Monday, March 2, 2009
twitter story
Thursday, February 19, 2009
richard harper
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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.
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Thursday, February 12, 2009
interactive comics and biological consideration


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).