Collective Intelligence Indeterminacy and the Illusion of Control

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    Collective Intelligence Indeterminacy and the Illusion of Control - Presentation Transcript

    1. Collective Intelligence, Indeterminacy and the Illusion of Control www.trampolinesystems.com
    2. Charles Armstrong Mike Stenhouse Founder, CEO Head of User Experience, Trampoline Systems Trampoline Systems
    3. Enterprise software that harnesses social behaviour
    4. Collective intelligence systems present unique difficulties for usability and adoption. What approaches will work?
    5. 1 / Ethnographic Perspective Charles Armstrong CEO, Trampoline Systems
    6. First generation (1960-2000) § Foundation technologies: microprocessors, underlying network protocols, core infrastructure software, personal productivity software. § Productivity gains achieved by training humans to fit into mechanical processes. § Social behaviour marginalised (eg water cooler networking).
    7. Second generation (2000 onward) § Realigning foundation technologies to mesh with evolved social behaviour. § Productivity gains achieved by leveraging collective intelligence. § “Social software”, “Web 2.0” and “Enterprise 2.0” are pointers to this generational shift.
    8. Tim O’Reilly uses the term “Bionic Software” to indicate how these systems augment human intelligence.
    9. But “Sociomimetic” is more accurate. We’re augmenting collective intelligence not individual.
    10. Sociomimetic systems are complex! § Large, widespread network of users. § Multiple sources of content and data. § Complex algorithms. § Systemic feedback - changing factor X affects factor Y which changes factor X… § Non-deterministic - adjusting a parameter might have a different effect from one day to another.
    11. The challenge How to make Sociomimetic systems easy for users to understand, adopt and manage.
    12. Usability focuses on the interaction between an individual and a machine.
    13. But with a Sociomimetic technology the user is interacting with a complex human system.
    14. We need to think of the software as a window onto the human collective.
    15. How do we design an interface for something so complex?
    16. Let’s go back to the basics of how we use tools.
    17. Humans are not the only tool users.
    18. …though animal examples can be baffling
    19. But hominids are the virtuosi.
    20. Hand axe 350,000 BC
    21. Bronze shears 1000 BC
    22. We can intuit what these tools do. We could pick them up and use them without needing any training.
    23. What makes a tool easy to adopt? § We understand how it works and how to operate it.
    24. What makes a tool easy to adopt? § Grokability.
    25. What makes a tool easy to adopt? § Grokability. § We can predict what effect it will have.
    26. What makes a tool easy to adopt? § Grokability. § Predictability.
    27. What makes a tool easy to adopt? § Grokability. § Predictability. § We can imagine a situation where it would be useful.
    28. What makes a tool easy to adopt? § Grokability. § Predictability. § Relevance.
    29. If we want any tool to be easy to adopt and use, it must satisfy these three requirements.
    30. Let’s rate two complex tools against these requirements, from the perspective of the times they were introduced.
    31. Star Tourer automobile 1910 AD
    32. Star Tourer automobile 1910 AD
    33. Automobile: Grokability § Looks like a carriage but no obvious way to attach a horse. § Multiple floor pedals, dials, a strange circular appendage, several switches. FAIL Consequences: § Users require intensive training.
    34. Automobile: Predictability § Once the controls have been learned, the same input generally has the same effect. PASS
    35. Automobile: Relevance § It carries people and luggage long distances at high speed with no effort. PASS
    36. Automobile: scorecard Grokability FAIL Predictability PASS Relevance PASS
    37. Xerox 8010 “Star” 1981 AD
    38. PC: Grokability § A television, half a typewriter, a box with two buttons and a wheel underneath (plus a fridge-sized cabinet which is strangely omitted from marketing images). § Function and operation are totally incomprehensible. FAIL Consequence: § Users require long training process.
    39. PC: Predictability § A conceptual universe of programs, icons, menus and keyboard/mouse control must be learned before the system’s behaviour becomes predictable. FAIL
    40. PC: Relevance § The average person in 1981 didn’t see much need for a PC. § Why are there pictures on the screen instead of text? FAIL
    41. PC: scorecard Grokability FAIL Predictability FAIL Relevance FAIL
    42. If Sociomimetic systems are this hard to adopt, it will take a long time for them to become popular.
    43. Can we make it easier?
    44. Let’s look for some clues…
    45. ?
    46. London Underground Map (Henry Beck, 1933)
    47. London Underground Map
    48. Solution 1 Present a simplified reality § Present a distilled version of reality that users can understand rapidly. § Emphasise underlying structure. § Optimise the reality you present to help users make informed choices.
    49. Grokability PASS
    50. Typhoon “Eurofighter” 2002 AD
    51. Too complex to control § The aircraft is dynamically unstable. § Human reflexes are too slow to control it (the plane would crash). § Computers control all flight surfaces. § But the pilot is provided with conventional cockpit controls which feed input to the computers.
    52. Solution 2 Create an illusion of control § Offer the user controls that are simple and relevant to their experience. § These controls may appear to do something direct and straightforward but this will be an illusion.
    53. Predictability PASS
    54. UK election poster 1979 AD
    55. Too abstract to be relevant § Democracy is a tool for governing a society in the common interest. § From the perspective of an individual user it’s insanely complex, non-deterministic and abstract. § Successful politicians articulate issues in terms of simple choices relevant to the ordinary voter.
    56. Solution 3 In-your- face usefulness § Interface must relate to the user’s experienced needs. § The first time a user engages with a system it should be filled with information specifically relevant to them.
    57. Relevance PASS
    58. 2 / Software & Web Perspective Mike Stenhouse Head of User Experience, Trampoline Systems
    59. 1 - 11 1 11
    60. Shh, quiet – Fuckin' loud Ssssh, Fuckin’ quiet loud
    61. Nick Drake – Jimi Hendrix
    62. Naked and the Boys – Bolt Action Five
    63. “An interface is about hiding complexity from the user. It's about guiding a process, without cognitive understanding of what goes on beneath.” Kai Krause http://en.wikipedia.org/wiki/Kai_Krause
    64. I've been fooled!
    65. “It is like you want us to think that there is a super computer that can see the pictures and deside.” PictureThis1 http://www.flickr.com/groups/interestingness500/dis cuss/72057594074431059
    66. “My guess it’s statistical-magical” Yolise http://www.flickr.com/groups/interestingness500/dis cuss/72057594074431059
    67. Credits http://www.mindspring.com/~cityzoo/mjohnson/papers/screens/imag es/KPT.gif http://www.d-vw.com/dsculptor/with_other/bryce_full_resolution.jpg http://flickr.com/photos/mn_francis/120692699/ http://flickr.com/photos/orphum/45484799/
    68. Thanks! Let us have your feedback. www.trampolinesystems.com

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