1) Current AR experiences often lack social maturity and create anti-social interactions, but the technology is still young and can mature rapidly.
2) Nine design principles are proposed to increase the social intelligence of AR, including enhancing rather than replacing social interactions, building experiences that echo human expectations, ensuring AR elements are optional and avoid the uncanny valley.
3) Following local social norms for interactions is emphasized as the most important principle, and a framework is presented showing how AR experiences could evolve to be more socially integrated over time.
The Future of Surgical Training || Shafi Ahmed || Future HealthScience: Disrupt
Shafi Ahmed, Consultant Surgeon at Royal London Hospital, joins us at the Science: Disrupt London Session on Future Health to talk about VR and AR and whether they are the future of Global surgical training.
AR-UX: The generation of the pervasive User ExperienceAlex Young
Over the past year Augmented Reality (AR) has been touted as the next big thing. This presentation is from UX Australia 2010 and looked at what real world challenges we need to consider and resolve in this space as well as how we introduce and enable this information to be inclusive and relevant across many contexts.
As devices and networks evolve we become more connected to time, objects and people. As interactions start becoming separated from traditional interfaces, what is the impact for us as the people who design these experiences? How do we deal with connections that are no longer necessarily presented in or triggered from environments that users can see and touch. How do we incorporate this into our design thinking and approach when those experiences may have very real impacts on the notion of self.
Social Media: Strategic Overview & Business ImplicationsJoe Lamantia
Agency POV and strategic overview of the business impact of new digital social channels on engaging with customers, branding, participation in the reputation economy. Considers commercial and enterprise domains, as well as the evolution of social media toward social busienss and models such as co-creation.
Sections:
Overview of Social Engagement and Business Implications
Examples of
Measuring the Social Landscape
Getting Started In the Conversation
Best Practices for Social Interactions
What does the future of design hold? Greater ethical challenges. In the coming world of integrated experiences, design will face increasing ethical dilemmas born of the conflicts between broader, diverse groups of users in social media; new hybrids such as the SPIME which bridges the physical and virtual environments simultaneously, and the DIY shift that changes the role of designers from creators of elegant point solutions, to the authors of elegant systems and frameworks used by others for their own expressive and functional purposes. To better prepare designers for the increased complexity, connectedness, and awareness included in the coming future, here are some practical suggestions for easily addressing conflict during the design of integrated experiences, by using known and familiar experience design methods and techniques.
User Experience Architecture For Discovery ApplicationsJoe Lamantia
"How can you harness the power and flexibility of Latitude to create useful, usable, and compelling discovery applications for enterprise discovery workers? This session goes beyond the technology to explore how you can apply fundamental principles of information design and visualization, analytics best practices and user interface design patterns to compose effective and compelling discovery applications that optimize user discovery, success, engagement, & adoption."
Digital Music Services (Strategic Review & Options)Joe Lamantia
Strategic review of digital music services market (with a focus on the mobile user). Competitor assessment, customer insights, mapping of product and experience ecosystems. Identifies opportunities for offering new services based on customer experiences. Reviews abbreviated portfolio of strategic options, and experience concepts.
The Future of Surgical Training || Shafi Ahmed || Future HealthScience: Disrupt
Shafi Ahmed, Consultant Surgeon at Royal London Hospital, joins us at the Science: Disrupt London Session on Future Health to talk about VR and AR and whether they are the future of Global surgical training.
AR-UX: The generation of the pervasive User ExperienceAlex Young
Over the past year Augmented Reality (AR) has been touted as the next big thing. This presentation is from UX Australia 2010 and looked at what real world challenges we need to consider and resolve in this space as well as how we introduce and enable this information to be inclusive and relevant across many contexts.
As devices and networks evolve we become more connected to time, objects and people. As interactions start becoming separated from traditional interfaces, what is the impact for us as the people who design these experiences? How do we deal with connections that are no longer necessarily presented in or triggered from environments that users can see and touch. How do we incorporate this into our design thinking and approach when those experiences may have very real impacts on the notion of self.
Social Media: Strategic Overview & Business ImplicationsJoe Lamantia
Agency POV and strategic overview of the business impact of new digital social channels on engaging with customers, branding, participation in the reputation economy. Considers commercial and enterprise domains, as well as the evolution of social media toward social busienss and models such as co-creation.
Sections:
Overview of Social Engagement and Business Implications
Examples of
Measuring the Social Landscape
Getting Started In the Conversation
Best Practices for Social Interactions
What does the future of design hold? Greater ethical challenges. In the coming world of integrated experiences, design will face increasing ethical dilemmas born of the conflicts between broader, diverse groups of users in social media; new hybrids such as the SPIME which bridges the physical and virtual environments simultaneously, and the DIY shift that changes the role of designers from creators of elegant point solutions, to the authors of elegant systems and frameworks used by others for their own expressive and functional purposes. To better prepare designers for the increased complexity, connectedness, and awareness included in the coming future, here are some practical suggestions for easily addressing conflict during the design of integrated experiences, by using known and familiar experience design methods and techniques.
User Experience Architecture For Discovery ApplicationsJoe Lamantia
"How can you harness the power and flexibility of Latitude to create useful, usable, and compelling discovery applications for enterprise discovery workers? This session goes beyond the technology to explore how you can apply fundamental principles of information design and visualization, analytics best practices and user interface design patterns to compose effective and compelling discovery applications that optimize user discovery, success, engagement, & adoption."
Digital Music Services (Strategic Review & Options)Joe Lamantia
Strategic review of digital music services market (with a focus on the mobile user). Competitor assessment, customer insights, mapping of product and experience ecosystems. Identifies opportunities for offering new services based on customer experiences. Reviews abbreviated portfolio of strategic options, and experience concepts.
This case study demonstrates a simple design framework of standardized information architecture building blocks that is directly applicable to portals and the DIY model for creating user experiences, in two ways. First, the building blocks framework can help maintain findability, usability and user experience quality in portal and DIY settings by effectively guiding growth and change. Second, it is an example of the changing role of IA in the DIY world, where we now define the frameworks and templates other people choose from when creating their own tools and user experiences.
Using many screenshots and design documents, the case study will follow changes in the audiences, structures, and contents of a suite of enterprise portals constructed for users in different countries, operating units, and managerial levels of a major global corporation. Participants will see how the building blocks provided an effective framework for the design, expansion, and integration of nearly a dozen distinct portals assembled from a common library of functionality and content.
This case study will also explore the building blocks as an example of the design frameworks IA’s will create in the DIY future. We will discuss the goals and design principles that inspired the building blocks system, and review its evolution over time.
Understanding Frameworks: Beyond Findability IA Summit 2010Joe Lamantia
Design frameworks offer substantial benefits to all parties involved in creating high quality user experiences for products, services, digital media, and the emerging interaction spaces of augmented reality, ubiquitous computing, and cross-media. Frameworks allow designers to better adapt to the rapid shifts in the digital environment by leveraging increasing modularity, granularity, and structure, and accommodating the far-reaching changes inherent in the rise of co-creative dynamics. This presentation - part of a full-day workshop delivered at the 2009 & 2010 Information Architecture Summit - identifies the elements common to all design frameworks, and offers best practices on effectively putting frameworks into practice. Altogether, it is a short course in the creation and use of customized design frameworks.
Designing Big Data Interactions Using the Language of DiscoveryJoe Lamantia
The oncoming tidal wave of Big Data, with its rapidly evolving ecosystem of multi-channel information saturated environments and services, brings profound challenges and opportunities for the design of effective user experiences that UX practitioners are just beginning to engage with in a meaningful fashion.
Looking deeper than the celebratory rhetoric of information quantity, at its core, Big Data makes possible unprecedented awareness and insight into every sphere of life; from business and politics, to the environment, arts and society. In this coming Age of Insight, 'discovery' is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments.
To provide architects and designers with an effective starting point for creating satisfying and relevant user experiences that rely on discovery interactions, this session presents a simple analytical and generative toolkit for understanding how people conduct the broad range of discovery activities necessary in the information-permeated world.
Specifically, this session will present:
• A simple, research-derived language for describing discovery needs and activities that spans domains, environments, media, and personas
• Observed and reusable patterns of discovery activities in individual and collaborative settings
• Examples of the architecture of successful discovery experiences at small and large scales
• A vocabulary and perspective for discovery as a critical individual and organizational capability
• Leading edge examples from the rapidly emerging space of applied discovery
• Design futures and concepts exploring the possible evolution paths of discovery interactions
It Seemed Like The Thing To Do At Time: State of Mind and FailureJoe Lamantia
How to avoid failure by changing states of mind, outlooks and goals. A comparative tale of personal and global success and failure as driven by states of mind.
Big Data Is Not the Insight: The Language Of Discovery: Joe Lamantia
Designing Effective Search and Discovery Experiences for the Enterprise, Using the Language of Discovery
The oncoming tidal wave of Big Data, with its rapidly evolving ecosystem of multi-channel information saturated environments and services, brings profound challenges and opportunities for the design of effective user experiences that UX practitioners are just beginning to engage with in a meaningful fashion. In this coming Age of Insight, 'discovery' is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments. Search is the gateway to discovery, and thus is indispensable as a capability.
To provide architects and designers with an effective starting point for creating satisfying search and discovery experiences this session presents a simple analytical and generative vocabulary for understanding how people conduct the broad range of discovery activities necessary in the information-permeated enterprise, and defining the search experiences they need.
Specifically, this session will present:
A simple, research-derived language for describing search and discovery needs and activities that spans domains, environments, media, and user types
Observed and reusable patterns of discovery activities in individual and collaborative settings
A practical model that defines actionable patterns of information engagement throughout the enterprise
Examples of the architecture of successful discovery experiences at small and large scales
A vocabulary and perspective for discovery as a critical individual and organizational capability
Guidance on using this vocabulary to drive large scale IT portfolio management as well as the design of individual search solutions
Designing Big Data Interactions Using the Language of DiscoveryJoe Lamantia
Looking deeper than the celebratory rhetoric of information quantity, at its core, Big Data makes possible unprecedented awareness and insight into every sphere of life; from business and politics, to the environment, arts and society. In this coming Age of Insight, ‘discovery’ is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments.
To provide architects and designers with an effective starting point for creating satisfying and relevant user experiences that rely on discovery interactions, this session presents a simple analytical and generative toolkit for understanding how people conduct the broad range of discovery activities necessary in the information-permeated world.
Specifically, this session will present: • A simple, research-derived language for describing discovery needs and activities that spans domains, environments, media, and personas • Observed and reusable patterns of discovery activities in individual and collaborative settings • Examples of the architecture of successful discovery experiences at small and large scales • A vocabulary and perspective for discovery as a critical individual and organizational capability • Leading edge examples from the rapidly emerging space of applied discovery • Design futures and concepts exploring the possible evolution paths of discovery interactions
Discovery and the Age of Insight: Walmart EIM Open House 2013Joe Lamantia
Discovery is the most important business capability in the emerging Age of Insight - it's the missing ingredient that makes Big Data a source of value for businesses and people.
The Language of Discovery is an essential tool for providing discovery capability, whether at the scale of designing a single discovery application, determining the value proposition of a new product or service, or managing a strategic portfolio of technology and business initiatives.
This presentation outlines the Age of Insight, and suggests deep structural and historic precedents visible in the Age of Reason, especially in the central parallels between Natural Philosophy and the emerging discipline of Data Science. We then review the language of discovery, and consider widely visible examples of products and services that demonstrate the language.
We review our own usage of the framework as an analytical and generative toolkit for providing discovery capability, and share best practices for employing this perspective across a variety of levels of need.
Waves of Change Shaping Digital ExperiencesJoe Lamantia
The digital landscape is changing, shaped by waves of change in media, technology, identity, and the basic ways we evaluate our experiences. These are some of the major waves of change in digital experiences that may be leading us to a world of co-creation and exchange through interaction.
Search Me: Designing Information Retrieval ExperiencesJoe Lamantia
This case study reviews the methods and insights that emerged from an 18-month effort to coordinate and enhance the scattered user experiences of a suite of information retrieval tools sold as services by an investment ratings agency. The session will share a method for understanding user needs in diverse information access contexts; review a collection of information retrieval patterns such as enterprise search and information access, service design, and product and platform management; and consider the impact of organizational and cultural factors on design decisions.
Designing Frameworks For Interaction and User Experience Joe Lamantia
Design frameworks offer substantial benefits to all parties involved in creating high quality user experiences. Frameworks allow designers to better adapt to the rapid shifts in the digital environment by leveraging modularity and structure, and accommodating the far-reaching changes inherent in the rise of co-creative dynamics. This presentation - part of a full-day workshop delivered at the 2009 Information Architecture Summit - identifies the elements common to all design frameworks, and offers best practices on effectively putting frameworks into practice. Altogether, it is a short course in the creation and use of customized design frameworks.
The DIY Future: What Happens When Everyone Is a DesignerJoe Lamantia
The DIY Future: What Happens When Everyone Is A Designer?
Broad cultural, technological, and economic shifts are rapidly erasing the distinctions between those who create and those who use, consume, or participate. This is true in digital experiences and information environments of all types, as well as in the physical and conceptual realms. In all of these contexts, substantial expertise, costly tools, specialized materials, and large-scale channels for distribution are no longer required to execute design.
The erosion of traditional barriers to creation marks the onset of the DIY Future, when everyone is a potential designer (or architect, or engineer, or author) of integrated experiences - the hybrid constructs that combine products, services, concepts, networks, and information in support of evolving functional and emotional pursuits.
The cultural and technological shifts that comprise the oncoming DIY Future promise substantial changes to the environments and audiences that design professionals create for, as well as the role of designers, and the ways that professionals and amateurs alike will design. One inevitable aspect consequence will be greater complexity for all involved in the design of integrated experiences. The potential rise of new economic and production models is another.
The time is right to begin exploring aspects of the DIY Future, especially its profound implications for information architecture and user experience design. Using the designer's powerful fusion of analytical perspective and creative vision, we can balance speculative futurism with an understanding of concrete problems - such as growing ethical challenges and how to resolve them - from the present day.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
--
With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
When designing for information retrieval experiences, the customer must always be right. This tutorial will give you the tools to uncover user needs and design the context for delivering information, whether that be through search, taxonomies or something entirely different.
What you will learn:
* A broadly applicable method for understanding user needs in diverse information access contexts
* A collection of information retrieval patterns relevant to multiple settings such as enterprise search and information access, service design, and product and platform management
We will also discuss the impact of organizational and cultural factors on design decisions and why it is essential, that you frame business and technology challenges in the right way.
The tutorial builds on lessons learned from a large customer project focusing on transforming user experience. The scope of this program included ~25 separate web-delivered products, a large document repository, integrated customer service and support processes, content management, taxonomy and ontology creation, and search and information retrieval solutions.
Joe will share the innovate methods and surprising insight that emerged in the process.
Companies are using VR to let people experience their services: hospitality and travel services providers can convince someone they can offer amazing experiences by letting people experience them in VR.
Qbit’s VR training environments are virtual spaces which allow users to be trained through learning-by-doing experiences from a first or third person view.
Interaction considerations with VR and ARLiv Erickson
Slides for O'Reilly Design 2016 - a few of the considerations for designing virtual and augmented reality applications, including physical comfort and environment / UI strategies.
Massively Social Games: Next Generation ExperiencesJoe Lamantia
What form will the next generation of interactive experiences take? The exact nature of the future is always unknown. But now that everything is 'social', and games are a fully legitimate cultural phenomenon more profitable and more popular than Hollywood films, we can expect to see the emergence of experiences that combine aspects of games and social media in new ways.
One example of a hybrid experience that combines game elements and complex social interactions is the cross-media environment formed by the popular Killzone games and their companion site Killzone.com.
By design, the Killzone games and the Killzone.com site have co-evolved over time to interconnect on many levels. In the most recent version (planned for public release in early 2009), the game console and web site experiences work in concert to enhance gameplay with sophisticated social dynamics, and provide an active community destination that is 'synchronized' with events in the game in real time. The hybrid Killzone environment allows active game players and community members to move back and forth between game and web experiences, with simultaneous awareness of and connection to people and events in both settings.
Leading games researcher and designer Nicole Lazzaro calls these hybrid experiences 'Massively Social On-line Games'. In these types of interactive experiences, players build meaningful histories for individual characters and groups of all sizes through competitive and cooperative interactions that take place in the linked game and community contexts. Game mechanisms and social architecture elements are designed to encourage the accumulation of shared experiences, group identities, and collective histories. Over time, designers hope shared experiences will serve as the basis for a body of social memory.
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
Good design is... a myth - Zoltan Kollin - UX Copenhagen 2017Zoltan Kollin
There is no good recipe for great design. Environments, technology, and sometimes even users are constantly changing. Context is everything, and these days, you need more than generic guidelines to define good products. This talk is about how product designers are sometimes “breaking” all guidelines and principles, but still end up creating successful products that users love.
Jack Morton's Matt Jones, SVP, Creative & Strategy, spoke at this year's Event Design Conference on the (potentially) provocative topic of Augmented Reality.
This case study demonstrates a simple design framework of standardized information architecture building blocks that is directly applicable to portals and the DIY model for creating user experiences, in two ways. First, the building blocks framework can help maintain findability, usability and user experience quality in portal and DIY settings by effectively guiding growth and change. Second, it is an example of the changing role of IA in the DIY world, where we now define the frameworks and templates other people choose from when creating their own tools and user experiences.
Using many screenshots and design documents, the case study will follow changes in the audiences, structures, and contents of a suite of enterprise portals constructed for users in different countries, operating units, and managerial levels of a major global corporation. Participants will see how the building blocks provided an effective framework for the design, expansion, and integration of nearly a dozen distinct portals assembled from a common library of functionality and content.
This case study will also explore the building blocks as an example of the design frameworks IA’s will create in the DIY future. We will discuss the goals and design principles that inspired the building blocks system, and review its evolution over time.
Understanding Frameworks: Beyond Findability IA Summit 2010Joe Lamantia
Design frameworks offer substantial benefits to all parties involved in creating high quality user experiences for products, services, digital media, and the emerging interaction spaces of augmented reality, ubiquitous computing, and cross-media. Frameworks allow designers to better adapt to the rapid shifts in the digital environment by leveraging increasing modularity, granularity, and structure, and accommodating the far-reaching changes inherent in the rise of co-creative dynamics. This presentation - part of a full-day workshop delivered at the 2009 & 2010 Information Architecture Summit - identifies the elements common to all design frameworks, and offers best practices on effectively putting frameworks into practice. Altogether, it is a short course in the creation and use of customized design frameworks.
Designing Big Data Interactions Using the Language of DiscoveryJoe Lamantia
The oncoming tidal wave of Big Data, with its rapidly evolving ecosystem of multi-channel information saturated environments and services, brings profound challenges and opportunities for the design of effective user experiences that UX practitioners are just beginning to engage with in a meaningful fashion.
Looking deeper than the celebratory rhetoric of information quantity, at its core, Big Data makes possible unprecedented awareness and insight into every sphere of life; from business and politics, to the environment, arts and society. In this coming Age of Insight, 'discovery' is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments.
To provide architects and designers with an effective starting point for creating satisfying and relevant user experiences that rely on discovery interactions, this session presents a simple analytical and generative toolkit for understanding how people conduct the broad range of discovery activities necessary in the information-permeated world.
Specifically, this session will present:
• A simple, research-derived language for describing discovery needs and activities that spans domains, environments, media, and personas
• Observed and reusable patterns of discovery activities in individual and collaborative settings
• Examples of the architecture of successful discovery experiences at small and large scales
• A vocabulary and perspective for discovery as a critical individual and organizational capability
• Leading edge examples from the rapidly emerging space of applied discovery
• Design futures and concepts exploring the possible evolution paths of discovery interactions
It Seemed Like The Thing To Do At Time: State of Mind and FailureJoe Lamantia
How to avoid failure by changing states of mind, outlooks and goals. A comparative tale of personal and global success and failure as driven by states of mind.
Big Data Is Not the Insight: The Language Of Discovery: Joe Lamantia
Designing Effective Search and Discovery Experiences for the Enterprise, Using the Language of Discovery
The oncoming tidal wave of Big Data, with its rapidly evolving ecosystem of multi-channel information saturated environments and services, brings profound challenges and opportunities for the design of effective user experiences that UX practitioners are just beginning to engage with in a meaningful fashion. In this coming Age of Insight, 'discovery' is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments. Search is the gateway to discovery, and thus is indispensable as a capability.
To provide architects and designers with an effective starting point for creating satisfying search and discovery experiences this session presents a simple analytical and generative vocabulary for understanding how people conduct the broad range of discovery activities necessary in the information-permeated enterprise, and defining the search experiences they need.
Specifically, this session will present:
A simple, research-derived language for describing search and discovery needs and activities that spans domains, environments, media, and user types
Observed and reusable patterns of discovery activities in individual and collaborative settings
A practical model that defines actionable patterns of information engagement throughout the enterprise
Examples of the architecture of successful discovery experiences at small and large scales
A vocabulary and perspective for discovery as a critical individual and organizational capability
Guidance on using this vocabulary to drive large scale IT portfolio management as well as the design of individual search solutions
Designing Big Data Interactions Using the Language of DiscoveryJoe Lamantia
Looking deeper than the celebratory rhetoric of information quantity, at its core, Big Data makes possible unprecedented awareness and insight into every sphere of life; from business and politics, to the environment, arts and society. In this coming Age of Insight, ‘discovery’ is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments.
To provide architects and designers with an effective starting point for creating satisfying and relevant user experiences that rely on discovery interactions, this session presents a simple analytical and generative toolkit for understanding how people conduct the broad range of discovery activities necessary in the information-permeated world.
Specifically, this session will present: • A simple, research-derived language for describing discovery needs and activities that spans domains, environments, media, and personas • Observed and reusable patterns of discovery activities in individual and collaborative settings • Examples of the architecture of successful discovery experiences at small and large scales • A vocabulary and perspective for discovery as a critical individual and organizational capability • Leading edge examples from the rapidly emerging space of applied discovery • Design futures and concepts exploring the possible evolution paths of discovery interactions
Discovery and the Age of Insight: Walmart EIM Open House 2013Joe Lamantia
Discovery is the most important business capability in the emerging Age of Insight - it's the missing ingredient that makes Big Data a source of value for businesses and people.
The Language of Discovery is an essential tool for providing discovery capability, whether at the scale of designing a single discovery application, determining the value proposition of a new product or service, or managing a strategic portfolio of technology and business initiatives.
This presentation outlines the Age of Insight, and suggests deep structural and historic precedents visible in the Age of Reason, especially in the central parallels between Natural Philosophy and the emerging discipline of Data Science. We then review the language of discovery, and consider widely visible examples of products and services that demonstrate the language.
We review our own usage of the framework as an analytical and generative toolkit for providing discovery capability, and share best practices for employing this perspective across a variety of levels of need.
Waves of Change Shaping Digital ExperiencesJoe Lamantia
The digital landscape is changing, shaped by waves of change in media, technology, identity, and the basic ways we evaluate our experiences. These are some of the major waves of change in digital experiences that may be leading us to a world of co-creation and exchange through interaction.
Search Me: Designing Information Retrieval ExperiencesJoe Lamantia
This case study reviews the methods and insights that emerged from an 18-month effort to coordinate and enhance the scattered user experiences of a suite of information retrieval tools sold as services by an investment ratings agency. The session will share a method for understanding user needs in diverse information access contexts; review a collection of information retrieval patterns such as enterprise search and information access, service design, and product and platform management; and consider the impact of organizational and cultural factors on design decisions.
Designing Frameworks For Interaction and User Experience Joe Lamantia
Design frameworks offer substantial benefits to all parties involved in creating high quality user experiences. Frameworks allow designers to better adapt to the rapid shifts in the digital environment by leveraging modularity and structure, and accommodating the far-reaching changes inherent in the rise of co-creative dynamics. This presentation - part of a full-day workshop delivered at the 2009 Information Architecture Summit - identifies the elements common to all design frameworks, and offers best practices on effectively putting frameworks into practice. Altogether, it is a short course in the creation and use of customized design frameworks.
The DIY Future: What Happens When Everyone Is a DesignerJoe Lamantia
The DIY Future: What Happens When Everyone Is A Designer?
Broad cultural, technological, and economic shifts are rapidly erasing the distinctions between those who create and those who use, consume, or participate. This is true in digital experiences and information environments of all types, as well as in the physical and conceptual realms. In all of these contexts, substantial expertise, costly tools, specialized materials, and large-scale channels for distribution are no longer required to execute design.
The erosion of traditional barriers to creation marks the onset of the DIY Future, when everyone is a potential designer (or architect, or engineer, or author) of integrated experiences - the hybrid constructs that combine products, services, concepts, networks, and information in support of evolving functional and emotional pursuits.
The cultural and technological shifts that comprise the oncoming DIY Future promise substantial changes to the environments and audiences that design professionals create for, as well as the role of designers, and the ways that professionals and amateurs alike will design. One inevitable aspect consequence will be greater complexity for all involved in the design of integrated experiences. The potential rise of new economic and production models is another.
The time is right to begin exploring aspects of the DIY Future, especially its profound implications for information architecture and user experience design. Using the designer's powerful fusion of analytical perspective and creative vision, we can balance speculative futurism with an understanding of concrete problems - such as growing ethical challenges and how to resolve them - from the present day.
Designing UI and UX for Interactive Virtual Reality AppsrapidBizApps
Learn how fantastic virtual reality experiences can be built with enhanced vertigo ergonomics, spectacular interactions and eliminating simulator sickness.
--
With the advancement in hardware and software available in the market for virtual reality, designing interactive user experiences optimized for various devices is a challenge. This eBook introduces you to various hardware and accessories available today for experiencing virtual reality. The book also explains the nuances of building user experiences for each with a case in point.
When designing for information retrieval experiences, the customer must always be right. This tutorial will give you the tools to uncover user needs and design the context for delivering information, whether that be through search, taxonomies or something entirely different.
What you will learn:
* A broadly applicable method for understanding user needs in diverse information access contexts
* A collection of information retrieval patterns relevant to multiple settings such as enterprise search and information access, service design, and product and platform management
We will also discuss the impact of organizational and cultural factors on design decisions and why it is essential, that you frame business and technology challenges in the right way.
The tutorial builds on lessons learned from a large customer project focusing on transforming user experience. The scope of this program included ~25 separate web-delivered products, a large document repository, integrated customer service and support processes, content management, taxonomy and ontology creation, and search and information retrieval solutions.
Joe will share the innovate methods and surprising insight that emerged in the process.
Companies are using VR to let people experience their services: hospitality and travel services providers can convince someone they can offer amazing experiences by letting people experience them in VR.
Qbit’s VR training environments are virtual spaces which allow users to be trained through learning-by-doing experiences from a first or third person view.
Interaction considerations with VR and ARLiv Erickson
Slides for O'Reilly Design 2016 - a few of the considerations for designing virtual and augmented reality applications, including physical comfort and environment / UI strategies.
Massively Social Games: Next Generation ExperiencesJoe Lamantia
What form will the next generation of interactive experiences take? The exact nature of the future is always unknown. But now that everything is 'social', and games are a fully legitimate cultural phenomenon more profitable and more popular than Hollywood films, we can expect to see the emergence of experiences that combine aspects of games and social media in new ways.
One example of a hybrid experience that combines game elements and complex social interactions is the cross-media environment formed by the popular Killzone games and their companion site Killzone.com.
By design, the Killzone games and the Killzone.com site have co-evolved over time to interconnect on many levels. In the most recent version (planned for public release in early 2009), the game console and web site experiences work in concert to enhance gameplay with sophisticated social dynamics, and provide an active community destination that is 'synchronized' with events in the game in real time. The hybrid Killzone environment allows active game players and community members to move back and forth between game and web experiences, with simultaneous awareness of and connection to people and events in both settings.
Leading games researcher and designer Nicole Lazzaro calls these hybrid experiences 'Massively Social On-line Games'. In these types of interactive experiences, players build meaningful histories for individual characters and groups of all sizes through competitive and cooperative interactions that take place in the linked game and community contexts. Game mechanisms and social architecture elements are designed to encourage the accumulation of shared experiences, group identities, and collective histories. Over time, designers hope shared experiences will serve as the basis for a body of social memory.
Social Interaction Design For Augmented Reality: Patterns and Principles for ...Joe Lamantia
Augmented reality blends the real world and the Internet in real time, making many new kinds of proximity, context, and location based experiences possible for individuals and groups. Despite these many possibilities, we know from history that the long term value and impact of augmented reality for most people will depend on how well these experiences integrate with ordinary social settings, and support everyday interactions. Yet the interaction patterns and behavior we see in current AR experiences seem almost ‘anti-social’ by design. This is an important gap that design must close in order to create successful AR offerings. In other words, much like children going to school for the first time, AR must to learn to ‘play well with others’ to be valuable and successful. This presentation reviews the interaction design patterns common to augmented reality, suggests tools to help understand and improve the ’social maturity’ of AR products and applications, and shares design principles for creating genuinely social augmented experiences that integrate well with human social settings and interactions.
Good design is... a myth - Zoltan Kollin - UX Copenhagen 2017Zoltan Kollin
There is no good recipe for great design. Environments, technology, and sometimes even users are constantly changing. Context is everything, and these days, you need more than generic guidelines to define good products. This talk is about how product designers are sometimes “breaking” all guidelines and principles, but still end up creating successful products that users love.
Jack Morton's Matt Jones, SVP, Creative & Strategy, spoke at this year's Event Design Conference on the (potentially) provocative topic of Augmented Reality.
I was a recently asked to give a talk about how animations are able to enhance the user experience. In return, I broke it down into four main talking points: Behavior, Visual Feedback, Transitions, and Affordance.
Additionally, this presentation contains a few slides with what you can say are closed captions because I felt they were needed in order to help explain a few items.
With Fashion Week to inspire us, this webinar focuses on sharing a few favorite digital trends for 2018. Instead of discussing denim separates and art-inspired prints, our team explores hot digital to keep an eye on. The webinar focuses on emerging technologies, exciting design trends and standout digital strategies to adopt in the new year.
Associate Creative Director Jessica DeJong and Chief Strategist Kalev Peekna dive into concepts that could disrupt how we think about digital experiences, as well as trends to easily fold into your 2018 marketing strategy.
Access the full recording: https://youtu.be/N_4XAsXDoYI
Undeniably 2020 has been an unpredictable year. This originated some creativity for innovation as much as adaptation and acceleration of existent ideas.
Every so often at Cocoon we feel the need to review these technologies and approaches and filter what we feel is relevant for us and our clients into a document that we share internally and externally.
This year we gave this document a linear context: Digital Global Humanism.
Up until recently people were the central focus in digital businesses and ecosystems.
Businesses started by embracing humanism to achieve their results and to enable clients to access their products in the easiest ways possible.
But now we also need to remind people about their own responsibility for the Earth. We added this to our process of business transformation.
Mobile Communities - Future Trends and ChallengesWilli Schroll
Session presentation at CommunityCamp 2008 Berlin, ccb08; 2008-11-01, 2008-11-02, post hoc produced, with new charts and slides
// slideshow has been presented too at MobileCamp Dresden 2009, 2009-04-25 #mcdd09 and at InfoCamp Berlin 2008 (informationarchitecture)
Good design is a myth - Zoltan Kollin @ UX Cambridge 2017 & UX Scotland 2017Zoltan Kollin
Everyone agrees that well-designed products are intuitive, simple, clean, honest, innovative...except when they're not. It's not the design principles that matter the most - it's the users.
In this session I'll show how focusing on the users' needs might end up with you creating amazing products even when it sometimes means barbarously breaking widely accepted design guidelines.
Good design is a myth - by Zoltan Kollin | UXRiga 2017UX Riga
In his UXRiga 2017 conference talk Zoltan shows how focusing on the users' needs might end up creating amazing products even when it means barbarously breaking widely accepted design guidelines.
Long-term mobile strategy for staying ahead of the curve
Mobile is quickly becoming the go-to platform, as users lean on the convenience of mobile devices before cracking open a laptop. This is causing a cataclysmic change in how we think about user behavior. Context goes hand-in-hand with creating good mobile user experiences. Gestures and more complex interactions are beginning to take shape. Cross-platform, cross-media, cross-channel are quickly becoming critical in the success or failure of products and services online.
Now's the time to ask the tough questions: What are the best techniques and methodologies for doing mobile interaction design? How does context play a role in the mobile user experience? What are the up-and-coming mobile techniques? What is your long-term mobile strategy for staying ahead of the curve?
In this presentation, we'll explore mobile interaction design (IXD) at great depth, looking at where technology and innovation are taking the mobile industry, and what milestones we'll pass along the way, and we'll walk through some example mobile projects end-to-end.
What will I get out of this session?
- Knowledge of techniques and methodologies for mobile IXD
- Knowledge of how context impacts the mobile user experience
- An understanding of how new technologies are changing mobile
- A sense of where mobile is headed
Who should attend?
- User experience professionals
- Interaction designers
- Product managers
- Marketing managers
- Others who want to learn about mobile IXD
Fallon Brainfood: 15 #Winning Ideas for young hopefuls seeking to enter adver...Aki Spicer
Fallon's Rocky Novak (@rockynovak) Director of Digital Development, and Aki Spicer (@akispicer), Director of Digital Strategy present 15 Things You Should Know (but aren’t likely hearing) About Starting Your Career in Advertising. Advice at the intersection of Inspiration and "Scared Straight."
@University of Minnesota Ad Club, November 2011
Wireframes are an important step in the creative process & Design Thinking. It's one of the first times that your team actually sees the product come together. The presentation explores the basics of wireframes and how they fit into the process of Human-centered Design.
This deck was part of workshop held by General Assembly on the Intro to Wireframing on 2-10-2015
UX STRAT 2018 | Flying Blind On a Rocket Cycle: Pioneering Experience Centere...Joe Lamantia
After Oracle acquired Endeca, we all had to figure out what to do next. This case study describes building a learning-driven strategy capability to guide an adventurous product development group focused on the new domains of big data analytics and machine intelligence. I’ll share the outcomes of our efforts to launch new products chartered directly around customer experience value; outline the methods, tools, and perspectives that powered product discovery and strategic planning; share a framework and patterns for identifying and understanding emerging domains; and review the application of this toolkit to new situations.
Iterative Discovery and Analysis: Workflow / Activity and Capability ModelJoe Lamantia
Models of the workflow and capabilities necessary for iterative discovery and analysis. Identifies the two primary cycles - Insight / Discovery, and Modeling - making up analysis workflow. Maps the deep structure of discovery and analysis activity using the Language of Discovery. Identifies core and enhancing capabilities necessary for analysis.
Highlights and summary of long-running programmatic research on data science; practices, roles, tools, skills, organization models, workflow, outlook, etc. Profiles and persona definition for data scientist model. Landscape of org models for data science and drivers for capability planning. Secondary research materials.
The Language of Discovery: Designing Big Data InteractionsJoe Lamantia
The Language of Discovery: A Grammar for Designing Big Data Interactions
The oncoming tidal wave of Big Data, with its rapidly evolving ecosystem of multi-channel information saturated environments and services, brings profound challenges and opportunities for the design of effective user experiences.
Looking deeper than the celebratory rhetoric of information quantity, at its core, Big Data makes possible unprecedented awareness and insight into every sphere of life; from business and politics, to the environment, arts and society. In this coming Age of Insight, 'discovery' is not only the purview of specialized Data Scientists who create exotic visualizations of massive data sets, it is a fundamental category of human activity that is essential to everyday interactions between people, resources, and environments.
To provide architects and designers with an effective starting point for creating satisfying and relevant user experiences that rely on discovery interactions, this session presents a simple analytical and generative toolkit for understanding how people conduct the broad range of discovery activities necessary in the information-permeated world.
Specifically, this session will present:
• A simple, research-derived language for describing discovery needs and activities that spans domains, environments, media, and personas
• Observed and reusable patterns of discovery activities in individual and collaborative settings
• Examples of the architecture of successful discovery experiences at small and large scales
• A vocabulary and perspective for discovery as a critical individual and organizational capability
• Leading edge examples from the rapidly emerging space of applied discovery
• Design futures and concepts exploring the possible evolution paths of discovery interactions
Personal Finance On-line: New Models & OpportunitiesJoe Lamantia
Strategic review of emerging on-line personal finance offerings, based on changing consumer perceptions of the value and credibility of traditional finance service providers.
Considers social lending, micro-credit, and peer-to-peer lending, in combination with prediction markets, as a new personal finance ecosystem.
Explores service concepts and describes experience scenarios with the goal of finding opportunities for existing finance providers to engage with new models.
Effective IA For Portals: The Building Blocks FrameworkJoe Lamantia
Portal design efforts often quickly come to a point where their initial information architecture is unable to effectively accommodate change and growth in types of users, content, or functionality, thereby lowering the quality of the overall user experience. This case study style presentation will demonstrate how a framework of standardized information architecture building blocks solved these recurring problems of growth and change for a series of business intelligence and enterprise application portals.
In a narrative and visual review of the evolution of a suite of enterprise portals constructed for a major global corporation, participants will see how the building blocks provided a consistent and stable framework for the design, expansion, and eventual integration of the user experiences of nearly a dozen distinct portal design efforts.
After introducing the building blocks framework, the presentation will follow successive waves of change in the audiences, structures, and contents of the portals, highlighting the benefits of a framework based design: repeatable mental models and navigation flows, reuse of design and development work, reduced costs and timelines, incorporation of social media capabilities into existing architectures, and a shared reference point for the user experience, technical, and business perspectives.
When Everyone Is A Designer: Practical Techniques for Ethical Design in the D...Joe Lamantia
Broad cultural and technological shifts are rapidly erasing the distinctions that separate the creators and users of social media. In this DIY future, when everyone is a designer, greater ethical challenges arise for all involved.
These ethical dilemmas come increasingly from three directions. First, from conflicts between ever larger and more diverse groups of social media stakeholders. Second, from new hybrids of product, service, and information blended into new forms such as smart objects and the SPIME, constructs which bridge the physical and virtual environments into transmedia contexts for creation and use. Third, the from the emergence of broadly available DIY (Do It Yourself) tools, infrastructure, and methods which hint at changes in the basic economic and production models underlying the origins of social media, software, and content.
In addition to throwing open the gates of the design citadel, these shifts change the role of designers from authors of point solutions to the creators of broad systems and frameworks used by others for their own expressive and functional goals. Both traditional design professionals, and the growing ranks of DIY designers, must be prepared to address the increased ethical complexity of the integrated experiences of the future.
This presentation will share practical suggestions for supporting the design and architecture of ethically sound social media by using familiar experience design methods and techniques.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
2. AR is evolving:
Technical probe >> social probe
Interaction patterns still limited
Creates ʻanti-socialʼ experiences
An example social AR experience...
6. Experience
“Anyone pointing a
device in my direction
to try to identify me
better be prepared for
either a law suit, or a
punch in the face.”
Anonymous Comment
7. Anti-social behavior and
interactions often indicate
low ʻsocial maturityʼ
Social maturity = ability to
• understand social dynamics
• follow social norms
• engage socially with others
• adapt to social situations
8. Bad News
Current AR experiences show
generally low social maturity.
Good News
Immaturity is common for
emerging media & spaces.
Technology ʻmaturesʼ rapidly,as
the rise of the Social / 2.0 Web.
AR is ʻyoung and malleableʼ.
9. Social Maturation Paths
Immature
Social Individual
Integrated w/ social contexts Optimized for individual contexts
Supports social dynamics Supports a/semi-social dynamics
Social interaction patterns Individual interaction patterns
15. Enhancement, Not Replacement
Enhance social
interactions, instead
of replacing them
with AR gimmicks.
Anti-pattern: “AR for ARʼs Sake”
lowers experience value in the
present, though creating comedy for
the future.
17. Build Real Bridges
Social technologies
succeed when they
enable people to
overcome genuine
barriers to interaction.
ʻBridgeʼ experiences are
valid only when interaction
is impossible.
21. Avoid the Critical Path
AR elements should
be ʻoptionalʼ for social
interactions.
Making AR elements
essential creates a ʻsingle
point of failureʼ.
22. Let People Manage Social
Complexity
Simple designs allow
people to manage
social complexity and
interactions as they
need and choose.
However, as a result of the inherently social nature of augmented reality, we can be sure the value and impact of many augmented experiences depends in large part on how effectively they integrate the social dimensions of real-world settings, in real time.
the social maturity of current augmented experiences is similar to that of a young child who is learning the complex rules and norms that determine socially acceptable behavior. With unevenly developed abilities and understanding, fitting into social situations is very difficult.
The contextual model for this interaction assumes that interrupted or delayed conversations are socially acceptable—though asynchrony is one of the most frustrating aspects of poorly mediated interactions. (‘Can you hear me now...?’) This scenario also depends on directed, gaze-based, device-powered scanning of faces at close personal distances. For strangers who have no affiliation, I would wager this experience is too similar to having a policeman stop you and ask you for identification for most people to consider it an acceptable social interaction. Even among people with existing, but weaker ties like the indirect relationships that loosely link colleagues in a large organization, this feels like a depersonalizing and inherently suspicious way of greeting someone. Using a device in this way also creates a physical barrier between people and, in terms of attention, shifts focus away from the person to the device and the information it presents. This hardly feels like an improvement over the everyday act of introducing yourself or joining a conversation group at a party.
The contextual model for this interaction assumes that interrupted or delayed conversations are socially acceptable—though asynchrony is one of the most frustrating aspects of poorly mediated interactions. (‘Can you hear me now...?’) This scenario also depends on directed, gaze-based, device-powered scanning of faces at close personal distances. For strangers who have no affiliation, I would wager this experience is too similar to having a policeman stop you and ask you for identification for most people to consider it an acceptable social interaction. Even among people with existing, but weaker ties like the indirect relationships that loosely link colleagues in a large organization, this feels like a depersonalizing and inherently suspicious way of greeting someone. Using a device in this way also creates a physical barrier between people and, in terms of attention, shifts focus away from the person to the device and the information it presents. This hardly feels like an improvement over the everyday act of introducing yourself or joining a conversation group at a party.
The contextual model for this interaction assumes that interrupted or delayed conversations are socially acceptable—though asynchrony is one of the most frustrating aspects of poorly mediated interactions. (‘Can you hear me now...?’) This scenario also depends on directed, gaze-based, device-powered scanning of faces at close personal distances. For strangers who have no affiliation, I would wager this experience is too similar to having a policeman stop you and ask you for identification for most people to consider it an acceptable social interaction. Even among people with existing, but weaker ties like the indirect relationships that loosely link colleagues in a large organization, this feels like a depersonalizing and inherently suspicious way of greeting someone. Using a device in this way also creates a physical barrier between people and, in terms of attention, shifts focus away from the person to the device and the information it presents. This hardly feels like an improvement over the everyday act of introducing yourself or joining a conversation group at a party.
The contextual model for this interaction assumes that interrupted or delayed conversations are socially acceptable—though asynchrony is one of the most frustrating aspects of poorly mediated interactions. (‘Can you hear me now...?’) This scenario also depends on directed, gaze-based, device-powered scanning of faces at close personal distances. For strangers who have no affiliation, I would wager this experience is too similar to having a policeman stop you and ask you for identification for most people to consider it an acceptable social interaction. Even among people with existing, but weaker ties like the indirect relationships that loosely link colleagues in a large organization, this feels like a depersonalizing and inherently suspicious way of greeting someone. Using a device in this way also creates a physical barrier between people and, in terms of attention, shifts focus away from the person to the device and the information it presents. This hardly feels like an improvement over the everyday act of introducing yourself or joining a conversation group at a party.
Anyone pointing a cell phone or any other device in my direction to try to "identify" me better be prepared for a either a law suit or a punch in the face.
Anonymous comment
http://www.technologyreview.com/computing/24639/?a=f
The Vineland Social Maturity Scale measures social competence, self-help skills, and adaptive behavior from infancy to adulthood. It is used in planning for therapy and/or individualized instruction for persons with mental retardation or emotional disorders. The Vineland scale, which can be used from birth up to the age of 30, consists of a 117-item interview with a parent or other primary caregiver. (There is also a classroom version for ages 3-12 that can be completed by a teacher.) Personal and social skills are evaluated in the following areas: daily living skills (general self-help, eating, dressing); communication (listening, speaking, writing); motor skills (fine and gross, including locomotion); socialization (interpersonal relationships, play and leisure, and coping skills); occupational skills; and self-direction. (An optional Maladaptive Behavior scale is also available.) The test is untimed and takes 20-30 minutes. Raw scores are converted to an age equivalent score (expressed as social age) and a social quotient.
Augmented reality could mature socially, properly understand social dynamics, and offer experiences that successfully integrate with the social sphere—providing truly social augmented experiences and accelerating its growth and relevance.
Without substantial social integration, augmented reality might remain restricted to a class of specialized utilities that are better suited for focused, asocial or semisocial activities like technical reference—one of the primary applications of augmented reality from the beginning.
Augmented reality and its bigger brother ubicomp, or everyware, make many new types of interactions and behaviors possible. The vast majority of these possibilities for augmented reality, however, simply would not be relevant to the way people socialize and interact, and some would be strange, unpleasant, or even harmful in certain contexts. When envisioning social augmented experiences, we should design interactions, behaviors, and situations that follow human norms and expectations by default.
http://www.flickr.com/photos/jup3nep/2326524827/
Augmented reality should enhance real-world social interactions and situations rather than directly replacing them. Think of the classic sight gag in Airplane II. One character operates an elaborate, wall-sized video communications console to contact his commander at what seems like a far-away location. But in the middle of their conversation, the commander opens and walks through the video console, revealing it to be a simple door with an ordinary window, which they’ve been talking through as though it were a live video link.
Socially situated technologies succeed when they enable people to overcome real barriers to interactions and relationships. Augmented interactions can likewise succeed by bridging gaps between people and extending their social reach, as long as the augmented elements themselves are relevant and valuable.
Bridge to nowhere in New Zealand
But a bridge experience is valid only when social interaction is impossible for some reason. For example, people find each other in crowds using their mobile phones, then end the call as soon as they see one another.
Augmentations should be optional for the social interactions and settings they aim to enhance. Introducing an indispensable augmentation into a social interaction potentially makes the augmentation the single point of failure for the entire interaction. Apparently simple interactions like exchanging business cards are often finely nuanced social rituals with many layers of meaning. Think of Patrick Bateman and his colleagues scrutinizing the designs of their minutely different cards. AR designers should note that dozens of technologies and products have tried and failed to augment the exchange of business cards over decades. (Do you Poken? I have two of the devices, but given Poken’s low adoption rate, all I can do is Poken with myself.)
When defining the interactions and elements of augmented social experiences, remember that simple designs can successfully integrate with the complexity of people’s decisions and behavior, without directly managing them. On many mobile devices, the convenient buttons that activate the silent-ringing mode and mute conversations—like the mute button Figure 6 shows—provide simple solutions that effectively address the complexities of managing presence, attention, and disruption in social settings and contexts.
In 1970, roboticist Masahiro Mori identified the “Uncanny Valley,” [http://en.wikipedia.org/wiki/Uncanny_valley] when he noticed that people interacting with robots that look and act like human beings respond with increasing empathy as the robots become more humanlike. However, when robots reach the point at which they seem very like real humans, but are still identifiably non-human, people’s empathic responses to them drop sharply, and people become repulsed by the robots. The name of this phenomenon echoes the shape of the data graph. The exact causes of the Uncanny Valley effect are unknown, but possible explanations include avoiding infection or recognizing genetic abnormalities when choosing a mate. Recent research with monkeys shows the same pattern of responses, so it is common across a broad range of senses for at least two members of the primate family. Very soon, it will be possible to create augmented experiences that incorporate realistic, but still ersatz human faces, voices, and movement that would invoke the Uncanny Valley effect.
Securities traders use this expression to make it clear that all parties to a deal must receive something of real value for an exchange to be successful. For traders, this means they must receive something they can use as the basis of another trade rather than something they must hold—as an investment—to gain some uncertain, future benefit.
For designers of augmented experiences, this means all of the elements and social interactions must be valuable to all of the people engaging with them. Otherwise, people will perceive the effort and costs of the augmentation as overhead or a burden of some sort. Further, the augmented elements must provide value within the context of a particular interaction rather than only within other contexts or for other purposes.
To paraphase William Gibson, augmented reality is here, but it is certainly not evenly distributed. Nor do people expect ordinary social experiences and interactions to be mixed realities that include significant augmented elements. Until consumers take mixed reality for granted as the norm, designers must indicate the presence and status of augmented elements in social AR experiences.
This simple guideline could trump all other AR design principles. Design AR experiences that follow the established norms for behavior and interaction in a social experience you are augmenting. In true inside-out fashion, this might mean that it is appropriate to take cues from those at the very bottom of the Uncanny Valley, as the characters in the zombie comedy Shaun of the Dead realize when they must find a way to temporarily blend in with a large crowd of shambling undead to reach shelter. Keen-eyed students of behavior and design would note how the group carefully rehearsed their zombie impersonations, coaching one another to properly emulate the inchoate moans, semi-random shuffling, and stilted, slow-motion urgency that are typical of zombies—all to avoid the fatal consequences of bungling their unheimliche, or uncanny, first impression.