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New Stuff from Old Friends

by Jesse James Garrett on February 3rd, 2009

A couple of exciting new projects from former Adaptive Path staff have recently launched:

  • Plinky is a new service for bloggers offering “content encouragement” in the form of daily prompts that you can respond to. Former APer Ryan Freitas is Plinky’s Director of Product Design, and calls Plinky a solution to “the empty box problem”.
  • Emmet Labs, from AP co-founder Janice Fraser and former APer David Verba, allows you to explore and contribute to interconnected biographies of the famous, infamous, and completely unknown alike. Here’s their answer to the question, “What’s Emmet for?”

Congratulations to both teams on the end of one long journey, and the beginning of a new one!

Aurora and Google Chrome

by Jesse James Garrett on September 2nd, 2008

We didn’t collaborate with anyone from Google on the Aurora project to envision the future of the web, so we were especially interested to see their new browser, Google Chrome, and the ways in which it echoes some of the same ideas we came up with for Aurora. For a tour of the more interesting user interface touches in Chrome, check out pages 18-24 of Google’s comic book about the product.

As we explored how people use tabs to manage the web experience, it became clear to us that the notion of the “browser window” as the top-level component of the experience made less and less sense. In Aurora, we completely did away with windows, having all the interface elements that are usually attached to them reside in the frame or radial menus, all of which would typically be off-screen. Chrome doesn’t go quite that far, but by decoupling tabs and windows and allowing dedicated chromeless windows for web applications, it does deliver a more componentized approach embodying some of the same principles.

Both Aurora and Chrome see the browser’s location bar evolving into something much more flexible and useful. In Firefox 3, the location bar became the “awesome bar”, enabling users to search any part of a URL, page title, or tag, in both the browser’s history and bookmarks. In Aurora, we envisioned the awesome bar becoming the “way awesome bar”, a general text interface to everything in the browser as well as to services on the web. Google Chrome takes a step in this direction with the “omnibox”, which adds full-text search of browser history and access to web search services. (Mozilla is experimenting with moving toward the way awesome bar as well, with a project called Ubiquity.)

Chrome’s “new tab page” touches on one of the most significant themes in the Aurora concept: the idea that the browser learns from user behavior. The new tab page in Chrome presents the most frequently accessed pages and search services for that user. Aurora’s spatial view gives visual emphasis to objects based on frequency of use as well, but adds into the mix an analysis of user behavior patterns so that you’re not just seeing the same nine sites every time, but you’re seeing a different mix of sites depending on where you are and what you’ve most recently been doing.

By the way, there are a lot of interesting ideas for evolving the browser being discussed in the Mozilla Labs Concept Series forum. Check ‘em out!

Aurora: Writing the Script

by Jesse James Garrett on August 12th, 2008

Writing the script for Aurora turned out to be a tricky balancing act. We wanted to illustrate the interesting design solutions we had come up with, but we also had to provide enough context to make the solutions meaningful. We needed the movie to have a narrative flow and momentum, but it also had to cover a diverse array of interactions. And just to give ourselves an extra challenge, we set for ourselves the goal of avoiding what we considered to be the clichés of the design concept video: affluent mid-thirties professionals in sleek modern environments, or chic young urbanites out on the town.

As a result, we ended up spending a lot more time working on the script than we expected. Dan Harrelson, Julia Houck-Whitaker, and I went through several iterations of sticky-note exercises: first prioritizing the interactions we wanted to illustrate, then brainstorming user tasks that would involve those interactions, then trying to stitch the tasks together into plausible scenes.

We decided pretty early on that it was impractical to work all of these interactions into a single overarching story. Instead, we settled on three segments: one focused on using a desktop computer in a work context, one focused on using a mobile device in a social context, and one focused on using a large-screen home device in a family context.

Of these three, the mobile segment turned out to be far and away the most difficult. We developed and discarded idea after idea as we realized that each one focused too much on the functionality of the device, and not enough on the functionality of the browser. It was fairly late in the scriptwriting process, after we thought we had all the scenes plotted out, when I decided we really needed two mobile sequences: one oriented around location-aware services, and one around interaction between the web and the physical environment.

When we did our first timed read through of the script, we were dismayed to discover that it came in at nearly double our target length of six minutes. (The film industry has a rule of thumb that says a page of script equates to about a minute of screen time; this didn’t apply to us because our script contained long, complex descriptions of user interface behavior that would take just a few seconds to unfold.)

So I cut it down. And cut it some more. And cut it some more. Much of what I cut was dialogue, intended to provide a bit more context on what the characters were doing and to hint at some of the technological changes suggested by the scenarios Jamais wrote. Finally, I decided I’d cut too much. I went back and rewrote the script from beginning to end, reworking it so that certain lower-priority scenes could be included if we had time to do them (as a possible “extended cut” of the movie) but ensuring that the narrative flow didn’t depend on their presence. (Only one of these, the exchange between Harry and Beth about MapQuest, found its way into the final movie, which still ended up over nine minutes long.)

Scrivener was an enormously valuable tool in the scriptwriting process. I didn’t use all of its functionality, but it did provide vital, specialized tools above and beyond what a word processor can do. Next time, we’re eager to try out Celtx, for the functionality it provides to bridge the gap between writing and production.

As written, the script doesn’t accurately reflect what ended up on screen. Many of the interactions I described in the script just didn’t work when I saw rough versions of the animations produced by Whiskytree, and in a couple of places I had to rethink the interaction flow very late in production in order to make the interface consistent and realistic.

Download:
Aurora Script

Aurora: Complete Video (without commentary)

by Jesse James Garrett on August 11th, 2008


This video is best viewed in high definition. To view at 1280×720, press play, then click the HD button, then zoom to full screen and turn scaling off.

Here’s the complete Aurora concept video containing only the scenes of user interaction and leaving out the commentary segments. This version has some additional material connecting the four scenes together into a single narrative.

Video segments with commentary: Part 1 | Part 2 | Part 3 | Part 4

Aurora: More Random Notes

by Jesse James Garrett on August 8th, 2008

A few more notes on some of the feedback we’ve received about Aurora:

  • Is Aurora a browser that takes on some of the functionality of the desktop? Or is Aurora a desktop environment that integrates access to resources on the Web? The answer to both questions is yes.
  • The moments where the system doesn’t quite work for people are there on purpose. In the future, technology is still imperfect.
  • We couldn’t tackle as many aspects of the Web as we would have liked. If we left out something that you think is important, it’s not because we thought it wasn’t. We had to set priorities, and we did that by focusing on the areas outlined in our design themes.
  • Remember, if you disagree with any of the choices we’ve made, propose your alternative solutions in the Mozilla Labs forums.
  • A few people spotted the G-Man, but did you notice the screenshot of Netscape 0.9? Or the agent from Knowledge Navigator?

Aurora: Concept Video Part 4

by Jesse James Garrett on August 8th, 2008


This video is best viewed in high definition. To view at 1280×720, press play, then click the HD button, then zoom to full screen and turn scaling off.

In the conclusion of Aurora, the browser goes home, moving to a large-scale, gestural interface.

Watch: Part 1 | Part 2 | Part 3


Credits for Part 4

Written and Directed by Jesse James Garrett
Producer: Julia Houck-Whitaker
Assistant Director: Teresa Brazen

Photography: Jean-Philippe Dobrin
Animation and Video Production by Whiskytree

Browser User Experience
Lead Designer: Jesse James Garrett
Design and Technology Advisor: Dan Harrelson
Visual Design: Kumi Akiyoshi and Sebastian Heycke
Production Support: Judd Morgenstern and Lin Lin

Web Page Design
Amazon Workspace: Chris Glass

Cast
Tim: Kamasu Livingston
Kelly: Noah Haydon
Samantha: Daphne O’Neal

Aurora: Technology of the Future

by Jesse James Garrett on August 7th, 2008

In the future, everything will be better. No, really! For the Aurora project, we assumed steady and significant improvements in every relevant aspect of computing technology. We didn’t speculate about the means by which these advances would be achieved, because our focus was really on the experiences the technologies delivered, not the technologies themselves.

More processing power means the browser could do more sophisticated on-the-fly analysis of user behavior patterns. More storage capacity would enable the browser to have a longer memory, potentially recording the user’s every interaction with the Web at a high level of detail. More bandwidth would mean both processing power and storage capacity could be supplemented across the network. (Of course, the privacy and security implications of these advances are not insignificant; we projected, optimistically, that there would be improvements in these areas as well.)

One particular area that we thought would have a significant impact was the improvement of graphics capabilities in computing devices. After years of high-performance graphics processors being specialized tools for games and 3D artists, developers are starting to discover the power of these processors for other applications. Apple has applied animation, transparency, and other visual effects for years to give OS X its high-gloss sheen. (Microsoft’s recent effort to follow suit with Aero, the interface for Windows Vista, was met with less enthusiasm.) For Aurora, these graphics capabilities meant the experience could be more dynamic and visual than the Web we’re used to.

Tomorrow on the Adaptive Path blog: Creating the look of Aurora!

Aurora: Concept Video Part 3

by Jesse James Garrett on August 7th, 2008


Vimeo’s having a little trouble with their HD streams right now. HD version available soon.

In Part 3 of Aurora, we look at connecting the Web more closely with the physical world.

Watch: Part 1 | Part 2


Credits for Part 3

Written and Directed by Jesse James Garrett
Producer: Julia Houck-Whitaker
Assistant Director: Teresa Brazen

Photography: Jean-Philippe Dobrin
Animation and Video Production by Whiskytree

Browser User Experience
Lead Designer: Jesse James Garrett
Design and Technology Advisor: Dan Harrelson
Visual Design: Kumi Akiyoshi and Sebastian Heycke
Production Support: Judd Morgenstern and Lin Lin

Web Page Design
Product Detail Workspace: Dave Shea

Cast
Patrick: Alex Ochoa
Moira: Rebecca Blood

Special Thanks
Ambassador Toys, San Francisco

Aurora: Forecasting the Future

by Jesse James Garrett on August 6th, 2008

Creating Aurora sometimes challenged us in ways we didn’t expect. In a typical design process, one of the biggest factors influencing the design is the set of constraints we have to work within — not just the limitations, but also the criteria for success for our work.

A good designer can create a design that accommodates all the constraints and still delivers an elegant, satisfying experience to the user. A great designer can go beyond this and create a design that demonstrates that some of those constraints weren’t really there to begin with. But when you’re designing for the future, all of your constraints are imaginary. Making smart choices about the constraints you create for yourself makes the difference between a plausible solution and science fiction.

But with a problem like designing the browser of the future, we weren’t even sure where to start. The evolution of the browser seemed to be intimately intertwined with the evolution of the Web — and to some extent, the underlying Internet — itself. Plus we had to account for trends in general computing technologies: smaller, faster, powerful, more connected and ubiquitous devices, enabling new kinds of interactions and applications.

To help us get a handle on all the possibilities, we asked Jamais Cascio to contribute some time to the project. Jamais is a professional futurist who forecasts trends for organizations that will drive their strategies on timelines quite a bit longer than the next quarterly earnings report. He co-founded the popular blog Worldchanging and runs his own blog called Open the Future.

Jamais called on a whole lot of smart people and led them (and a bunch more from both Adaptive Path and Mozilla) through a two-day workshop to forecast one possible future for browsers and the Web. Through a series of group exercises, we identified three major trends that we thought would have the biggest impact on the web:

  • Augmented Reality: The gap is closing between the Web and the world. Services that know where you are and adapt accordingly will become commonplace. The web becomes fully integrated into every physical environment.
  • Data Abundance: There’s more data available to us all the time — both the data we produce intentionally and the data we throw off as a by-product of other activities. The web will play a key role in how people access, manage, and make sense of all that data.
  • Virtual Identity: People are increasingly expected to have a digital presence as well as a physical one. We inhabit spaces online, but we also create them through our personal expression and participation in the digital realm.

Based on these trends, Jamais wrote three scenarios fleshing out the details of how these trends might come into being, and how they would manifest in people’s everyday lives. We wanted to use these forecasting scenarios to explore several aspects of this possible future world that we knew would never end up in our movie, but would provide us with some context for the design choices we’d be making.

Download:
Forecasting Scenarios

Forecasting Workshop Contributors:
Mike Beltzner
Rebecca Blood
Stowe Boyd
Leah Buley
Dawn Danby
Alex Faaborg
Henning Fischer
Jesse James Garrett
Dan Harrelson
Sebastian Heycke
Julia Houck-Whitaker
Mike Liebhold
Jessica Margolin
Peter Merholz
Lisa Rein

Tomorrow on the Adaptive Path blog: The technology of the future!

Aurora: Interface Guide and Design Concepts

by Jesse James Garrett on August 6th, 2008

These two documents go into a lot more detail about the Aurora interface than we were able to cover in the video commentary:

Aurora Interface Guide
Poster-size interface guide

Aurora Design Concepts
Five-page design concepts document