3 Social Usability
How easy is it to ﬁnd other people and connect to them?
How easy is it to keep those connections alive?
How rich is one’s personal identity expression?
How much are interests and passions expressed?
How fast can a message reach the other person?
How easy is it to handle conversations (1-to-1, 1-to-some, 1-to-many)?
How easy is to create groups?
How active are groups once estabilished?
INT. RELATIONS Many ways to discover.
IDENTITY You can customize almost everything.
COMMUNICATION Great messaging panel.
GROUP EMERGENCE Groups at its foundation.
4 Circadian Activity Flow
It’s the sequence of small and
big actions made during the
span of a day, prioritized
through competing individual
The four most relevant factors determining the Flow:
Priority Easiness Proximity Efﬁcacy
“ It is a miracle
survives formal education.
- Albert Einstein
try, then go deeper
how many levels you need to
play in order to say that you know
how World of Warcraft works?
1. Level 30
2. Level 50
3. Level 80
hint: it’s more than just levels
many occasional users
many occasional users
strong power users
it’s a balance
how many followers you need in
order to say that you know how
1. 20 followers
2. 100 followers
3. 1.000 followers
4. 20.000 followers
you may have guessed it...
...it’s not a matter of numbers!
“ Men in general judge more from
appearances than from reality.
All men have eyes, but few have
the gift of penetration.
- Oscar Wilde
Self improvement circle
User Centered Design
The process is important.
We refer to our overall approach as
"design thinking": a means of problem
solving that uses design
methodologies to tap into a deep
reservoir of opportunity. These
methods include observation,
prototyping, building, and storytelling,
and can be applied by a wide range of
people to a breadth of organizational
continuous user testing with labs, a/b, betas, etc.
many crummy trials beat deep thinking
seems doing it... inside: 10 to 3 to 1
“Apple designers come up with 10 entirely
different mock ups of any new feature. Not,
Lopp said, "seven in order to make three look
good", which seems to be a fairly standard
practice elsewhere. They'll take ten, and
give themselves room to design without
Later they whittle that number to three,
spend more months on those three and then
ﬁnally end up with one strong decision.”
“ Beauty and brains,
pleasure and usability
in good design.
- Donald Norman
simplicity × complexity
“ Complicare è facile,
semplificare è difficile.
Per complicare basta aggiungere,
tutti sono capaci di complicare.
Pochi sono capaci di semplificare.
- Bruno Munari