How do you design a mobile money service for people in rural Uganda who’ve never had a bank account? How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these – questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology. In this talk, Rachel will share insights she’s gained through creating experiences that must scale across vastly different cultures. She’ll share her thoughts on the challenges and opportunities designing for global markets will present to the user experience industry in the years to come.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.
In this talk, Rachel will provide:
Insight into how designers and UX professionals can navigate the unfamiliar and fast-changing mobile landscape with grace and solid thinking.
In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
Tools and frameworks necessary to begin tackling mobile UX problems in this rapidly changing design space.
Update on the iterative Kokonohashi project.
The kokonohanashi (「ここの話」 lit. 'talking about here') project works locally with a combination of analogue (notebooks, pens, laminated A4 posters, wire, legwork) and open low-tech digital tools (QR codes, stripped down Wordpress, email, smart-and-not-so-smart-phones) to investigate the development of a platform for discussion about, and positive action in, city space by the people who most matter - those who experience and use the place in their everyday lives.
It is run by Tokyo-based research and creation unit a-small-lab.
Please contact Chris Berthelsen at a-small-lab with all questions, comments, ideas, requests:
chris@a-small-lab.com
Follow a-small-lab on twitter @a_small_lab
Digital Marketing trends from SXSW Interactive 2013. BBDO New York focused in on 5 themes most relevant to Brands and Agencies by launching www.DigitalLabLive.com.
6 Rules for Building Amazing Apps for Mobile & Tablet DevicesBrian Fling
I start this talk by exploring how humans gathered and shared knowledge in ancient times only for it to be lost during the dark ages. Not unlike the information overload of today, making knowledge a commodity for the first time in human history.
I follow these concepts with the closely interconnected "6 Rules for Building Amazing Apps for Mobile & Tablet Devices" including how to look at your data, how context influences the users interactions, how to influence users behavior and how to use design to create touchable, almost real life product experiences. Concluded with resetting peoples expectations of how to build mobile apps, making sure they account for a lot more time than other projects.
6 Rules to Designing Amazing Mobile Apps (@media 2011)Brian Fling
THE PATH TO CREATING MEMORABLE MOBILE EXPERIENCES
Building a mobile app isn’t easy. Regardless of chosen platform or technology creating a memorable mobile experience has some pretty intense challenges throughout. However if you can get it right it can have some incredible rewards and propel your brand in more ways than one. After spending ten years building mobile apps for some of the biggest companies in the world, author and mobile designer Brian Fling shares his six rules for building amazing apps that will either you get you started or improve upon your next release.
PACT - Un framework per progettare l'interazione con le nuove tecnologieRiva Giuseppe
La presentazione - in inglese - introduce il metodo PACT (Persone, Attività, Contesti, Tecnologie) sviluppato da David Benyon in oltre vent’anni di ricerca. Nella visione proposta il primo obiettivo dello psicologo che vuole progettare l’interazione con un nuovo medium è la comprensione di quali persone useranno i sistemi e i prodotti che sta progettando, le attività che gli utenti vogliono svolgere con essi e i contesti in cui le svolgeranno. Allo stesso tempo deve conoscere le caratteristiche delle tecnologie interattive e sapere come usarle per soddisfare i diversi bisogni degli utenti. Nelle slide vengono presentate diverse tecniche utilizzate dal metodo PACT utilizzando esempi pratici presi da diversi ambiti applicativi.
A Model for Information Environments - Reframe IA Workshop 2013Andrew Hinton
My five-minute ignite-style talk for the Reframe IA workshop. Please note, for SlideShare purposes, I had to embed my notes into the slides, because PowerPoint wasn't behaving with other options.
(Information about the workshop: http://2013.iasummit.org/program/workshops/the-amazing-academics-practitioners-round-table/)
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
Inspiration Tours and Factfinding Missions 2023.pdfNiki Skene
Silicon Valley Inspiration Tours was established in 2012 and has conducted over 160 Inspiration Tours and Factfinding Missions in Silicon Valley, New York, London, Berlin, Vienna, Tel Aviv, Dubai, Mumbai and Hongkong.
The 5* rated program is the best experience, money can buy to inspire future leaders.
Update on the iterative Kokonohashi project.
The kokonohanashi (「ここの話」 lit. 'talking about here') project works locally with a combination of analogue (notebooks, pens, laminated A4 posters, wire, legwork) and open low-tech digital tools (QR codes, stripped down Wordpress, email, smart-and-not-so-smart-phones) to investigate the development of a platform for discussion about, and positive action in, city space by the people who most matter - those who experience and use the place in their everyday lives.
It is run by Tokyo-based research and creation unit a-small-lab.
Please contact Chris Berthelsen at a-small-lab with all questions, comments, ideas, requests:
chris@a-small-lab.com
Follow a-small-lab on twitter @a_small_lab
Digital Marketing trends from SXSW Interactive 2013. BBDO New York focused in on 5 themes most relevant to Brands and Agencies by launching www.DigitalLabLive.com.
6 Rules for Building Amazing Apps for Mobile & Tablet DevicesBrian Fling
I start this talk by exploring how humans gathered and shared knowledge in ancient times only for it to be lost during the dark ages. Not unlike the information overload of today, making knowledge a commodity for the first time in human history.
I follow these concepts with the closely interconnected "6 Rules for Building Amazing Apps for Mobile & Tablet Devices" including how to look at your data, how context influences the users interactions, how to influence users behavior and how to use design to create touchable, almost real life product experiences. Concluded with resetting peoples expectations of how to build mobile apps, making sure they account for a lot more time than other projects.
6 Rules to Designing Amazing Mobile Apps (@media 2011)Brian Fling
THE PATH TO CREATING MEMORABLE MOBILE EXPERIENCES
Building a mobile app isn’t easy. Regardless of chosen platform or technology creating a memorable mobile experience has some pretty intense challenges throughout. However if you can get it right it can have some incredible rewards and propel your brand in more ways than one. After spending ten years building mobile apps for some of the biggest companies in the world, author and mobile designer Brian Fling shares his six rules for building amazing apps that will either you get you started or improve upon your next release.
PACT - Un framework per progettare l'interazione con le nuove tecnologieRiva Giuseppe
La presentazione - in inglese - introduce il metodo PACT (Persone, Attività, Contesti, Tecnologie) sviluppato da David Benyon in oltre vent’anni di ricerca. Nella visione proposta il primo obiettivo dello psicologo che vuole progettare l’interazione con un nuovo medium è la comprensione di quali persone useranno i sistemi e i prodotti che sta progettando, le attività che gli utenti vogliono svolgere con essi e i contesti in cui le svolgeranno. Allo stesso tempo deve conoscere le caratteristiche delle tecnologie interattive e sapere come usarle per soddisfare i diversi bisogni degli utenti. Nelle slide vengono presentate diverse tecniche utilizzate dal metodo PACT utilizzando esempi pratici presi da diversi ambiti applicativi.
A Model for Information Environments - Reframe IA Workshop 2013Andrew Hinton
My five-minute ignite-style talk for the Reframe IA workshop. Please note, for SlideShare purposes, I had to embed my notes into the slides, because PowerPoint wasn't behaving with other options.
(Information about the workshop: http://2013.iasummit.org/program/workshops/the-amazing-academics-practitioners-round-table/)
How do you design a mobile money service for people in rural Uganda who’ve never had a bank account?
How do you test the usability of a mobile phone’s address book for users in rural India who’ve never had an address… yet alone an analog address book?
As cheap PCs and inexpensive mobile phones flood the global market, usability and user experience professionals will encounter more and more questions like these. Questions that challenge not only our research tools and methodologies, but our fundamental assumptions about how people engage with technology.
In this keynote, Rachel will share her thoughts on the challenges and opportunities the current cultural watershed will present to our industry as well as the metamorphosis our field must undergo in order to create great experience across different cultures.
Inspiration Tours and Factfinding Missions 2023.pdfNiki Skene
Silicon Valley Inspiration Tours was established in 2012 and has conducted over 160 Inspiration Tours and Factfinding Missions in Silicon Valley, New York, London, Berlin, Vienna, Tel Aviv, Dubai, Mumbai and Hongkong.
The 5* rated program is the best experience, money can buy to inspire future leaders.
A would-be nanopreneur's Thinkerings on KnowledgenanoKnowledge
Tham, David. (2004, Nov) "A would-be nanopreneur’s Thinkerings on Knowledge". In David Gurteen (ed.), Global Knowledge Review. London: BizMedia; pp. 6-7.
The Global Knowledge Review offered subscribers "unrivalled access to thought leaders in the fields of knowledge, learning, creativity, innovation and personal development". Each issue was designed to bring "leading edge thinking from top knowledge professionals around the world together with the latest news from the knowledge industry".Subscription to Global Knowledge Review cost £135/€140/US $170 for 10 issues per year. The Global Knowledge Review is no longer being published and this item is an archived version.
A presentation on what communication technology will look like in the year 2026. A review of where we came from with technology and a look into the future of whats still to come.
In this session, we talk about the mobile and social web, and how it shapes economy, individual behavior and well-being, political events, and society as a whole.
My Eisenhower Fellowship, Seven Exciting Weeks in 2014!Hanan Abdel Meguid
Eisenhower is a personalized leadership fellowship program which i enjoyed in 2014, I focused on entrepreneurship ecosystem comparison and Studying models of implementation of technology for social impact. Sharing is caring and i truly care to spread the knowledge that i gained. If you do not mind seeing quite a few pic of me, you might find it useful:)
The reality is that content in today's digital world is growing exponentially year over year for every organization. To explore, expose, extract, and express the most relevant content and to produce the most value from it requires that content experiences a constantly evolving collaboration between humans and computing technology. This presentation explores the importance of content strategy in the "age of digital transformation".
A tale from the future, by Eugenio Battagliabioflux
You might have heard of a new breed of organisational models, responding to the fast growing adaptability, engagement and collaboration needs within modern company structures. Or you might have simply experienced the sound problems of slowness, rigidity, bureaucracy, disengagement along with various kinds of waste and bottlenecks that “traditional” organisational models generate and suffer nowadays. What if OpenDrop is the first real experiment of a new way of doing research and business, together with a constantly growing, loosely coupled and horizontally managed team of value driven innovators? This is a tale from the future where in the development of OpenDrop (OD) we have deployed an innovative governance and operations management system which is meant to be adaptive, dynamic and anti-fragile. Where we have successfully layed the foundations for our governance in the principles of commons-based peer production and liquid management allowing anyone to contribute, and for this contribution to be accounted.
About the speaker:
Eugenio studied molecular and system biotechnology with a specialization in integrative neuroscience. He experiment in the field of Life Sciences with emerging and low-cost technologies, solving global issues and exploring novel forms of ethical deliberation. He led the development and management of several projects acquiring the tools to deal with an increasingly complex and multidisciplinary environment. His mission is to build and nurture a collaborative society by connecting people, organisations and ideas around fairness, openness and trust. He supports meaningful projects in social innovation, enabling fruitful collaborations with public institutions and progressive companies that want to build a resilient society.
What Type of Digital Transformation? Reinventing Social Thought and Action...Douglas Schuler
Presentation at International School for Digital Transformation, July 20, 2009. Porto, Portugal.
Discusses the concept of civic intelligence and the Liberating Voices pattern language project as an example of civic intelligence.
PN London and a team of experts has been analyzing some of the key themes emerging from this year's SXSW.
For more information, please email Philip Honour on philip.honour@porternovelli.co.uk
Leveraging Social Media for Development: Lessons Learned and Insight Jeongtae Kim
Presented at UN-APCICT Regional Seminar on Social Media for Development held at Republic of Korea from 30 June to 2 July 2014.
Prepared by Jeong Tae Kim, CEO at MYSC(Merry Year Social Company) and Kyungsin Kim, Creative Director at Edit the World of MYSC.
Similar to Technology as a Cultural Practice - UX Australia (20)
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
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.
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.
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.
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.
16. Rapid Evolution “ The rapid development of cell phones is killing early cell phones much faster than it's killing any of the early, older legacy technologies. I think that is a real principle... something you have to understand if you're going to be in this line of work. It's very romantic. It's very fast moving. You are building dead lumps of plastic. When people come out and they show you an iPhone, or an Android... they are showing you larval versions of something much more sophisticated. The world you are building right now is the ground floor for something much larger -- and the soil beneath that ground floor is violently unstable.” -- Mobile Monday Amsterdam – November 2008
23. Central Idea: The time has come to stop thinking of our work solely as “ problem-solving” and start thinking of it is as a form of cultural expression.
40. Clifton Evans via Boxes & Arrows “In some ways, Interaction Design, the practice is a field that seems obsessed with process over product.”
41. Jack Shulze of BERG: Some people (they are wrong) say design is about solving problems. Obviously designers do solve problems, but then so do dentists. Design is about cultural invention. There are some people who want to reduce the domain of design to listable, knowable stuff, so it’s easy to talk about. Design is a glamorous, glittering world and this means they can engage without having to actually risk themselves on the outcome of their work. This is damaging. It turns design into something terrified of invention. Design is about risk. We all fear authentic public response to our work, but we have to be brave enough to overcome.
42. “ What I often see is that people are frightened by fashion, and that because it scares them or makes them feel insecure, they put it down… There is something about fashion that can make people very nervous .”
54. 1. Create an account with authorized dealer 2. Download Mobile Money application to mobile
55. 1. Create an account with authorized dealer 2. Download Mobile Money application to mobile 3. Transfer funds – Passcode, recipient’s phone #
56. 1. Create an account with authorized dealer 2. Download Mobile Money application to mobile 3. Transfer funds – Passcode, recipient’s phone # 4. Recipient retrieves funds from authorized dealer (if they have the cash)
61. McLuhan believed that to fully grasp the effect of a new technology, one must examine figure (medium) and ground (context) together, since neither is completely intelligible without the other. McLuhan argued that we must study media in their historical context, particularly in relation to the technologies that preceded them.
88. Literacy involves a continuum of learning in enabling individuals to achieve their goals, to develop their knowledge and potential, and to participate fully in their community and wider society.
As testament to my self-imposed UX rehab, using the UX process/problem-solving approach wasn’t working for me.
Courtship, dating, friendship, marriage, divorce
Birth, sickness, illness, aging and death…
Personal and Social, professional, international
Technology has become a part of the fabric of society… and while we may want to think of people’s experiences with technology having a universality –it doesn’t. Just like culture, the ways that people experience technology is distinct and presents itself in profoundly local ways.In ways our current UX tools and practices do not capture…
Anna Wintor -
Whenever I think of people present work about illiteracy around the world, there is always the token staggering statisitc slide… According to the most recent UIS data, there are an estimated 774 million illiterate adults in the world, about 64% of whom are women. (1 in 5)
Big numbers = big problem to solve… right.? Baked into this big number is an assumption. Every time you see this big number, underneath it is the assumption that there is a strong relationship between illiteracy, information asymetry, and poverty. Everybody uses mobile phones – and iIf you can’t read, it’s really hard to use a mobile phone. And the idea at play here or the “problem to be solved” is that if you make a phone that a person who can’t read can use, you might have a chance at making an impact on the fight against poverty.
So I was part of team that sent researchers to rural India to interview people in the field about mobile usage in order to understand how this problem could be solved…. What we realized was that literacy is really a work around for a poorly designed phone. Mobile phones are not easy to use – for literate or illiterate people. People who can read can simply work around poor design choices with greater ease.
On button, one action
Beyond icons - Metaphors didn’t make sense -
Phones are not a disposable object in India… strong culture of repair
Colorful, vibrant culture
Means by which people make data tangible – sometimes symbolic… sometimes visual cues
As computers, mobile phones, cellular and ad-driven networks get driven into every crevice of society throughout the world – they not only touch on culture… they reflect it, they inform it, they can shape it, and they can even change it…. In ways we can predict… and ways we cannot.
As computers, mobile phones, cellular and ad-driven networks get driven into every crevice of society throughout the world – they not only touch on culture… they reflect it, they inform it, they can shape it, and they can even change it…. In ways we can predict… and ways we cannot.
As computers, mobile phones, cellular and ad-driven networks get driven into every crevice of society throughout the world – they not only touch on culture… they reflect it, they inform it, they can shape it, and they can even change it…. In ways we can predict… and ways we cannot.
Correlation – poverty/illiteracy/information asymetry. There is a nuance to these numbers and a story behind them that we rarely hear…. That is that for a lot of people throughout the world, illiteracy is not as big a problem as we make it. There is not the same level of social shame and economic hardship associated with illiteracy as we think in the western world.
Joseph – entrepreneur I met in Uganda. He describes himself as primarily a fisherman….
Owns 100 head of cattle, real estate in the local village that he rents out, three fishing boats, grows coffee
Pineapple, banana, 3 boda bodas and 2 markets where he sells supplies like household goods and charges phones…. Joseph is 44 years old and by all measures of Ugandan society, he is successful. In Ugandan society, he would be considered more successful than the Phd candidate from the university in Kampala who accompanied me and translated interviews during this research study. Joseph is illiterate.
More important and significant trend that is at play - we’re living in a world where the primary mental model of computing is shifting from one of a computer as a tool
To one of computers as media….
As mobile phones are being shoved into every crevice of society – we are inherently changing how media is being delivered…
This last topic I wanted to speak about is in reference to another McCluen theory – the review miror.
Ethnography and fieldwork…
Two different ways to approach art and they are both true. One of them is that the world is a beautiful place and it’s full of highlights, and sparkles, and dawns and dusks and human mystery. The other one is that there is a structure behind it. There is a math, and a science, and an architecture to it. The difference between them is sort of two different ways of looking at the world. It’s sort of the difference between whether you are reaching out to touch the world, or whether you are allowing the world to touch you.