Showing posts with label communication. Show all posts
Showing posts with label communication. Show all posts

Thursday, March 12, 2009

back of a digital napkin

SketchCast is based on an old principle: the improvised drawing on the back of a napkin in a bar, to sketch ideas and thoughts on paper to get a concept across another person. The website presents a new way to communicate "something" online by recording a sketch, with the option to overlay the animation with a voice or speech. Any sketch can be embedded on a blog or home page for later playback.


Can this be used as a storytelling method for designers? Or indeed, can it be used by users to communicate their ideas with designers?


Tuesday, March 3, 2009

unawareness to evolution

Introductions to new things, such as enhancements in technology, by chance, often deliver a more lasting memory or experience. 

I get, what I can only call "realization" moments when I haphazardly stumble upon something new.

When I saw this image, I had one of those moments.


Wired have revealed a wonderful visual timeline showing the evolution of Apple products. 

Although I am aware of Apple's history and their legacy of products and services, this visualization made me realize not only how they have progressed over the past 25 years, but also how quickly.

This needn't apply solely to Apple. This image is testament to a changing world.

Context and cohesion: How can timelines be used as a communication visualization? What can they show? Can a storyboard be defined as a form of storyboard? 


Monday, March 2, 2009

NY Times Visualizations

Visualizations that represent the people and organizations most mentioned in New York Times articles from 1984-2009 have been created by Jer Thorp. The visualizations show connections between the people and therefore relationships between them all.





twitter story

This communicates Twitter beautifully.

The simple hand-drawn graphics really reflect the simplicity and practicality of Twitter.



How can this method of story telling be used to communicate more complex information?

Follow me on Twitter: twitter.com/giorgio_giove



Saturday, February 21, 2009

iBirth

Having already covered iphone "romance" I had to post this... (from macrumors.com)


"...the process that iPhone sales folks are instructed to follow verrrry closely mimics - wait for it - childbirth. The uncanny point of similarity is that, in between purchase and the required in-store activation, the salesperson is instructed to "give them a chance to enjoy the feel of the phone in their hand," and then "ask for the customer to give it back to you." It's just like that first quick cuddle that the new mother is allowed with her child, before the kid's taken back for a thorough cleaning. And hey, why not? The iPhone is, for lack of a better term, an "intimate" product that's meant to be held and which will be an important part of its new owner's life. Without first letting the customer "enjoy the feel" of it, there might be detachment issues, postpartum depression... and I'm only half kidding, here. It's insightful of Apple to have provided this experience for the customer, a very user-friendly one that they can add to their repertoire of user-experience competitive advantages..."

This makes me think about the work by Richard Banks where he looks at what it means to design digital artifacts with longer time spans in mind, and taking heredity of objects into account. Apple have obviously considered the birth of the product with the iPhone, but how have they planned the funeral of it? 

Will the grip-reaper of digital products touch each iPhone at the end of its life; cracking the screens and malfunctioning the software? Or will the iPhone live on beyond its owner to entertain and serve a new generation?

Will the iPhone ever be "retro"? 

 

Friday, February 20, 2009

visualizing networks

Going back to my research into visualizing complex information; Burak Arikan, artist and researcher, studies the way people interact through communication.

This following piece of work is wonderful. He carried out an experiment with the Twitter API where he analyzed the growth of his own network over a period of 3 weeks.

week 1

It appears he was trying to figure out how connections might evolve and expand (or indeed contract) over time.

The above image (from his blog) shows his Twitter network during the start of the first week of his experiment. He mapped the connections between his friends and then broke people into 6 groups.

The next images show weeks 2 and 3:



Do people mind about these diagrams? It may reveal a lot about their privacy, which is potentially dangerous when you consider all the data is public.

I was thinking about carrying out a similar experiment with people within a work environment for the benefit of my research. Who talks to who in the office? In which way do they communicate (email, in person at the water cooler, telephone)? 

Communication can be a problem in the office. Bottlenecks can be created; It is also known for people to communicate through email, even although they sit next to one another. 

Where can ubiquitous computing come into all this? Can there be an invisible communication tool in the work place that can seamlessly fit into the daily rituals and lives of the employees?

It is naive and simplistic to consider ubiquitous computers will be adopted by people in any scenario. It's all about designing around the people.




Thursday, February 19, 2009

livescribe

Amazing IC product, livescribe.

 

Here's a quick demonstration by IIT Institute of Design professor Tom MacTavish, of the Livescribe digital writing system, a pen-and-paper duo that records audio, remembers what was being said while you were taking notes, and affords some basic computing function in a wholly analog format. If that sounds confusing, just check out the video; MacTavish does a great job of showing it off.



richard harper

The down side to drafting into a word processing document and then copying/pasting into my blog is that sometimes I forget to actually copy and past into my blog! This following post has been sitting dormant in my computers hard drive... until now.

"
Professor Richard Harper from Microsoft Research, Cambridge, spent a morning with us to discuss how people of various disciplines see the world we live, and how this can cause problems in the design process.

He began by talking about how we gossip and how this act can be translated through metaphor into solutions for design problems.

I found this notion very refreshing as it coincides with work I have done in the past on touch-screen systems. My ideas for interactions were all based on human gestures I took as metaphors and used to act as inputs for computer systems. Richard calls this language (or method?) "Human Acts."

Richard's advice was to be aware of the difference between ourselves (designers) and others, such as scientists for example. Designers show their portfolios to other designers but seldom do they communicate their work from people outside of our discipline. He suggested we must have trust in other people and don't show them only the finished article. The process behind the finished article is often more interesting; so is communication of design all about telling a story rather than showing an artifact?

I agree with Richard. Whilst exhibiting my honours project work at the Degree Show and then New Designers, people were more interested in how the project materialized over time and why I made the decisions I did throughout the process. This was, at the time, a little disheartening in a way as I wanted people to be in awe over the prototype that I spent so long getting right. Instead, all they wanted to do was to ask questions and, I suppose, understand me rather than what I made. All I had to do was tell my story.
Richard Banks' advice is not to get to precious about prototyping; and this is probably the most valuable piece of wisdom I've taken on board since I started my Masters.

After spending an hour or so with Richard Harper, we were lucky enough to be invited to his evening lecture, entitles "Changing Humans." Here, he explained how the designers of computers and computer systems have changed their visions of users.

People love to gossip and communicate with each other. People network themselves naturally and now also digitally, through the introduction of text messaging and video messaging (and subsequently social networking sites like Facebook). The metaphor of gossiping is what inspired ideas such as video messaging; a tool that enables people to send friends videos, presumably to make them laugh.

The morning session and evening lecture made me think about a lot of things to do with common languages between people in different disciplines and interaction design in general. But the most valuable theory I took from today is all to do with language. Language is the key tool that we can use to communicate and be understood as designers. We can achieve this by applying metaphors and other language sub-tools. Language is the only common ground we all have.

"


Wednesday, February 18, 2009

how romantech

An example of personal technology?

User interface designer Bryan Haggerty, programmer at LinkeIn, proposed to his girlfriend Jeannie Choe, former writer at Core77, with an iPhone application which he deigned himself.

It was last week that he popped the big question, but only after having his girlfriend guided through a route in San Francisco by the iPhone app. 

The app, which Haggerty calls "Romantech", displays a map containing location points throughout San Francisco. Each of the points in the map were tagged with a short video clip of Haggerty giving little clues of where Choe should travel to next. 


After a while, both met in a Park where all the points on the map connected to form the shape of a <3>

(The <3 is a heart symbol for those of you who don't know the lingo)>



Thursday, February 12, 2009

interactive comics and biological consideration

Dead On Arrival is an interactive comic loosely based on the story of the old 1940s film noir. 

Although I found this story rather dull, indolent and unexciting, the story was delivered clearly and the Flash interaction was well executed. This makes me think about communicating ideas to people through storyboards and story telling. 

I discussed with my study advisor, Dr Shaleph O'Neil about how people may react to certain storyboards. There will be 3 different types of storyboard: 1. Hand drawn 2. Graphically illustrated  and 3. Interactive.

The interactive storyboard will obviously be digital, however as Dead On Arrival shows, Flash animations can contain very "un-digital" and natural interactions. For example the turning of pages; this is done by clicking the top or bottom corners of a page and dragging them over, almost as you would do a book.

Computer interactions can be very natural. This reminds of the beauty of the interaction design of an iPhone or iPod Touch when zooming in and out of photos or web pages. Pinching your fore-finger and thumb together, a natural human gesture for describing the reduction in size of an object, is how to zoom out (i.e. to make smaller), and vice-versa.

How natural can I design interactions?

I don't mean to compare an iPhone with a digital comic, however the principle of their interactions are comparable in terms of natural gesture. There is biological consideration into their design. 

Click here to see the Dead on Arrival comic. An HTML version of the comic is also available, which I think is rather pointless. The whole beauty of the story is the interaction itself.

Monday, February 9, 2009

catch up

I identified the problem of communication of ideas in the design process to users (I don’t like using this word as it suggests a stereotype of certain people).

Communicating and prototyping ideas of interactions or, more complexly, of ubiquitous computing can be difficult and very time consuming.

But what is the value of prototyping? Is this immeasurable?

Richard Banks mentioned at his talk to IPD in November that a mistake would be to “get precious” about your prototyping. Rather than spending time on a final, well-finished product, it is often more rewarding and efficient to work through ideas quickly and communicating them as unfinished ideas as opposed to finished ones. Besides, most people are more interested in the process of a design rather than the outcome.

With Fable, I spent a lot of time neglecting people and working on making it work. Surely it should be the opposite?

However I did find it extremely difficult to communicate the ideas of ubiquitous computing to people during the project. When you tell someone a mug can be an input device to a smart-surface table, the immediate questions are always: why and how!

My initial aim, as discussed with Richard in August, was to develop tools and techniques to help designers communicate complex ideas within the interaction/ubiquitous computing design paradigm. Yet after some preliminary research, I have become clear that this is not necessary.

There already exists tools in which can be used to communicate and visualise ideas, such as storyboarding and paper-prototyping. I mean whatever happened to good old-fashioned drawing? Then there are animation software’s such as Flash which can be used to bring drawings and storyboards to life by applying movements, changes and communicating cause and effect.

“Faking” is also an unwritten method. A wonderful example being the Sketch-a-Move video by Anib Jane where she communicates the idea of controlling the behaviour of a toy car by drawing a path on its roof. No fancy electronics or computer programs, just smoke and mirrors (well, in this case a few magnets).

So I aim to put these traditional tools to the test and use them in new ways.

This happens to blend in nicely with another project I’m working on at the moment; the T3 project.

T3 (Transferability 3) is a joint research project between Deutsche Telekom Laboratories (t-labs), Berlin and the School of Design University of Dundee, exploring case transfer as a method to develop new designs for information communication products and services for older people.

Although only 2 weeks old, the project overlaps with some of the work I am doing in that it is very people-centered yet probably more demographically focused. “Older people” are seen to be 60 and over (still a huge demographic; there are more “older people” than ever before and this trend continues to rise).

Wednesday, February 4, 2009

Still Frames

It's been a (quick) month since my last post. I think I'm getting lazy.

Having spoken to my study advisor, Dr Shaleph O'Neil, on Monday, I remembered a short film I made last year. 

I took a series of photos (one every 5 minutes or so) from the exact same position when we were building our stand at New Designers 08 in London. 


An interesting way to approach visual communication of a process. Still framing could be used to communicate interaction design concepts? No fancy/expensive equipment needed; cheap tripod, digital stills camera. No script or thorough planning required.

Tuesday, December 30, 2008

so to sum up...

To recapitulate my research over the past semester of my MDes, I feel almost obliged to visualize it! 

I planned on writing a quick program in Processing that would randomly pick words from my blog and display them on an 8x5 sized postcard, and then I realised how pointlessly time consuming that would. I almost forgot about Wordle!

I don't know what I like best this; "information" which happens to represent a tree trunk, or the most important word of all, visualization, which sits proudly in the epicenter of my thoughts. 


Happy New Year!


Tuesday, December 23, 2008

Subway Map (Re)design



Above: The Tokyo Subway Map.

Not being fluent in Japanese, it must be said, I find this map very confusing however I assume that for a resident of Japan, it must be easy to understand. I make this assumption because the above map follows all the rules laid down by Harry Beck in 1933 and followed by Massimo Vignelli in 1972; The various lines are represented by different colours; the lines are all at 45 or 90 degrees; each station is represented by a box (rather than a circle, presumably to accommodate the form of the Japanese symbols); and the appropriate geographical liberties have been taken.

Are these the unwritten rules of railway map design?

Korean designers Kim Ji-Hwan and Jin Sol plan on redesigning underground maps from around the world starting with Tokyo, Seoul and Osaka. According to them, each cities subway and railway structures should reflect the character of that city in some way.

The above image shows the intricate network of Tokyo's subway, lightrail and monorail with over 1500 stations covering the metropolitan area.  The centre of this map has the Imperial Palace, and the subway lines circumvent the grounds that surround (are claimed by) it. This characteristic is visualized in this map by the concentric circles spreading outwards through the city. This representation of circles is suggestive of the Japanese national flag and the subsequent Japanese identity expressed in the flag. 

I think it looks great, yet I can't help but wonder if a stronger suggestive visual effect could be achieved if the map was made white. I'll do a bit of photoshopping on this one I think, I'm too curious.

White background. Is this another unwritten golden rule of map visualizations? 

Thursday, November 13, 2008

the value of prototyping and where I went wrong

I had a conversation with Richard Banks a few months back about communicating ideas and concepts for multi-touch products. He showed me some of his ideas in the form of sketches which had a pair of hands "photoshopped" on top of the image to suggest the idea of multi-touch.

These images got me thinking about other ways to communicate my own ideas, not only for multi-touch application concepts, but for some of my other ideas for interactive products.

On Tuesday, a board of industry designers and researchers came to Dundee to answer questions from undergraduate Product Design students. Richard himself was one of the members, along with Tim Reagan and Nicolas Villar, fellow researchers from Microsoft Research in Cambridge, Anab Jain from Nokia, Bill Gaver now at Goldsmiths and Charlie Rohan from NCR, Dundee.

Above from right to left: Bill Gaver, Nicolas Villar, Anab Jain, Richard Banks, Charlie Rohan, Tim Reagan and Jon Rogers (member of staff from the UoD)

Some interesting points came up from the discussion, particularly about the relevance and value of prototyping. 

Richard said we "using our hands helps us to think" which I found very refreshing. I have often said I like to get my hands dirty when it comes to design but have of late doubted such an approach. During the Fable project, I spent around 3 months of the 7 month project prototyping the software with the immense help of my tutor Andy Law. And all I wanted to do was prove a point and the value of the concept. But was it really worth months of neglecting the people I was designing for only to produce a tangible and physical artifact which was the materialization of my research and development?

Above: an early prototype of Fable

In some ways, yes. I proved a lot of people wrong when they told me I didn't have enough time to make a fully working prototype and it meant a lot to me (and my ego) when I was able to show Fable, my creation, to the public in Dundee at my Degree Show, and London at New Designers. But as I mentioned in a recent post, people were more interested in the story of Fable itself, from my research into people right the way through the application of technology. So should I now focus on communicating the story of my work rather than the physicality of the work itself?

Tim Regan answered this question without me even having to ask. He said "When I prototype, I often use it as a way in learning new software. Don't do this! Use the materials you are comfortable with."

Why spend weeks computer programming when I am not a computer programmer? I am a communicator.

Richard's advice was to "understand the question" and "get precious [with prototypes]," giving an example of how Anab Jain communicated her "placebo" prototypes from a postgraduate project in a short video. play full film

From both Richard's and Tim's advice, I think I got halfway there with prototyping Fable. I understood the question and who I was designing for and I was very precious with my prototyping.

I just didn't use the materials I was comfortable with.