This document summarizes a presentation about communicating new interactions from design concept to widespread adoption. It discusses using storytelling techniques like videos and mockups to envision interactions. It notes the importance of considering audience and level of detail. Prototyping is presented as allowing people to experience and provide feedback on interactions directly. Showing interactions through demonstrations, as Doug Engelbart did, can also be effective. Understanding is shaped by many factors like past experiences and popular media depictions. Interactions may be learned through social contexts like observing others. Creating interactive prototypes allows exploring dynamics of new interactions throughout the design process.
Network thinking. The incoming new decentralised age from a design perspectiv...Network Society Research
This talk is a 3 steps fast forward journey into design. What is design today -aka- the switch of traditional business leadership. Why business and money loves Design (Design Thinking and beyond). Technologies are shaping us faster than we think: Smart connected objects are natural born storytellers. Design rules for a highly networked -post cloud computing- world.
IxDA Talk: Connected Objects are Natural Born Storytellers (revisited)Leandro Agro'
----
There is life BEYOND the PIXELS, BEYOND the FRAME of the screen...
Cit. I'm pretty sure there's a lot more to life than being really, really, ridiculously good looking. (Derek Zoolander)
----
We are the consequence of the TOOLS we use.
Placing an object in a pocket, in a car, on a desktop or in customer’s homes means to create a personal, bi-direcIonal, always-on, communication channel.
The INTERNET OF THINGS bridges both the physical and digital worlds, permiang the power of the internet to reach humanity.

We evolve sharing stories
Our Connected Objects started helping us to tell stories, but they might learn to tell their own stories, exactly like CARS that are learning to DRIVE.
What designers should design, today?
Behaviors, Data, Conversations, Mutual Learning, Stories... LIFE
This is NOT a “business like usual” moment into the design industry.
Infuse HUMANITY into everything (or everything it will evolve without it)
A little bit autobiographic deck, that tells how the Design -pushed by technology acceleration- in evolving faster we might expect, becoming more human-centric than ever.
“Design isn't just about shapes or pixels anymore.
Design is the process that shapes product behaviors, communiRes, companies and builds new worlds.”
"We are the consequence of the technologies we use."
Infuse HUMANITY into everything (or everything will evolve without it)
Network thinking: Design Perspectives For The Decentralized AgeLeandro Agro'
#Network Society World Congress
This talk is a 3 steps fast forward journey into design. What is design today -aka- the switch of traditional business leadership. Why business and money loves Design (Design Thinking and beyond). Technologies are shaping us faster than we think: Smart connected objects are natural born storytellers. Design rules for a highly networked -post cloud computing- world.
Network thinking. The incoming new decentralised age from a design perspectiv...Network Society Research
This talk is a 3 steps fast forward journey into design. What is design today -aka- the switch of traditional business leadership. Why business and money loves Design (Design Thinking and beyond). Technologies are shaping us faster than we think: Smart connected objects are natural born storytellers. Design rules for a highly networked -post cloud computing- world.
IxDA Talk: Connected Objects are Natural Born Storytellers (revisited)Leandro Agro'
----
There is life BEYOND the PIXELS, BEYOND the FRAME of the screen...
Cit. I'm pretty sure there's a lot more to life than being really, really, ridiculously good looking. (Derek Zoolander)
----
We are the consequence of the TOOLS we use.
Placing an object in a pocket, in a car, on a desktop or in customer’s homes means to create a personal, bi-direcIonal, always-on, communication channel.
The INTERNET OF THINGS bridges both the physical and digital worlds, permiang the power of the internet to reach humanity.

We evolve sharing stories
Our Connected Objects started helping us to tell stories, but they might learn to tell their own stories, exactly like CARS that are learning to DRIVE.
What designers should design, today?
Behaviors, Data, Conversations, Mutual Learning, Stories... LIFE
This is NOT a “business like usual” moment into the design industry.
Infuse HUMANITY into everything (or everything it will evolve without it)
A little bit autobiographic deck, that tells how the Design -pushed by technology acceleration- in evolving faster we might expect, becoming more human-centric than ever.
“Design isn't just about shapes or pixels anymore.
Design is the process that shapes product behaviors, communiRes, companies and builds new worlds.”
"We are the consequence of the technologies we use."
Infuse HUMANITY into everything (or everything will evolve without it)
Network thinking: Design Perspectives For The Decentralized AgeLeandro Agro'
#Network Society World Congress
This talk is a 3 steps fast forward journey into design. What is design today -aka- the switch of traditional business leadership. Why business and money loves Design (Design Thinking and beyond). Technologies are shaping us faster than we think: Smart connected objects are natural born storytellers. Design rules for a highly networked -post cloud computing- world.
2015 is on the edge between cloud computing and the Internet of Things era. Being connected is the natural state of mind for any smart object.
In fact, adding a personality to a digital product or connecting an already digital object to the Internet of Things provides a range of opportunities for business - very tempting for companies looking to bring their goods and services even closer to the needs of their customer base.
Placing an object in a pocket, in a car, on a desktop or in customers’ homes means building a personal, bi-directional, “always-on” communication channel.
-
Design Group Italia has been around since 1968 helping companies design and innovate their physical products.
PSFK's Future of Light report is an in-depth survey of the trends shaping light at the intersection of technology, community and sustainability.This survey looks at key trends that focus on how light can support livelihood, improve safety and bring people together, demonstrating the vast potential that light has to positively impact people’s lives across the globe.
The Future Of Light is available free on the iPad, Android devices, and PDF download. The 150+ page document describes 12 trends across 4 broader themes. Each trend is supported by 4 examples, supporting statistics and implications defined by our PSFK Labs team.
Get the app and full report at http://www.psfk.com/future-of-light
The Future of Light report was kindly sponsored by Philips Lighting - http://www.lighting.philips.com
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
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.
Designing Relevance, Nokia and Face Open Innovation project @ Esomar BerlinPulsar Platform
How can a brand secure relevance in a changing market place? This case study goes into detail about Face's work with Nokia as part of their Relevance Program.
The paper shows how a complex organization can respond to the challenges of rapid exponential change through open and agile approaches like co-creation, crowd-sourcing, social media analysis and online research communities.
Francesco D’Orazio (FACE) and Tom Crawford (Nokia) presented "Designing relevance - How open and agile research methodologies can help complex organizations respond to change and stay relevant" at the Esomar Online Research conference in Berlin, October 2010.
Francesco also presented this at the Esomar On-Line Research:The Evolution Continues conference in Milan.
Real-Time Volumetric Production Pipeline: Wonder Buffalo Case StudyBrian Frager
Commissioned by the USC Entertainment Technology Center in partnership with Warner Brothers, Universal, Disney, Sony, and Technicolor, Wonder Buffalo VR explored the cutting edge of virtual production pipelines by combining volumetric capture with real-time interactivity inside of the Unity game engine.
Shaping the future of media content in the Middle East
Across the Arab world, a young and wealthy population base with a healthy appetite for new technology and entertainment is demanding communication and content catering to regional, cultural and language differences.
The pan-Arab media industry is expanding faster than that of any other region. There is a clear business opportunity out there, but the industry needs a clearer understanding of consumer trends and how to monetise content across new platforms.
medialive! will be a two day showcase for the Middle East’s media community and a forum to further industry thinking across the entire media lifecyle.
Wif, Interactive design international festival, programmeWif
Interactive design international festival
29-31 May, Limoges, France
Organised by the Limousin Economic and Cultural Development Agency, Wif was created almost 10 years ago and will enjoy its 5th edition in 2012.
Cyborg Design: Multimodal Interactions, Information, and Environments for Wea...Bennett King
This presentation provides an overview or wearable computing for the UX community and design principals that can be used for wearable experience design. It was first given at the IA Summit in San Diego on March 30th, 2014.
Digital Media and the Next Generation Social WebAchillesMedia
P. Thomas Jenkins is Executive Chairman and Chief Strategy Officer for Open Text™ Corporation (NASDAQ: OTEX, TSX: OTC) of Waterloo, Ontario, Canada, the largest independent software company in Canada. Open Text supports approximately 46,000 customers and millions of users in many of the world's largest companies, government agencies and professional service firms. Open Text’s Livelink ECM® solutions unite people, processes and information, helping organizations improve productivity, automate processes and manage large volumes of documents, e-mails and other content.
2015 is on the edge between cloud computing and the Internet of Things era. Being connected is the natural state of mind for any smart object.
In fact, adding a personality to a digital product or connecting an already digital object to the Internet of Things provides a range of opportunities for business - very tempting for companies looking to bring their goods and services even closer to the needs of their customer base.
Placing an object in a pocket, in a car, on a desktop or in customers’ homes means building a personal, bi-directional, “always-on” communication channel.
-
Design Group Italia has been around since 1968 helping companies design and innovate their physical products.
PSFK's Future of Light report is an in-depth survey of the trends shaping light at the intersection of technology, community and sustainability.This survey looks at key trends that focus on how light can support livelihood, improve safety and bring people together, demonstrating the vast potential that light has to positively impact people’s lives across the globe.
The Future Of Light is available free on the iPad, Android devices, and PDF download. The 150+ page document describes 12 trends across 4 broader themes. Each trend is supported by 4 examples, supporting statistics and implications defined by our PSFK Labs team.
Get the app and full report at http://www.psfk.com/future-of-light
The Future of Light report was kindly sponsored by Philips Lighting - http://www.lighting.philips.com
Designing the future of Augmented RealityCarina Ngai
Presented on March 4th, 2016 at Interaction16 in Helsinki, Finland.
Until now, augmented reality has so far been mostly a sci-fi vision that overlays visual information to what we see in the physical world. It’s widely perceived as a “cool and interesting feature” for brands and advertising, but doesn’t have much practicality yet. To harness the real power of AR, which includes geolocation, image recognition, we believe that a more utilitarian visual search would be next.
To design for such possibilities, we begin to question even the fundamental basis of AR. For example, what would AR become beyond a rich visual layer? Will this change people’s motivation and behavior to use AR? How can we redefine AR to be a tool to give augmented information on objects? And how we can speculate its usage in the future?
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.
Designing Relevance, Nokia and Face Open Innovation project @ Esomar BerlinPulsar Platform
How can a brand secure relevance in a changing market place? This case study goes into detail about Face's work with Nokia as part of their Relevance Program.
The paper shows how a complex organization can respond to the challenges of rapid exponential change through open and agile approaches like co-creation, crowd-sourcing, social media analysis and online research communities.
Francesco D’Orazio (FACE) and Tom Crawford (Nokia) presented "Designing relevance - How open and agile research methodologies can help complex organizations respond to change and stay relevant" at the Esomar Online Research conference in Berlin, October 2010.
Francesco also presented this at the Esomar On-Line Research:The Evolution Continues conference in Milan.
Real-Time Volumetric Production Pipeline: Wonder Buffalo Case StudyBrian Frager
Commissioned by the USC Entertainment Technology Center in partnership with Warner Brothers, Universal, Disney, Sony, and Technicolor, Wonder Buffalo VR explored the cutting edge of virtual production pipelines by combining volumetric capture with real-time interactivity inside of the Unity game engine.
Shaping the future of media content in the Middle East
Across the Arab world, a young and wealthy population base with a healthy appetite for new technology and entertainment is demanding communication and content catering to regional, cultural and language differences.
The pan-Arab media industry is expanding faster than that of any other region. There is a clear business opportunity out there, but the industry needs a clearer understanding of consumer trends and how to monetise content across new platforms.
medialive! will be a two day showcase for the Middle East’s media community and a forum to further industry thinking across the entire media lifecyle.
Wif, Interactive design international festival, programmeWif
Interactive design international festival
29-31 May, Limoges, France
Organised by the Limousin Economic and Cultural Development Agency, Wif was created almost 10 years ago and will enjoy its 5th edition in 2012.
Cyborg Design: Multimodal Interactions, Information, and Environments for Wea...Bennett King
This presentation provides an overview or wearable computing for the UX community and design principals that can be used for wearable experience design. It was first given at the IA Summit in San Diego on March 30th, 2014.
Digital Media and the Next Generation Social WebAchillesMedia
P. Thomas Jenkins is Executive Chairman and Chief Strategy Officer for Open Text™ Corporation (NASDAQ: OTEX, TSX: OTC) of Waterloo, Ontario, Canada, the largest independent software company in Canada. Open Text supports approximately 46,000 customers and millions of users in many of the world's largest companies, government agencies and professional service firms. Open Text’s Livelink ECM® solutions unite people, processes and information, helping organizations improve productivity, automate processes and manage large volumes of documents, e-mails and other content.
The Six Highest Performing B2B Blog Post FormatsBarry Feldman
If your B2B blogging goals include earning social media shares and backlinks to boost your search rankings, this infographic lists the size best approaches.
Designing for Sensors & the Future of ExperiencesJeremy Johnson
Are you ready for the next ten years? Wireframes and prototypes may not be enough. Jeremy will take you on a tour of what Design problems of the future look like, from designing for sensors to walls of screens.
With the advent of sensor-based technology, we are designing more for gestures and voice commands. How do we interact in space without tactile feedback? How do we design for universal gestures?What does a future full of screens and software look like? When everything is an interface, and hardware disappears - and what are the tools and methods to tackle this design problems?
The world as we see today is a great feat of engineering. Without engineering there won’t be any cities or landscape to view. Any structure other than a simple hut will be impossible to build.
Video content is accountable for 50 percent of the growth of the internet year on year. Yet so many marketers are still unaware or unprepared to invest in video content. This presentation dives into the technologies, strategies and solutions that are driving the future of video content.
With print publishers increasingly being pushed online the design department is being forced to adapt and manage across multiple mediums. This talk tries to identify common mistakes and differences between the mediums and tries to get designers to think seriously about how best to carry brands onto the internet.
Sampling of a wide variety of e-learning developed by CGS Learning. Includes mobile learning, augment reality, gamification, templates, hardware, simulations and more. For additional information, contact us.
Fringe User Experience: Designing for the Future Kristin Low
Before Wearables and the Internet of Things (IoT), designing for Mobile was "the next big thing." While Mobile devices have proliferated faster than anyone anticipated, our practice as User Experience designers is still lagging: put simply, we're still figuring this out. But when the medium of our profession is advancing faster than the principles that underpin it, how do we evolve as practitioners? Is the future of UX tied to keeping up with the latest technology only, or is there something deeper to the practice of UX which needs to be identified and developed to help us make sense of the rapidly unfolding future?
In this keynote address, Hong Kong based User Experience practitioner, facilitator and trainer Kristin Low will explore the future of User Experience - Fringe UX - and what the rapid advances in technology mean for our practice as User Experience professionals.
Havas' 18 innovation network and UCLA TFTDM have partnered to analyze the evolution of UX design of media platforms, driven by GAFA but not only. Recreating standards for the communication industry. Presented at Havas 3is internal event in Bogota, Colombia.
Emerging Experiences - More Personal Computing (MPC) - Tim HuckabyITCamp
How are natural & intuitive interactive emerging experiences designed into software? How do you design inspirational Emerging Experiences in new scenarios across the broadest range of devices, from big screens to small screens to no screens at all? How do you build software for a world that is more mobile, natural and grounded in intuitive?
Join Tim in a demo heavy, entertaining and technical discussion of the future of More Personal Computing and Emerging Experiences. Touch, Gesture, Voice Recognition, Demographic Profiling, Facial Recognition, Emotional Recognition, Holographic Experiences and more: All the bad; all the good; privacy law, all the real customer demos and stories, and the tools, tips and tricks learned along the way.
This demo-heavy session will show you a number of real emerging experiences solutions (from propriety solutions to broadcast television solutions you see every day). Tim will show you the use cases where these types of emerging experiences solutions are happening. And those coming in the immediate future and beyond.
DeMarle-MFAEmergent Media at Champlain CollegeAnn DeMarle
Presentation on the implications of technology, the communications landscape and how the MFA at Champlain College in Emergent Media prepares a student for it.
White wonder, Work developed by Eva TschoppMansi Shah
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A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Top 5 Indian Style Modular Kitchen DesignsFinzo Kitchens
Get the perfect modular kitchen in Gurgaon at Finzo! We offer high-quality, custom-designed kitchens at the best prices. Wardrobes and home & office furniture are also available. Free consultation! Best Quality Luxury Modular kitchen in Gurgaon available at best price. All types of Modular Kitchens are available U Shaped Modular kitchens, L Shaped Modular Kitchen, G Shaped Modular Kitchens, Inline Modular Kitchens and Italian Modular Kitchen.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
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https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
1. Show and Tell : Communicating New Interactions
Tom Jenkins
Design by Fire 2009, Utrecht
Rafael Lozano-Hemmer, Body Movies (2001) Rotterdam - http://www.lozano-hemmer.com/english/images.htm
1
Hello, good afternoon. I’m going to start off by showing you what
was once a very new interaction.
2. video
full ad at http://www.youtube.com/watch?v=0u72xN-JKHo&feature=related
2
Clip uploaded to http://www.youtube.com/watch?
v=09VzFRic5_Y
3. 3
That was one of the first Mackintosh ads aired on US television.
A follow up to the drama of Ridley Scott’s famous Orwellian
vision that went out a few months before.
This time they dedicated the ad entirely to a novel new
interface, the mouse.
----------------------------
The advert as instruction manual is perhaps increasingly
popular today, especially with the ease and reach of Youtube.
How are new interactions best communicated along their
journey from research lab to design studio to living room?
4. 4
Before I get going I’d like to briefly introduce what I do at Nokia.
I’m part of the Service and UI design team in Nokia Design.
We work on designs for services, devices, PC and web
applications, hardware and software interfaces, sounds and UI
graphics.
Often working on the earlier phases of UX research and design,
connecting the dots across different parts of a very big
organisation. So communicating our ideas effectively is very
important for us.
-------------------------
Flipping my title ‘show and tell’ around I’m going to begin with
‘tell’, or...
6. From Designing Interactions by Bill Moggridge
6
This is a list of 5 core design skills from Chris Conley at the IIT
Institute of Design, in Chicago.
No surprise that visualising and prototyping are the final skills
here.
There is a fuzzy split between representing solutions and
making them, between fiction and reality.
7. 7
At different stages in a project, we tell stories about the things
we design; about imagined artefacts, services and systems.
Designers are not alone in this: advertisers tell stories about
new products, and artists often weave narratives around the
objects they create.
8. http://www.youtube.com/user/NokiaDesign
8
How do we as Interaction Designers tell stories about imagined
futures?
We often illustrate our concepts in film and animation.
In motion we can show the dynamics of interfaces or services.
And, describe imagined contexts of use, bringing possible
futures to life.
This is especially useful when we’re presenting concepts
beyond the capabilities of current technologies and platforms.
---------------------------
Here’s a clip from a future vision video from Nokia Design in
2006.
10. Devices...
10 GUI - gestural multitouch input concept - Clayton Miller - http://10gui.com/
to services
Keyless - service design video scenario - Marcin Ignac, CIID - http://vimeo.com/2001338
10
From visualising the mechanics of a new input device to acting
out the everyday situations of a potential new service, videos
are both compelling and adaptable.
They also don’t need to have a big budget to tell a great story.
----------------------
They leave as many questions open as they answer, often
intentionally avoiding functional issues to concentrate on the
experience.
They’re intended to inspire and stimulate discussion, to get
support for further design and development.
----------------------
However, they are essentially passive, linear narratives and can
only go so far when designing new interfaces.
If they get people talking, discussing what next, then they’ve
succeeded.
11. 11
At Nokia Design we often use onscreen mock-ups to represent
new product interfaces, a hybrid of video, interactive prototype
and document.
We illustrate the whole device with inputs like keyboards,
outputs like illumination and sound, and of course the device’s
screen UI.
Some mock-ups, like this, have a choice of animated paths
through the UI, others are more interactive, substituting mouse
for finger.
They’re often very successful in communicating what a static
document or the single path of a video cannot.
12. Mock-up may be out of context Experientially
Technically
12
However, a mouse is a poor substitute for a finger, a hand, a
pocket or a busy street... for experiencing a design in in-hand
and in context.
They may also promise on a dual-core laptop what cannot be
achieved in the real hardware or software of a mobile device.
These ways of communicating bring up 2 big considerations for
design storytelling.
Firstly, Audience...
13. Audience Design team
Design peers
User test participants
Enthusiasts
Developers
Strategists/roadmappers
Clients/sponsors
Press
Public...
13
When we tell any story we must consider who it’s for.
What prior knowledge and experience do they have, what
vocabulary do we share or not, what are their expectations.
For example, vision videos and animated mock-ups may get
praise and buy-in from strategy managers, but may be criticised
by developers working on the final product.
14. 14
Secondly, fidelity
How much detail should we include, and at what point in a
project?
-------------------
Low-fidelity storytelling leaves more room for interpretation, it
invites feedback, criticism, and alternative suggestions.
This is a set of scenarios created for a recent project with
Nokia’s Emerging Market Services.
For field research in rural areas of Brazil, China, Indonesia,
India, Egypt and Nigeria.
40 concepts were illustrated in simple 3 frame storyboards
showing: problem, solution and outcome - a basic narrative
curve.
15. 15
Each scenario was drawn with what we thought was the
minimum detail needed to communicate the concept.
Focusing on the end user’s experience of the service.
By and large these illustrations were very successful.
Getting participants to respond with their stories. About what
would and wouldn’t work for them, how they might use the
services, what else they could do.
Occasionally however, details would distract the discussion
completely.
A car in the background implying for some that the service was
only for the rich. Or, clothing which is normal or acceptable in
one country, was seen as out of the ordinary in another.
--------------
A lesson in the challenges of fidelity and a cross-cultural
audience.
When we’re looking for greater input on our ideas, how much
can we leave out without losing meaning?
--------------
On the other end of the spectrum are high-fidelity design stories.
16. ...the suspension of disbelief.
16
Industrial designer Richard Seymour has described design as
the suspension of disbelief.
17. 17
Models of consumer electronics are often so close to the weight,
finish, and sometimes even mechanics of a manufactured
object, that people are often mistaken for thinking the only
reason the screen is black is that the batteries are dead.
They’re an almost perfect illusion, usually created to validate a
finished design or convince stakeholders or clients to put a
product into production.
18. 18
Tools like 3D CAD allow designers make detailed visualisations
with far more resolution, and far quicker than they could with
pre-digital techniques.
19. 19
For many designers they’re also be a quick way to explore early
designs.
Architects and designers often sketchify their 3D models before
sharing them.
Keeping discussions and decision making more open.
20. 20
The new online wireframe building and testing tool, Picodo,
allows you to do the same for UIs.
To encourage user study participants to suggest what they
would change.
---------------
So what makes a story compelling or memorable?
21. Sticky stories Simple
Unexpected
Concrete
Credible
Emotional
21
For commentators and authors Malcolm Gladwell, and Chip and
Dan Heath it something called ‘stickiness’.
For them a sticky story is:
Simple
Unexpected
Concrete
Credible
and Emotional
22. Sketch-a-move - Anab Jain and Louise Klinker - RCA, 2005 - http://www.anab.in/yearone/sketchamove/sketch.html
22
Here’s a very sticky design story.
This is a project made by friends of mine Anab Jain and Louise
Klinker, created during our studies at the Royal College of Art in
London.
The concept is simple.
A path is drawn on top of the toy car.
The car then drives the same shape, replaying the child’s
drawing on a bigger scale.
23. video
Sketch-a-move - Anab Jain and Louise Klinker - RCA, 2005 - http://www.anab.in/yearone/sketchamove/sketch.html
23
Clip uploaded to http://www.youtube.com/watch?v=O-
XNwam3LOs
24. 24
It’s a wonderful piece of sticky design storytelling
Not only did it go on to feature in Bill Buxton’s book, Sketching
User Experiences, as an example of ‘sketching in video’...
25. 25
...it also created a lot of discussion online about whether the
video was ‘real’.
Did they make it or fake it?
27. 27
...following routes drawn on the underside of a table.
Anab and Louise successfully suspended disbelief, by
concentrating on the imaginary games that a child might play
using the toy.
And, by finding a way to quickly create a sense of reality, that
many wanted to believe.
28. Matthias Kranz, 2006 - HCI Lab, Ludwig-Maximilians-University, Munich - http://www.hcilab.org/matthias/
28
They even inspired a group of HCI researchers at LMU in
Munich to prototype the concept a few months later.
----------------
Storytelling can be a hugely successful way of communicating
new interactions
Moving designs a step closer to becoming a reality.
Once we have a working prototype like this we can...
29. Show how it works
29
...go beyond storytelling and show people how an interface
works.
30. video
Doug Engelbart - Joint Computer Conference - 1968 - http://www.youtube.com/watch?v=X4kp9Ciy1nE
30
Clip uploaded to http://www.youtube.com/watch?v=yvx4ObDBGZs
31. Doug Engelbart - Joint Computer Conference - 1968 - http://www.youtube.com/watch?v=X4kp9Ciy1nE
31
A clip from Doug Engelbart’s real-time demonstration of the NLS
system at the Joint Computer Conference in 1968.
The moment that, amongst other things, the graphic user
interface and the mouse became embedded in the
consciousness of the computer science and HCI communities.
At the time many experts had not even imagined this way of
interacting. But, after this demonstration they left convinced.
32. Dates from Sketching User Experience by Bill Buxton
32
It took nearly 15 years before these interfaces made it into
offices and later homes.
From lab to enthusiast to office to home or street it often takes
decades even for successful new technologies to be adopted
into everyday life.
Along the way they will be shaped by how effectively they have
been communicated, and to who.
33. 33
The technologists at MIT have a close relationship with science
fiction writers and film makers.
Marvin Minsky, the Co-founder of the MIT Artificial Intelligence
Lab was an advisor for 2001: A Space Odyssey.
34. http://www.flickr.com/photos/75724192@N00/63176087/
34
And, John Underkoffler of the MIT Tangible Media Lab was
Science and Technology Advisor for the film Minority Report.
Later going on to get funding for his company Oblong, and it’s
G-speak spatial operating system, in part due to the film’s
success.
This chain of events caught the imagination of corporate
decision makers and the general public.
Perhaps speeding up the adoption of the related gestural
interfaces that we use today.
35. video
35
Clip uploaded to http://www.youtube.com/watch?v=QN1GsTnys4o
36. Understanding Interfaces Past experience
Related knowledge
Metaphor
Observation
Demonstration
Instruction
Try
Play
36
Film and other popular media are highly influential in forming
our understanding of new technologies.
In part, setting the expectations people have when they point,
click, tap or tilt for the first time.
TV ads and online videos are now commonly used as
instruction manuals in motion. Why read when you can watch.
We also observe other people using new UIs, or get them to
show us how it’s done.
37. http://www.flickr.com/photos/nycarthur/37050264/
37
Mobile phones are a very public and visible technology.
Not long ago, they were an strange new sight on our streets.
As their adoption has spread new interactions and social
behaviours have become common place.
38. http://contactsheet.org/junk/telephone4.html
38
Its fascinating to look at explicit descriptions of how behaviours
we now take for granted were once described.
This printed guide ‘How to make friends by telephone’ from the
1940s suggests you try to “Speak to the person at the other end
of the phone line – not to the telephone…” itself.
39. http://www.janchipchase.com/blog/archives/2006/12/shareduse.html
39
However, what’s become everyday for us, may not be for others.
Mobile phones are often the first digital interfaces that people
encounter, especially in developing countries.
---------------------
Jan Chipchase, a Design Researcher with Nokia, has studied
the importance of ‘mediated use’ in these regions.
Illiterate, or device illiterate users often learn how to make and
receive calls with help from friends and family. Memorising short
sequences of button presses.
Of course, this doesn’t mean we shouldn’t try to make our UIs
more usable for these individuals.
It does highlight the importance of social context. Often
neglected in traditional usability validations, which assume there
is a one-to-one relationship between a person and a computer
or device.
---------------------
How can we design and make interactions that are easier or
more enjoyable to demonstrate?
40. Rafael Lozano-Hemmer, Body Movies (2001) Rotterdam - http://www.lozano-hemmer.com/english/images.htm
40
Good interactive art installations can create a social loop of:
observe, play, observe, play... as people pass through the
space, watch others interacting and then have a go themselves.
Installations like this from Rafael Lozano-Hemmer, in Rotterdam,
turn us into momentary performers to both friends and strangers.
Our shadows becoming both a control and a canvas for video
projections.
41. http://www.flickr.com/photos/oreillygmt/2940667211/
41
When we try to use something for the first time a sense of play
is very helpful.
UIs that encourage this may be easier or certainly more fun to
learn.
A playful sensibility is migrating from games to other interfaces.
Exploring the dynamics of new interactions can be a visceral,
enjoyable experience.
-------------------
If we want to have the chance to take advantage of
demonstration, observation and play with our design concepts
we must prototype or make them.
44. 44
This challenges how we document and deliver our designs.
To create and share a specification we must have a well
established set of conventions, patterns and components to
work with.
However, for some projects these common building blocks may
not yet exist.
You may be designing them or expanding on them.
With specifications, we aim to remove ambiguity, to rigidly define
what will later be made.
But we may not be able to anticipate what works until we’ve
tried it.
45. Keyframes
&
Microstates: invitation, activation, updates, constraints, timing
Read more at http://www.adaptivepath.com/blog/wp-content/uploads/2006/11/ap_beyond_wireframes.pdf
45
To accommodate more dynamic interactions, wireframes are
being expanded to include illustrations of keyframes or
microstates.
But, with ever more degrees of freedom we cannot anticipate or
represent every path or outcome in a UI.
This becomes even more complex when we add the remote
influence of service data updating things behind the scenes.
When faced with these challenges we benefit from a different
way of working.
The development of prototypes throughout a project allows
interactions to be actively experienced, and iterated with a
growing understanding of what really works and what doesn’t.
46. 46
In my design team we’re putting an ever greater emphasis on
prototyping.
Experiencing mobile UI concepts in-hand and in context as early
as possible.
Giving us a greater opportunity to explore new interactions for
platforms and devices that don’t yet exist.
These prototypes have also become a very compelling way to
communicate our design ideas within Nokia.
We can show rather than tell.
47. 47
This starts early on in a project, when we’re expanding a body
of ideas.
Working fast with basic experience prototypes or sketches,
within the design team and in early user studies.
For a recent project on gestural interactions we acted out ideas
with props and captured them in short film clips, making a video
sketchbook of ideas in motion.
We ran similar exercises in early workshops and user studies,
and in different public and private contexts of use.
Asking questions like: how might you check the time, silence
your phone, or find your location using a gesture?
48. 48
We’re exploring ways to rapidly prototype different UI concepts.
From paper prototypes to tools like this.
Zombie is a prototyping platform that takes over mobile devices.
Inputs are sent to a PC over WiFi, the PC acts as the handset’s
brain, sending back to the device updated graphics, sounds and
other outputs.
All the logic is on the PC and can be created in environments
designers know like Flash or Javascript.
This allows us to explore designs quickly, and beyond those
enabled by existing mobile platforms.
49. 49
With Zombie we have the flexibility to interface many different
devices.
Also, depending on the project, we may not need to build logic
into our application at all.
It’s sometimes enough to trigger a response Wizard-of-Oz style
from the PC.
50. 50
For the gestural interactions project we needed to expand the
device’s inputs.
Tim Brooke and Henry Holland the creators of Zombie,
developed a casing to wrap around a handset, containing a
series of sensors interfaced by off-the-shelf technologies like
Arduinos.
51. 51
Here’s the prototype in action, exploring gestures for silencing a
ringing phone.
You can see the sensor data displayed on the left of the laptop
screen, and the phone UI being sent back to the device on the
right.
52. 52
This was then used in further user studies.
Helping us to understand what gestures would be most
appropriate, natural or fun for different people and in different
situations.
Zombie is however limited to the coverage of a WiFi connection,
getting some of these prototypes out into the field (or street) is
the next challenge.
53. Beyond screens Auditory interfaces
Augmented reality
Gestural interfaces
Touch interfaces
Near field communication
Interactive environments
Embedded computing...
53
As interfaces move beyond the screen with developments like
these, such prototyping techniques become essential.
54. 54
Hardware prototyping is moving from engineering groups and
university labs to design studios.
Hacking culture is thriving in publications like Make magazine,
and the tools to do-it-yourself are getting more adaptable and
accessible.
-----------------------
At the same time the software tools of mobile platforms are
evolving. Allowing us as designers to work more dynamically,
and prototype our designs in native code.
At Nokia, developments in Flash, WebRuntime, Qt and QML are
bringing development tools into the designer’s realm.
Even for someone of my very modest technical know how.
This is also opening up for us closer collaborations with
development teams.
----------------------
But, where does all this leave documentation?
55. Documentation Annotate
Record decisions
Traceable
Accountable...
55
While for some projects specifications are showing their limits,
good documentation has many advantages.
Documents can be easily annotated.
They may also record the decisions taken during a project.
They make a process traceable and decision makers
accountable.
-----------------------
If we need to handover a prototype for further development by
another team, accompanying documentation may be needed.
How can we capture further information in or around our
prototypes without unnecessary duplication of effort? Within
shared Wikis for example.
56. “a visual link between information and physical objects or space”
http://www.nearfield.org/2007/05/a-graphic-language-for-rfid
56
As we explore new interactions, new metaphors, conventions
and patterns emerge. The language of interaction evolves.
This is a series of names and symbols for interactions with NFC,
or near field communication technologies.
Like the RFID chips now being embedded in many bank cards,
mobile phones and travel cards.
They’re part of Timo Arnall’s research at the Oslo School of
Architecture & Design.
In his words they explore a “visual link between information and
physical objects or space”.
New ways to represent emerging interactions gives us the
shorthand to be able to communicate functions, behaviours and
states quickly, and to build on them with further designs.
57. Storytelling
Show
Make
57
There’s no single ideal way to communicate new interactions.
But prototyping experiences as best we can may both lead to
better designs and a more involved audience.
58. “Language is convincing,
Seeing is believing,
Touching is reality”
Alan Kay
58
Alan Kay said “Language is convincing, Seeing is believing,
Touching is reality”.
Before we’re able to experience something in person we may be
in the dark as to whether we are on the right track.
59. 59
Most projects develop from design storytelling in the early
phases to prototyping and then realising designs.
60. 60
However, the further into the future we’re designing for the less
opportunity we may have to make and show our ideas.
We may need to concentrate on telling a good story, opening up
discussions or inspiring further development.
61. 61
What we’re able to make is, of course, also influenced by the
time, money and technical expertise we have for a project.
62. 62
As technologies become more accessible, more hackable,
these axis shift.
Even the tools for hardware prototyping are becoming cheaper,
more usable and available to interaction designers.
----------------------
This compression of time, cost and effort may mean things
could be brought to market quicker.
Rapid interactive product development may start catching up
with the web for speed and agility.
This challenges us as designers to take a more central role in
projects and to work in new ways.
Working on projects from strategy right through to development.
Where does this leave the role of the designer in relationship to
business or engineering, maybe it’s positive to blur these
boundaries?
We certainly have more tools to design and communicate in
ways that best suit each project.
63. Prototype early and often
Explore different ways to make experiences
If possible try things out in context
Encourage a sense of play in designing and designs
63
By prototyping early and often we can design better things, and
be able to express our designs in more compelling ways.
In experiences that can be demonstrated, and given to others to
try out; to play with and be delighted by.
---------------------
To end with a couple of questions:
Would more prototyping or a different way of prototyping help
your projects?
And, if so is there a faster, cheaper or easier way you can go
about it?
64. Thank you
Tom Jenkins - Nokia Design
tom.2.jenkins@nokia.com
http://www.linkedin.com/in/tomjenkins3
http://www.slideshare.net/tomjenkins
All the opinions expressed in this presentation are my own and do not necessarily represent the official view of Nokia
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