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This is the in-depth presentation I did at Interaction 13 in Toronto. It gives first an approach grounded in the theory of complexity and then expands on the two fundamentals to design social experiences.
This is the in-depth presentation I did at Interaction 13 in Toronto. It gives first an approach grounded in the theory of complexity and then expands on the two fundamentals to design social experiences.
USER CENTERED DESIGN: ISO 13407
(1999) 6 STEPS, ITERATING Specify the user & organizational requirements Understand & Produce Identify need of user specify the design centered design context of use solutions Evaluate design against requirements System meets specified functional, user & organizational requirements
3D METHOD Dave Gray (2008)
3D: http://www.davegrayinfo.com/2008/03/31/3d-a-model-for-learning-and-improvement/
DIFFERENT APPROACHES? IDEO Inspiration Ideation
Implementation XPLANE Discover Concept Design Do CHESKIN Envision Explore Create Inspire Express CONIFER Research Catalog Synthesis Insights COOPER Research Modeling, Scenarios Framework Design Communicate FROG Discover Design Deliver FITCH Discover Define Design Do N MELVILLE Explore Discover Concept & Design Implement & Assess Stephanie Gioia (2011) http://www.visualmba.info.
“ The great teams never
talked about process. If you’re getting something, you’ve got some kind of process. When you formalize that process, that’s a methodology. When that hardens, you’ve got a dogma. Jared Spool ”
1. Identify a DOT Loop
Think about the latest social project you did. Do Try identifying which Observe DOT Loop you worked Think to enable for the client.
2. Relational Motivations Given the
DOT Loop from before, try to identify which Competition Relational Motivations Excellence are driving its social Curiosity dynamics. Affection
RELATIONS In Friendfeed there’s an
excellent feature that shows you the messages where your friend answered or liked. This works on the Curiosity motivation.
RELATIONS The Like button has
a very clever design that highlight your relationships: wherever you are on the web, seeing the face of a friend of yours there is incredibly reassuring. This works on the Affection motivation.
IDENTITY Might be surprising, but
the old MySpace excelled in something: identity. The high degree of customization, allowed by a workaround, triggered an incredible level of self- expression (with all its consequences). This works on the Excellence motivation.
IDENTITY Twitter has one of
the best identity expression feature around for simplicity and efficiency: the custom background changes completely the page look and feel. This works on the Excellence motivation.
IDENTITY Many games put a
lot of emphasis on identity, think for example about World of Warcraft and Second Life. This works on the Excellence motivation.
COMMUNICATION Another strong element of
Twitter is its focus on communication, in particular broadcast communication. This works on the Curiosity motivation.
COMMUNICATION Often ignored, instant messaging
systems are incredibly powerful social networks focused on communication. Skype is an excellent example of this, allowing multiple types of communication in one. This works on the Curiosity motivation.
EMERGENCE OF GROUPS Another feature
of Skype that is so simple it’s almost not noticed is it’s ability to create groups on the fly. You need to talk with a couple of friend right now? Create a chat ad hoc with a couple of clicks, done! This works on the Affection motivation.
EMERGENCE OF GROUPS The king
here today is Google+, even if with the Circles concept it has a very specific interpretation of group. This works on the Affection motivation.
EMERGENCE OF GROUPS Facebook has
introduced a very interesting feature as well: dynamic groups. This works on the Affection motivation.
3. Social Usability Take the
Relational Motivation you defined Relations before and think what Identity kind of social usability Communication hook it could use. Emergence of Groups