Monday, April 13, 2009

Designing Interactions: Adopting Technology

Chapter Takeaways
  • Three phases of adoption - Enthusiast, Professional and then Consumer.
  • Importance of enjoyability and easy-of-use grow with each phase.
  • Aestheics also come into play more and more with each phase.
  • Talk to the users for unique design insights.
  • Once interaction design is adopted by large group of people, hard to change.
  • Design for the experience, not just the product.
  • Think about packaging service with product.
  • A good prototype can serve as a selling demo to client.
  • Invite engineers and designers to observe the usability testing.
  • Interaction Design is making technology fit people.
  • Future products will react to the environment and people around them.
  • To build good products, you must have a solid technocal foundation.
  • And of course, engage passionate people!
David Little
  • PhD in Electrical Engineering.
  • Interested in designing graphical interactions.
  • Designed display for the Alto.
  • Project leader for Star.
  • In 1982, left Xerox to form Metaphor Computer, which was acquired by Microsoft in 1991.
  • In 1992, set up and lead a new research lab, Interval Research, to stir up new thinking for commercial possibilities.
  • Now a venture capitalist.
Three Phases of Adoption
  1. Hobby: Enthusiast Phase - "Exploit me!"
  2. Work: Professional Phase - "Help me work!"
  3. Life: Consumer Phase - "Enjoy me!"
Enthusiast, Professional, Consumer
  • Enthusiast - even a single inventor can design for them.
  • Professional - much more stringent requirements on performance, reliability, usefulness and usability. Does not need to be easy to use. Does not need to be enjoyable (I don't agree).
  • Consumer - Enjoyable and easy to use.
Learning from Kids
  • In 1994, sent out a touring test at "Lollapalooza".
  • One finding contradicted many prior assumptions. Adoption as children may not lead to use as adults. Example - talking on the phone 24/7 is cool as kids with curfews and seen a uncool as 18+ w/ lives.
The Car
  • Many attempts to devise a steering mechanism before a steering wheel was established.
  • Enthusiast phase between the time that the engine was attached to a carriage to 1908 when the ford first came out that could serve both consumers and professionals.
  • Once a complicated set of interactions is learned by a large population, resistance to change sets in.
  • Interactions have incrementally become easier & safer, but largely the same.
  • We now love exercising our driving skills. Take pride in it and enjoy the experience.
Digital Photography
  • Enthusiast - 35mm camera that was taken into space by early astronauts in the fifties.
  • Consumer - point a shoot (not replacing professional, but simply adding to it.)
  • Experience of photography is much broader than the camera itself.
Mat Hunter
  • Studied interaction design at Royal College of Art.
  • Joined IDEO in 1995, key to the development of an interaction architecture for Kodak.
  • In 1999, became head of Interaction Design @ IDEO London.
  • Currently head of the London office of IDEO.
Interaction Architecture
  • When asked to redesign the Kodak carema, Mat knew that they needed to look beyond the device and into the entire photo taking/printing/viewing experience.
  • Needed to build an "Interaction Architecture", a framework on which developers would add cameras and services over time.
  • Jane, a Human Factors researcher, summed up the opportunities for consumer digital photography:
    1. Readiness to capture.
    2. Information at capture.
    3. Creative control.
    4. Organization.
    5. Ways to display.
  • Techniques used in Human Factors work:
    • The system perspective - camera at the center.
    • Scenarios.
User Experience Prototype
  • Mat could not work with developers on the camera.
  • As a solution, the team aimed for 3-5 year out technology, hoping the dev team would down-sample as needed.
  • Developed a working prototype so that the engineers and designers would feel engaged.
  • Three modes, not to overwhelm the user at once.
  • Show the images on the display.
  • Reviewers sighted is as easy-to-use, "a camera for the rest of us".
Rikako Sakai
  • Won scholarship to attend the Interaction Design Institute Ivrea.
  • BA in Industrial Design.
  • Thesis on "wearables".
  • Gained experience in Interaction Design and Human Factors through Canon.
Canon PhotoStitch
  • Brought in to develop the 3rd version of PhotoStitch.
  • Prior to her, the engineers did not work with Interaction Designers on product.
  • To start, she had all the engineers observe a usability test.
  • Improved navigation by allowing back and fwd at will, rather than strictly linear.
  • Watched the user behavior and adapted the device to it.
  • Fought with designers on individual icons, winning some, loosing others.
  • Once the adoption of technology reaches the consumer phase, the skills of Interaction Designers and psychologists are much more essential.
Printers for Digital Photography
  • Printers evolved from noisy machines to quiet gray boxes to consumer maintainable devices. Next came the aesthetics that fit into the domestic environment.
David Kelley
  • BS in Electrical Engineering from Carnegie Mellon.
  • First worked at Boeing in Seattle where we was to design the lavatory "occupied" signs.
  • Left for MS in Product Design at Stanford, graduated in 1978.
  • Started a design agency with friends from Stanford which later became IDEO.
  • Left in 2002,and now is at Stanford while staying connected with IDEO as chairman.
Design Adopts Technology
  • Interaction Design is making technology fit people.
  • First started designing a lot of input devices. Excited because it was new and personal.
  • Significant development was the integration of hardware and software into products in which the way people interact with the product could drive the whole solution (i.e. PDA, cell phone).
  • Wanted the product to meet the behavior and need.
  • Then along came the information appliance - the idea being that technology-enabled devices would start to fit into everyday lives. Believes yet to come. Products that react to us.
  • The Internet makes the market more perfect - find the people who want the products and services more easily.
  • Believes the number of places where the entire experience is in play, is growing.
  • Teach designers to be interrogators.
  • Designing experiences, rather than just objects.
Paul Mercer on the iPod
  • The complete service : ipod + itunes was key to success.
  • Programmer.
  • Worked for Apply since 20-year-old in 1987.
  • In 1991, explored concepts for hand-held macs and the software to go with them.
  • In 1994, left to found Pixo.
  • Clients included Nokia & Samsung for phones and Apple for iPod.
  • Apple acquaired Pixo after the 1st generation of iPod.
  • In 2002, found Inventor to create enabling structures for ubiquitous computing.
  • (update from web, in 2007, Paul joined Palm).
Pixo
  • Paul Mercer was always passionate about building postable electronic devices.
  • In 1994, thought that the capability at Apply was no longer the differentiating ingredient.
  • Left to start up a company called Pixo to create the building blcoks for the next generation of devices and to build the UIs for those devices.
iPod and iTunes
  • Why is the iPod so great compared to the competition? The culture of being able to build good products.
  • Apple started workon music by acquiring SoundJam to build iTunes and improving it over the years.
  • In 2001, launched iPod that synchronized through high-speed bus with iTunes.
  • In 2003, launched the iTunes music store.
  • Very slowly developed iTunes for Windows.
  • Claims that Pixo did not design the iPod, simply the building blocks for it.
The Interaction Design Challenge
  • Recently started Inventor.
  • Wants to democratize the design of better user interfaces for portable devices.
  • Develop tools for developers.

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