Davide Casali - Social Interaction Design

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  • 1. Social Interaction Design Davide ‘Folletto’ Casali intenseminimalism.com
  • 2. who am I?
  • 3. hybrid professional
  • 4. development
  • 5. design development
  • 6. psychology design development
  • 7. mindset
  • 8. determination 1
  • 9. determination as constant self-improvement 1
  • 10. team 2
  • 11. team working together is critical 2
  • 12. fail fast 3
  • 13. fail fast try early and, if it doesn’t work, fail fast 3 @ http://www.paulgraham.com/articles.html
  • 14. criticism 4
  • 15. criticism it’s good: accept it and build upon it 4
  • 16. vertical vs horizontal 5
  • 17. vertical vs horizontal different kinds of intelligence exist 5 @ http://en.wikipedia.org/wiki/Emotional_intelligence
  • 18. “ Our greatest glory is not in never falling, but in raising every time we fall. - Confucio
  • 19. io n a t in s t m rm fa c is e te a m il ri ti | h d te fa c v 1 2 3 4 5
  • 20. theory
  • 21. The walkman Designed to isolate oneself, used to connect people.
  • 22. MoDe: Motivational Design
  • 23. Functional Needs 1 Relational Motivations 2 Social Usability 3 Circadian Activity Flow 4
  • 24. 1 Functional Needs Action / Satisfaction Solution
  • 25. 1 Functional Needs Action / Need Satisfaction Solution You have to go back to real needs and solve them
  • 26. FUNCTIONAL NEEDS Word
  • 27. FUNCTIONAL NEEDS Word but... text solves the need of sharing knowledge!
  • 28. FUNCTIONAL NEEDS Google Docs sharing
  • 29. 2 Relational Motivations competition excellence affection curiosity
  • 30. 3 Social Usability Interpersonal Relations How easy is it to find other people and connect to them? How easy is it to keep those connections alive? Identity How rich is one’s personal identity expression? How much are interests and passions expressed? Communication 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)? Group Emergence How easy is to create groups? How active are groups once estabilished?
  • 31. INT. RELATIONS Many ways to discover. FriendFeed channels activities friend’s faves
  • 32. IDENTITY You can customize almost everything. MySpace background music avatar menu blog colors
  • 33. IDENTITY Scattered identity. Facebook infos photo activities
  • 34. COMMUNICATION Great messaging panel. DeviantArt chat messages comments forums
  • 35. GROUP EMERGENCE Groups at its foundation. Google Wave new discussions discussions
  • 36. 4 Circadian Activity Flow It’s the sequence of small and big actions made during the span of a day, prioritized through competing individual value hierarchies. The four most relevant factors determining the Flow: Priority Easiness Proximity Efficacy
  • 37. 4 Circadian Activity Flow 24 HOURS Task 1 Task 2 Task 3 Task 4 Task 6 Task 7
  • 38. 4 Circadian Activity Flow 24 HOURS Task 1 Task 2 Task 3 Task 4 Insertion Task 6 Task 7
  • 39. “ It is a miracle that curiosity survives formal education. - Albert Einstein
  • 40. try, then go deeper
  • 41. 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
  • 42. hint: it’s more than just levels
  • 43. occasional users power users
  • 44. many occasional users power users
  • 45. many occasional users strong power users
  • 46. it’s a balance
  • 47. how many followers you need in order to say that you know how Twitter works? 1. 20 followers 2. 100 followers 3. 1.000 followers 4. 20.000 followers
  • 48. you may have guessed it...
  • 49. ...it’s not a matter of numbers!
  • 50. different dynamics with different numbers
  • 51. “ Men in general judge more from appearances than from reality. All men have eyes, but few have the gift of penetration. - Oscar Wilde
  • 52. practice
  • 53. Self improvement circle Know Do Think
  • 54. User Centered Design Know Do Think
  • 55. The process is important.
  • 56. 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 challenges.
  • 57. ...some practices Know Think Do • Benchmarks • Brainstorms • Develop • Analysis • Select solutions • Pair programming • Best Practices • Scenarios • Automated tests • Cutting Edge Solutions • Personas • Refactoring • User tests • Wireframes • Releases • Polls • Paper prototypes • Fixes • Focus groups • Prototypes • ... • ... • Visual design • ...
  • 58. Release fast
  • 59. Release fast Get feedback fast
  • 60. Release fast Get feedback fast Iterate fast
  • 61. The best companies do it.
  • 62. Google continuous user testing with labs, a/b, betas, etc. @ http://news.cnet.com/8301-10784_3-9954972-7.html
  • 63. BJ Fogg many crummy trials beat deep thinking @ http://www.slideshare.net/bjfogg/10-million-in-10-weeks-what-stanford-learned-building-facebook-apps
  • 64. Apple 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 restriction. Later they whittle that number to three, spend more months on those three and then finally end up with one strong decision.” @ http://www.businessweek.com/the_thread/techbeat/archives/2008/03/apples_design_p.html
  • 65. “ Beauty and brains, pleasure and usability go hand-in-hand in good design. - Donald Norman
  • 66. simplicity × complexity
  • 67. “ Complicare è facile, semplificare è difficile. Per complicare basta aggiungere, tutti sono capaci di complicare. Pochi sono capaci di semplificare. - Bruno Munari
  • 68. Davide ‘Folletto‘ Casali intenseminimalism.com @folletto folletto@gmail.com SocialMediaLab Milano, 13 novembre 2009 socialmedialab.net