarly controlled and process-heavy manner
New York, Paris, and other cities could deliver signed
by representatives of national technical committees
contracts across town in hours. How could a voice-only
that participated in the various historical stages of the
box possibly compete with hard-copy transmission? It
CCITT—the International Telephone and Telegraph
took the telephone system a century to provide a rough
Consultative Committee (today the ITU-T, the standard-
approximation of quick document delivery, when fax
ization activity of the International Telecommunications
machines became widely used in the 1980s.
Union, a United Nations agency).
interactions
Januar y + Februar y 2008
From our vantage point, one could easily assume that
74
the Internet followed a deliberate, highly rational, and
The ARPANET Begins
even obvious path from its beginnings to today’s domi-
In the 1960s, to write even simple programs required
nant networking technology. Many explicit goals and
expensive equipment and rare skilled programmers.
plans were in fact realized on the way to our ubiquitous
There was almost no independent software industry;
commercial Internet. Yet, time after time, unanticipated
software was strictly proprietary. A computer’s hard-
factors, some inherent in the technology and some
ware architecture, its operating system, and even its
external, produced powerful and unexpected effects on
applications were typically all made by the same manu-
its evolution. Social, economic, and industrial influences
facturer. Academics focused on basic research, carefully
often had broad effects in the manner of shifting tec-
avoiding inappropriate influence from commercial inter-
tonic plates. Some were subtle, with intimate knowledge
ests. It was expected that new ideas would eventually
of technical issues required to understand how they had
be exploited by outside businesses, often large corpora-
their effects.
tions, if at all. The infrastructure and process for start-
From the beginning of the 20th century and well into
ing new enterprises was far less developed and under-
FORUM
TIMELINES EDITOR Jonathan Grudin jgrudin@microsoft.com
stood—venture capital was almost nonexistent. In 1969 the United States Department of Defense
ments. Major early uses, such as file-sharing and email, did not require real-time response. Users of academic
ARPA (Advanced Research Projects Agency) chose pack-
networks were comfortable with a research agenda and
et switching, a technology then recently developed by
had relaxed expectations for network performance and
Paul Baran and others, as both a subject of research and
stability. This was made more palatable by the network’s
as a way to connect to expensive computers at research
steadily improving capabilities, which engendered a sort
centers across the country. Packet switching held then-
of “rising tide” mentality. Funds earmarked for network-
unknown attributes that would have a profound effect
ing provided by DARPA (Defense Advanced Research
on the Internet’s evolution. ARPANET designers chose
Projects Agency) or NSF were in a sense free money,
to base their work on the novel “connectionless” style of
which makes any purchase more acceptable. Within
networking.
this specialized, somewhat isolated community, security
Planning for commercial deployment of these ideas
was not a great concern, especially because contempo-
was not on ARPA’s agenda. In fact, ARPA formally pro-
rary delights such as identity theft, huge quantities of
hibited commercial exploitation of the ARPANET, which
online personal information, and viruses had not yet
was created using public funds. This limitation would
emerged.
later become famously known as the “acceptable use
As a research project, the ARPANET was free to
policy” (AUP), which mandated that only academic insti-
experiment with technologies of uncertain capability
tutions or companies with government contracts could
and consequences, including use of the connection-
use the network. By 1983 the ARPANET had grown to
less networking model at a low layer of the network.
113 nodes.
By not setting up connections before transmission, the
While internetworking research progressed, the
software and hardware could be simpler, cheaper, and
PTTs were converting the existing analog telephone
could make far more efficient use of bandwidth since
network to digital technologies, reconceiving hardwired
all capacity was unreserved and would not sit idle due
circuits as virtual circuits, or connections. Connections
to unused reservation. However, although one could set
were seen as the only way to guarantee commercially
up connections at layers above IP, they would stand on a
required levels of service and security. Each connection
statistical service and thus never be certain to behave in
was to support real-time communication and be undis-
a deterministic manner. Without resource reservation,
turbed by transient traffic crossing the Net. Control
transients crossing the network could potentially dis-
was centralized to meet technical and business require-
turb or block other traffic. In practice, the Internet was
ments. Three critical business requirements were a
quite robust; after all, that’s what it was designed for. It
viable business model, service level guarantees, and
had a tendency to stay up, in spite of shortfalls such as
security.
not guaranteeing timely delivery.
The PTTs Ignored Connectionless Networking
when it was first deployed, and it’s probably fair to say
The PTTs and data networking companies (notably IBM)
that that it’s not yet fully understood today. The domi-
had long product-cycle times and long-range research
nant attitude in the technical community, well into
programs. They could have explored connectionless
the later 1980s, if they had ever even thought about it,
networking.
was that the Internet was there for research, was not expected to be used for mission-critical applications,
and their three critical business requirements revolved
and would not be the final commercial version. So the
around networks employing centralized control. A
Internet could focus on what worked at a basic level and
network without someone actively running the entire
not let potentially problematic unknowns get in the way
entity, as in connection-oriented networking, was
of research directions.
beyond comprehension. Additionally, the PTTs sought a
Connection-oriented networking employs complex
holy grail of “multimedia” support, a universal medium
basic mechanisms to reduce the complexity of interac-
for voice, video, and data networking. Connectionless
tions of traffic crossing the network. Great effort is made
networks could not deliver the time-critical part of this
to allocate resources, which are then guaranteed to be
goal. The PTTs were disinclined to pursue a technology
available, and from there, network operation is rela-
that, from the start, appeared inadequate.
tively straightforward. Connectionless networking is far
In contrast, the Internet was developed with research funding and was not constrained by these require-
simpler at the level of the basic components, but as the network grows, traffic patterns quickly become exceed-
interactions
However, their technical practices and worldview
Januar y + Februar y 2008
Connectionless networking was not well understood
75
Unanticipated Consequences and Influences
1960
1965
Key Technologies And Major Networks
1970
1975
1980
Ethernet Invented UUCP Invented
1995
2000
Regional Networks
ARPANET
UNIX Invented
ARPANET Converts to TCP/IP
1990
NSFNET &
TCP/IP Defined
First ARPANET Transmission
Packet Switching Invented
1985
ARPANET NSFnet Cutover
UUCPnet (USA)
many incorporate as commercial ISPs or acquired
incorporates as UUnet
EUnet (EU)
incorporates PSInet Commercial Internet Exchange (CIX) Ebone (EU)
Networking Organizations
incorporates
USENIX - US UNIX Users Group European UNIX Users Group InterOp Trade Show RIPE Association (EU)
Personal Computer Invented
Other Computing and Networking Technologies 1960
1965
1970
1975
IBM PC Invented
1980
1985
OSI HTTP, Definition HTML Completed Defined
1990
First Web Browser (Mosaic) Distributed
1995
2000
ingly complex; how traffic might combine or be impeded
tions. AT&T was restricted from entering the computer
can be very difficult to ascertain. Fortunately, as IP use
industry by regulation, and thus could not commercially
scales up, the law of large numbers appears to conspire
exploit UNIX. Copies of the source code were widely
in favor of its effective operation—but odd transients
distributed to universities, and by the 1980s UNIX was
can and do pop up all over the network.
available on nearly every major computer architecture. Also in the 1980s, TCP/IP communication protocols were
Connections vs. Connectionless
ported to UNIX and widely distributed. UNIX proved to
By the 1980s the networking world had effectively split
be an effective server for network applications and in
into two camps: the commercial (telephone and data)
many environments a capable system on which to per-
networks using connection-based networking, and the
form Internet routing. Before long, UNIX minicomputers
research-oriented, connectionless Internet. The former,
and workstations were ubiquitous in universities and
if it paid attention to the Internet at all, knew that the
engineering organizations.
interactions
Januar y + Februar y 2008
Internet was only a prototype, and in some ways not
76
UNIX’s limitations relative to other operating systems
even a serious one. After all, the Internet not only failed
resembled ARPANET’s limitations compared with con-
to support critical customer and operator requirements,
nection-based networks. In particular, UNIX originally
it also fundamentally could not. This was true in terms
had only one type of scheduler, which allotted time
of longstanding theory and business practices. And
to different applications in a manner that could not
commercialization of the Internet was not a concern;
guarantee deterministic behavior. This parallel is also
it was prohibited by the AUP into the 1990s. However
seen in another critical invention of the 1970s, Ethernet,
this technology might be deployed commercially, it was
which could not guarantee time-deterministic behavior,
expected to be by parties other than those doing the
but made up for that in simplicity, flexibility, bandwidth,
academic investigations, who would surely move beyond
and generality. Despite some controversy about poten-
the technical approaches used in academic and research
tial problems, Ethernet quickly became a market suc-
networks.
cess and the primary medium for local area networks.
UNIX, Ethernet, and the PC
community of trained computer users familiar with
The same year ARPANET was first deployed (see above),
keyboard, mouse, and email. It became an open plat-
UNIX, which was to play a major role in the evolution of
form for innovative new interoperable applications.
the Internet, was created as an ad hoc software research
This created a large, thriving, highly competitive
project at AT&T Bell Laboratories. The UNIX creators
shrink-wrapped software industry. Large profits and
took a novel approach to operating system design: Build
competitive pressures drove investment and innovation
a modifiable core system that does a few basic things
in manufacturing and development, resulting in much
simply and well, making it far easier to write applica-
shorter development times.
The PC, arriving in the early 1980s, created a large
FORUM
Substantial academic networks that supplemented
TIMELINES
be TCP/IP, or OSI (Open System Interconnection), or XNS
ARPANET and were also close to the IP community
(Xerox Networking System) —which was considered
began to be deployed in the 1980s. These included ad
a significant technical advancement over TCP/IP—or
hoc dial-up networks in the US (USENET) and Europe
even perhaps Novell Netware, which dominated the PC
(EUnet) based originally on the UUCP (Unix-Unix CoPy)
world? Experts could see many technical and business
protocol, and the academic CSNET, which began as an
pros and cons associated with each.
economical dial-up network alternative to ARPANET. The early performance of the Internet could not
Furthermore, the Internet was not considered a candidate for a universal medium comprising data
effectively support serious real-time processing require-
networking and time-critical communications such
ments. Conveniently, neither did the early PCs—they did
as telephony, radio, and television broadcasting. There
not typically run real-time or high-performance appli-
were already massive, well-understood, highly efficient
cations. The Internet supported applications such as
networks designed for those purposes. The Internet’s
email, FTP (File Transfer Protocol), and HTTP (HyperText
well-known poor performance at time-critical services
Transport Protocol), which were throughput oriented,
was a fundamental limitation, and the Internet was
not response-time sensitive. Furthermore, the unidirec-
also not designed for efficient broadcasting. This cre-
tional traffic flow of these applications didn’t require
ated an interesting freedom: The developers of the
real-time synchronization of user data as in telephony.
Internet could concentrate on making it do what it
The unimportance of real-time response is seen in the
did well, and not worry about making the Internet all
success of the UUCP protocol that connected thousands
things to everyone.
of UNIX machines over cheap, conventional dial-up telephone lines, allowing free email, network news, and file
Denouement
transfer, although delivery often took days.
When the noncommercial nature of the Internet eventually eroded, the PTTs took notice. Starting around
moved its military sites to a separate IP “MILNET.”
1990 the U.S. and European UUCP networks, UUNet and
CSNET also adopted TCP/IP around this time. In 1986,
EUnet, transitioned to IP and became for-profit compa-
ARPANET was largely superceded by the National
nies, joining PSInet, founded in 1989. These commercial
Science Foundation Network (NSFNET), which was also
networks soon connected to NSFnet, which walked a
restricted from commercial activity. Experience creat-
tightrope as a noncommercial network chartered to fos-
ing and managing ARPANET, USENET, EUnet, CSnet and
ter widespread interconnection. NSFnet adroitly worked
other networks produced a self-aware community of
with emerging commercial networks without violating
network operators and a large community of network
the AUP. Eventually, nongovernmental exchange points
users. Important to note, none of the actual content,
were set up, NSF withdrew, and the era of the commer-
primarily email and network news, was ever specifically
cial Internet began.
and cost from the operations of the networks. At this time, the thinking within the Internet com-
The PTTs had been preparing. Along with IBM and other large computer companies, they had participated in the development of the Open Systems
munity was that the Internet worked well, it was incred-
Interconnection (OSI) networking standards within the
ibly useful and quite stable, and that someday there
International Organization for Standards and the ITU
would be an Internet in broad popular use that would
since 1974. In 1988 the OSI reference model was for-
have great impact, but we didn’t know what it would
mally completed. The U.S. Department of Defense and
look like when it was finally deployed. Nor did we think
the European Commission immediately adopted OSI as
the final, commercial Internet would employ existing
their standard.
Internet technology. We expected the experience and
This seemed to be the long-awaited transition,
discoveries of Internetworking to be absorbed by the big
expected and even favored by many in the IP com-
telecom providers, who would deploy and market them
munity. Longstanding members wrote books about the
in a form quite different from that of the free academic
transition. It seemed OSI would, inexorably, win the day.
experiment. All manner of technical decisions were up
The stage was resoundingly set for a reasonably smooth
in the air. I recall hearing from a senior UNIX engineer
transition from IP research networking to PTT-oriented
around 1987 that no one knew which, if any, of the
commercial networking.
many popular protocol suites would be the eventual leader, or even if there would be a single leader. Would it
It never happened. The cumbersome OSI repeatedly failed to demonstrate that it was practical. In the
Januar y + Februar y 2008
charged for, which removed a great deal of complexity
interactions
In 1983, the ARPANET converted to TCP/IP and
77
Unanticipated Consequences and Influences
meantime, there was a relatively huge installed base
one should never even think of going into that business.
of reasonably well-performing IP software. Why trade
Another, an experienced European Internetworking
a solid, running technology for an entirely new design
expert, asserted that it was entirely reasonable for the
and complex, untested ISO software? Legions of net-
PTTs to time their rates of change to match the typical
working experts trained on IP continued to improve
technical career, so as to not upset longstanding employ-
the Internet, exploiting ever more powerful technol-
ment practices and create unemployment, and that the
ogy to close in on the quality of service that previously
Internet should modify its rate of change to fit such cycles.
required connections. It would be pleasingly theatrical to describe some
The Return of the Telecoms
dramatic crescendo or key event in the growth and
Within only a few years the telecoms learned enough to
commercialization of the Internet, but there was no
enter the Internet service business through acquisition
explicit confrontation, no point when the competition to
or starting their own ISPs. Since then they have been
Internetworking abruptly failed. Rather, IP just contin-
busily working to construct rational business models
ued to accelerate faster, and more commercially, than
and divert innovation cycles to the service of their busi-
anyone had ever anticipated.
ness requirements rather than the unbridled interests of users. However, they have not yet, after more than 15
Trying to Make Sense of
years, been able to return telecoms to a state of “busi-
History As it is “Lived Forward”
ness as usual.” The changes brought by the Internet
Once commercial Internetworking took off, profes-
continue to carom through the telecommunications
sionals found trying to navigate the big networking
business—free WiFi hotspots and VoIP being prominent
picture deeply confusing. So many fundamentals and
recent examples. The Internet continues to drive dis-
particulars changed so quickly, and often unexpect-
ruptive change in everything from the media business
edly, that it was exceedingly difficult to know what was
(music, film, television, and radio), education, interna-
going on and what direction to take. Literally thousands
tional outsourcing, retailing and travel, to the press.
of ISPs were founded in the U.S., and similar numbers in Europe. Service prices were dropping rapidly, new
Conclusion: Serendipitous Obscurity
and cheaper devices were introduced continually, cli-
and Contemporary R&D
ent software was changing rapidly while entirely new
The obscurity of the Internet and its inability to sat-
applications such as the Web appeared abruptly, band-
isfy prevailing commercial requirements allowed it to
width requirements (driven substantially by the Web)
develop and grow without appearing to be a potential
and provisioning were exploding. Business relations
competitor. In this way the Internet was not subjected to
between ISPs were tumultuous, with each jockeying for
efforts to kill or co-opt it, and gained the time and space
advantage, some becoming leaders in the dial-up busi-
to mature. The failure to take a “breakthrough” technol-
ness, others in long-haul IP capacity, with battles over
ogy seriously, as in the example of the telephone, with
“settlement” and pricing—who was whose customer and
which this column began, this time played a critical role
who paid whom how much. Battles over market leader-
in creating our wonderful commercial Internet.
interactions
Januar y + Februar y 2008
ship were made all the more complex by the arrival of
78
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huge quantities of venture capital, which often propelled
Acknowledgments
ISP growth far ahead of revenue and made it possible
This article was prepared with helpful input from Dan
to assemble a large ISP by acquiring many smaller ISPs.
Lynch, founder of InterOp, Dave Crocker of Brandenburg
Perhaps the most confusing change was from engineer
Consulting, Suzanne Woolf of the Internet Systems
to entrepreneur, which could be both heady and dis-
Consortium, and Internet pioneer Gary Grossman, pres-
orienting in what was, for a surprisingly long time, an
ently of Riva sur Piedmont.
MBA- and lawyer-free zone. It was amazing to see the different perspectives held even by experienced professionals in the field. I recall in 1996 talking to an experienced Silicon Valley software engineer and entrepreneur who confidently proclaimed that there was no way to make money running an ISP, and, because a new ISP could show up and undercut the established ISPs at any time, there never could be—so
ABOUT THE AUTHOR Among his many accomplishments, Glenn Kowack directed UNIX R&D at Gould Computer Systems in the 1980s, was the founding CEO of EUnet Limited (the first commercial and multinational ISP in Europe), a member of the board of directors of the Commercial Internet Exchange, and a contributor to the founding of ICANN, the Internet Corporation for Assigned Names and Numbers.
INTERACTIONS CAFE
focused on the cultural sensitivity both Gabe White
(continued from page 80)
and Gary Marsden introduced: appropriateness, not the push for newer, and faster, and bigger. Richard: Well, today’s Internet is an example of a
Martin referred to this as intervention design in his
truly timeless innovation born of a long, drawn-out pro-
conference plenary on “Design Thinking: The Next
cess. But as described in Glenn Kowack’s early history
Competitive Advantage,” and I’m sure we’ll offer more
of the Internet, that process was not exactly rigorous.
Sometimes such interventions mean helping
However, new ideas that have value—that can, for example, lead to greater appropriateness—can
companies organize and do things in such a way that
be generated faster via processes that have rigor.
more appropriate, refined, or polished user experi-
Ethnographic research methods can be a key compo-
ences will result. But they do sometimes mean helping
nent of such processes, as can the involvement of mul-
companies do things so that they can be more innova-
tiple disciplines in ways akin to those Secil describes.
tive. However, innovation can be an important part of
Sir Ken Robinson’s amazing plenary at the confer-
making user experiences more appropriate, refined, or
ence spoke to this. Ken defined creativity as “the
polished. I think Hugh Dubberly’s cover story on the
process of generating original ideas that have value,” a
model of innovation captures that.
process that “more often than not comes about through
Hugh’s model also addresses the insight required of
the interaction of different disciplinary ways of seeing
all of this, stating that “immersion within the context
things.” However, according to Ken, our creativity has
is almost always essential” to achieve such insight. I
been systematically educated out of us.
often coach and advise companies on how to achieve
Certain process interventions that attempt to res-
such immersion effectively, and the article by Stefana
urrect that creativity can happen and be effective
Broadbent and Valerie Bauwens contributes guidance
rather quickly, but long-lasting interventions—e.g.,
as well. That article also reveals ethnographic research
the cultural interventions being orchestrated by Secil
findings that advise against certain types of innovation
and Stefana—can take a lot of time. As Roger Martin
since they are likely to yield user experiences that are
described, the ways of thinking that are dominant in
inappropriate.
business create an environment that is hostile to such
Clearly, ethnographic research was a big topic at CONNECTING ‘07. What struck me was the extent to which members of this particular design community
change. But those companies that can achieve such change are likely to also achieve competitive advantage. Jon: Maybe that’s one of the key distinctions between
seem to embrace such research while they struggle
design and innovation: I see design as something that
with the role it should play in their work.
is inherently separate from business. It can be twisted
Jon: Hugh’s model captures the idea of refinement
and manipulated into a business context, often with
and polish in execution—his process exemplifies the
great financial rewards for those who understand how
sort of rigor that is necessary to call something “appro-
to position it correctly. But on its own, design is about
priate.” Secil spent nearly five years working on the
shaping culture and society, and the construct of profit
advancements she’s detailed, and Stefana’s work has
and competitive advantage is arbitrary (although cer-
spanned nearly as long. Innovation is nearly always
tainly appealing for many). The struggle we see, as
accompanied by a push for speed. Innovate faster!
academics try to understand “design research,” and the
Innovate now! But all of the truly timeless “innova-
emphasis that has been placed recently on develop-
tions” were born of a long, drawn-out, and extremely
ing nations and on issues like sustainability (an issue
rigorous process.
addressed extensively during the conference and by Eli
I found it interesting that, also at CONNECTING ‘07,
Blevis in this magazine), indicate a return toward what
many of the speakers, including IDEO’s President and
could be thought of as a more liberal view of design:
CEO Tim Brown, cited Charles and Ray Eames as being
appropriate, culturally resonant, and profitable only
influential in their view of the creation of iconic design
incidentally. Personally, I think this shift is sorely need-
solutions. Charles and Ray Eames spent their career
ed and long overdue; in a culture overcome with con-
refining a process of design that emphasized craft,
sumption and stuck with an abstract view of happiness
patience, care, and detail, and Charles is referenced as
as lots of money, perhaps design can be the answer not
saying “innovate as a last resort.” Their view of design,
only to our environmental woes, but to our spiritual
engineering, production, and development was one
woes, too.
— Richard Anderson & Jon Kolko
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Januar y + Februar y 2008
articles on this in future issues.
interactions
Watson describes in her article in this issue. Roger
79
Interactions Cafe
On Innovation, Appropriateness, Intervention Design… Shortly after attending the ICSID-IDSA CONNECTING ’07
than they are innovative). As we see a trend in society
World Design Congress in San Francisco, EICs Jon and Richard
toward “slow” design (clearly juxtaposed with fast-food
sat down to discuss the conference and its relationship to this
culture), the bloat of features and functionality that
issue of interactions.
seem to go hand in hand with being new and different are dramatically misplaced.
Jon: I’m concerned with the overabundance of the
On top of this, the majority of the companies that
word “innovation” in our professional discipline. At
are clamoring for increased innovation haven’t proven
CONNECTING ‘07, the theme was neither subtle nor
that they can solve the older problem of quality: I
convincing: Nearly every speaker talked about inno-
don’t need more “new” and “innovative” features in
vation (some better than others), yet no one over
Windows; I just need the bloody thing to work without
the course of four days managed to define the term.
crashing.
Apparently, if a business isn’t focused entirely on inno-
be more innovative. Why don’t you get them to be more
and they won’t be around in a hundred years.
appropriate, or refined, or polished, instead?
I’ve recently done a mental inventory of the products,
Januar y + Februar y 2008 interactions
Richard: Actually, my coaching and teaching focus
software, and services that I use and that I cherish. The
on moving user experience into a position of greater
items I hold dear to my heart are either one-offs (craft
corporate attention and influence—on helping to
oriented and thus not in the realm of the innovation dis-
enable companies to do the kinds of things Secil
cussion) or refined and subtle (they are appropriate more
80
You do a lot of coaching and teaching companies to
vation right now, their business is completely ruined
(continued on page 79)
Frances Karandy, Bentley ’05, MBA, MSHFID Design Researcher, Yahoo!
Creative thinker. Business strategist. Usability specialist. Frances Karandy knows the value of integrating strategic business skills with user experience knowledge. That’s why she chose Bentley — one of the premier user experience graduate programs and the only one located within a business school. Bentley offers a variety of nationally recognized usability programs and services for both individuals and corporations: • MS in Human Factors in Information Design (MSHFID). Students gain a deep understanding of user-centered product design, as well as leading-edge business skills. Graduates are highly sought after for senior-level positions at top companies worldwide. • Information Design Certificate Program. Two-day courses, designed for professionals in a variety of fields. Most courses are available online or at your site. • Design and Usability Center (DUC). Professional user-centered design services available for clients around the globe. Visit www.bentley.edu/usability for details. For more information, please contact Bill Gribbons at 781-891-2926 or wgribbons@bentley.edu. © 2007 Bentley College, Waltham, MA