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Discovering the Chiaroscuro of Mobile

by Rachel Hinman on June 10th, 2009

brochureware screenshot and southwest airlines screenshot

Hampus Jakobsson presented a fantastic talk at this year’s MEX conference about the “wild west” gold rush mentality surrounding mobile app stores. Hampus warned most players in the mobile space are merely mimicking Apple’s model, leaving many user experience challenges that hinder the app store experience unaddressed. This talk inspired a host of great discussions about many of the fundamental user experience issues that plague app stores and ways to improve the process through design.

However, Hampus’ talk brought focus to a question that’s been lingering on my mind for a while now. As the once innovative app store strategy quickly becomes “hygiene” for many in mobile, I can’t help but wonder if all this fast follower behavior is an incremental step to something much bigger.

What if the real problem with app stores doesn’t stem from Apple’s ridiculous application approval process, scalability problems, or mediocre social recommendation functionality? What if the real problem with app stores is what they are selling?

What if the real problem is the notion of applications on mobile phones?

Applications as a means for both expressing and manipulating information in a mobile context is an interaction model we’ve borrowed wholesale from the PC. While application stores have solved many issues – ease in application development, downloading applications to a device, payment – it’s easy to forget the application model was originally developed for a fundamentally different context. A static context.

What if we haven’t figured out how to accurately express information in a mobile context and we are simply borrowing the wrong model?

I’ve been thinking a lot these days about the notion expression – how artists, engineers and designers have used creative models and methods to express information, points of view, and the possibilities of their time – and moments when breakthroughs around creative expression have occurred.

The web is a great example of inventing new models and methods to express information.

Back in the days of “Web 1.0″ the internet was a vast and unexplored frontier, ripe with untapped potential. While the internet provided an entirely new way for people to access, distribute, and experience information, in 1996 nobody really knew how to create “web experiences” that unlocked that potential.

Legions of print designers applied their knowledge of graphic design and print design to the Internet, giving rise to the phenomenon of brochureware. Some designers applied immersive spatial metaphors to the web, like the famed SouthWest Airlines homepage circa 1996. And who can forget those web sites where pages had the look and feel of pages from a book. Regardless of the model, the strategy was similar; borrowing. We first borrowed models we understood, found our footing and were then able to invent new and more sophisticated ways to express information in a this new context of the web.

medieval art and renaissance art examples

Art movements have followed a similar arc. A favorite example was the transition between Medieval and Renaissance Art.

A defining characteristic of Medieval art was it’s lack of dimensionality. Artisans from the Middle Ages hadn’t figured out how to represent form in perspective. Subsequently the work was highly symbolic and representational. It remains valuable and interesting work. However, from an art-making perspective, Medieval art is a study in abstraction. Artisans from the Medieval period lacked the art making methods to represent form in the way humans visually perceive it.

In contrast, Renaissance art celebrated the discovery of perspective techniques such as foreshortening, chiaroscuro and the use of balance and proportion in the art-making process. Artists like Leonardo da Vinci, Michelangelo and Raphael became masters of depicting form in a way that closely mirrored how humans perceive it. Humans were always able to perceive volume and spatial relationships, but it wasn’t until artists of the Renaissance discovered and honed perspective techniques that artwork reflected these qualities.

Data is similar to physical form in that it has perspective. We think about it along lines of place, time, and social dimensions… yet mobile applications rarely allow us to truly experience the multi-dimensional aspects of information. Instead, similar to Medieval art, mobile applications flatten data. Users are forced to either burrow deeply into single application or pogo stick across a host of lightweight applications, often with no through lines for the data. As we begin to prism data through more and more devices – televisions, car dashboards, screens in public spaces – the application model becomes brittle. It locks us into a way of thinking about information that doesn’t accurately represent the multi-dimensional ways we perceive and use it.

What if the app stores and “wild west” application development we’re seeing today in the mobile space is a re-enactment of the evolution of the web? What if mobile applications we download through Apple’s app store are the “brochureware” of what we will experience five years from now? What if applications are a borrowed and broken model we’ll ride out until the “perspective techniques” of data representation and manipulation in a mobile context are discovered and celebrated.

If applications go away, what will replace them? Compelling data visualizations? Adaptive interfaces? I’m not sure, but I’m curious to hear your thoughts…

Our Work with Changemakers.com has Launched

by Henning Fischer on June 3rd, 2009

I’m very pleased to announce the relaunch of Changemakers.com, the leading network for open source social innovation. Changemakers is a program of Ashoka, a global non-profit organization supporting the world’s leading social entrepreneurs. Changemakers hosts competitions to find the best solutions to social problems, and allows the community to collaborate on, refine, enrich, and implement those solutions. The Adaptive Path team included Leah Buley, Rae Brune, Dan Harrelson, and Kumi Akiyoshi, with Jody Medich and Gray Kuglen.

Redesigned Home Page

Redesigned Home Page

The redesign was a nine-month project involving not only a large team in San Francisco, but Changemakers staff in Washington DC, Vancouver, and our wonderful development partners Enomaly in Toronto. Given that it was a ground up redesign, we worked with the Changemakers team on web strategy, user research (7 countries!), information architecture, interaction and visual design as well as implementation oversight. Over the next few weeks Leah, Dan, and I will be bringing you stories, methods, and lessons from the project on the Adaptive Path blog. In the meantime, check out the case study and head over to Changemakers.com to give it a spin.

Designing Mobile Phones for Emerging Markets: Mobile Literacy – A Panel Discussion

by Julia on May 15th, 2009

What is it like to use a mobile phone if you’ve never used any technology like a computer, an ATM, or a remote control? How can you make a call on a mobile phone if you don’t know how to read or write? How can mobile phones improve people’s lives in areas where traditional infrastructure is scarce? We went to rural India to learn how people in these areas use mobile phones and how mobile infrastructure is impacting their lives. Based on our research, we have developed design principles and mobile phone interface concepts for emerging markets.

On May 28th from 6:00-8:00PM at Adaptive Path we will present the concepts we’ve created, and the findings from the primary research of our latest R&D project. Please join us for an evening of sharing and discussion about how design can increase the positive impact of technology on the lives of people in emerging markets. Panelist include: Rachel Hinman, Natasha Alani, rural India Design Researcher, Brian Cronin, Alexa Andrzejewski, and Rachel Glaves.

Please RSVP on Upcoming, if you’re coming.

Experimentation, Prototyping and Roombas Engaging in Gladiatorial Combat. Highlights from Beyond the Desktop Panel Discussion

by Rachel Hinman on April 18th, 2009

panel snapshots

Will we look back on the desktop experience of today in much the same way we reflect on computer punch cards of yore? If so, when will the desktop and mouse become irrelevant? How do people who want to explore the world of technology experiences that are free from the tethers of the keyboard and mouse begin?

These along with a host of other thought-provoking questions were among the topics of discussion, debate, and jest at last week’s Beyond the Desktop panel discussion. I was honored to be in the company of six brave and talented designers who are exploring the frontier beyond the desktop and thrilled to see such active interest in this topic by the San Francisco UX community.

Here are a few of my favorite quotes of the evening:

We’re still skeptics and I think that is an important perspective to have. I wouldn’t say the technology that we work with is better than anything out there right now, it’s just different. A lot of this is still a hammer looking for a nail. People come to us and say, “we want a multi-touch application.” and we say, “Why?” The challenge for us is developing an understanding for what this technology is well suited for. ~ Daren David

We use play in a lot of our design process. We find as we design stuff, we end up opening a box of things and emulate experiences on the table that way. That is one of the big things that has changed for us – our deliverables have gotten more physical and less visual. ~ Nathan Moody

The truth with all these emergent interactions and interfaces is that the conventions haven’t been established, so you don’t actually know how to work and you end up experimenting a lot more. ~ Noah Richardson

Prototyping used to be a luxury, but these types of emergent interactions, it is an important part of the design process. ~ Daren David

Often times the technology we’re designing for is still being developed. So there’s a lot of give and take and trying to understand what is possible… so we often have to attack from both ends. ~ Jennifer Bove

How do we go from bling to kaching? This is new and shiny right now, but five years from now when this become ubiquitous, what will be the meaningful experiences? And what will be the proper uses of these kinds of technology? ~ Daren David

It really comes down to experimentation. The recognition about a lot of this stuff and the reason I think a lot of people are here is that everybody recognizes and has this feeling that there is potential in this stuff, but we don’t really know what it is.
~ Jeevan Kalanithi

The common element all these interactions share is that they’re all more sociable. ~ Brett Fitzgerald

I have two Roombas in my house and they engage in gladiatorial combat. It’s awesome. I don’t feel like they’re gonna get hurt because they look like frisbees. ~ Nathan Moody

When your Roomba saves your life you won’t feel so cavalier about them. ~ Daren David

… there was a project that reminded us how different emergent interactions can actually open up different affordances and provide accessibility to people who haven’t had it. I have a two-year-old daughter and she instinctively knows how to use my iPhone. It’s frightening. And to see her walk up to the television and try to swipe it… you realize that some of the things being created by natural user interfaces really open things up…. I tend to be fairly optimistic with respect to technology and I think there is this notion of accessibility in a lot of the work that we are doing that we can take a fair amount of pride in. ~ Noah Richardson

I would advise people who want to start exploring interactions beyond the desktop to start by looking at the applications or experiences on the desktop they are currently designing and understanding that it is an instantiation of something that is probably broader. Start thinking about what happens when a user walks away from the computer. What are other the other opportunities? ~ Jennifer Bove

For those of you unable to attend the event, here’s a video of the 90 minute discussion:


Beyond the Desktop Panel Discussion from Adaptive Path on Vimeo.

Beyond the desktop sketch note

Sketch note by Kate Rutter

Photo credits:
Panel discussion photo courtesy of Allison McCarthy
Sketch note photo courtesy of Jennifer Bove

This Wednesday: Beyond the Desktop Panel Discussion

by Rachel Hinman on April 6th, 2009

Last week, Tim O’Reilly delivered a short address at the Web 2.0 Expo where he offered insight into the five applications he believes point the way for the evolution of the web.

Two themes stood out: sensors will surpass humans in front of their keyboards as the primary data source on the web and Moore’s Law will need to be applied to humanity’s greatest problems. (via ReadWriteWeb)

He cited Google Voice Search on the iPhone, an application that combines both voice and sensor input, as an important technology to watch.

One of our panelists – Noah Richardson, manager of Tellme’s Mobile User Experience group – will share his expertise designing voice-driven systems and interfaces.

He’ll be joined by the following all-star lineup:

  • Aza Raskin, head of User Experience at Mozilla Labs will discuss the progress of Ubiquity and represent the promising world of intent-based systems.
  • Brent Fitzgerald, and Jeevan Kalanithi of Taco Lab will share their experiences developing Siftables and exploring the realm of physical computing.
  • Nathan Moody and Daren David of Stimulant will share their perspective on designing NUI and multi-touch interfaces for the Microsoft Surface Table and other public, multi-user computing installations.
  • Jennifer Bove, a Principal at Kicker Studio, will share her perspective and expertise in designing products with gestural interfaces.
  • I hope you can join us. If you can, please head over to Upcoming and let us know. And if you have ideas about the panel or the topics you’d like covered, comment here or twitter with #btdpanel

    Raising the Tide for Everyone

    by Rachel Hinman on April 6th, 2009

    jesse_james_garrett

    A podcast of Jesse James Garrett’s impassioned closing plenary from this year’s IA Summit is now available online via Boxes and Arrows.

    Jesse’s assertion that we are all experience designers has stirred controversy within the community, and justifiably so. Professional identity is a slippery slope. However, I can’t help but feel Jesse’s important message is getting lost in these discussion threads. Arguing over the definitions of our roles and judging the value of the contributions of each does little good if it becomes divisive within our community. Instead, it distracts us from working together towards the more important common goal: to elevate the understanding of the user experience field to the world at large.

    Regardless of your position on this issue, I hope you will give this podcast a listen. It is packed with inspiring messages and ideas. My hope is that it will inspire you to generate a discussion about how we can work together to pursue the ideas – not discussions about our roles, or our processes – but ideas about how we can improve broken experiences in the world, and the big problems our industry can help solve.

    Beyond the Desktop

    by Rachel Hinman on March 20th, 2009

    beyond_the_desktop_photos

    Mobile is a realm of user experience that has long held my imagination because it’s an accessible opportunity space for designers to explore, prototype and ultimately invent new ways for people to interact with information. Mobile is a place where we can experiment; it’s a place where designers can test the tethers of the PC desktop legacy and create interactions that begin to bring Mark Weiser’s original vision of ubiquitous computing closer to reality.

    There have been clear and consistent signals over the last year that indicate the technology landscape is rapidly evolving beyond the boundaries of the PC and mobile devices …

    The demo from MIT’s Pattie Maes’ and Pranav Mistry’s wearable Sixth Sense device as well as David Merrill’s Siftables demo were the buzz of TED 2009. These presenters gave the audience of thought leaders insight into the exciting interactions that will be possible in the not-so-distant future.

    IBM’s research scientists in India have developed a technology that will offer users the ability to talk to the Web and create ‘voice’ sites using mobile phones.

    Barcodes can now hold entire video clips and games with Mobile Multi-Colour Composite, a 2D barcode technology. Better than a QR code, users don’t need internet access to discover associated media—the data is all in the picture.

    These signals as well as a host of others indicate we’ve arrived at an important and magical technological inflection point. We’re entering an era – a Golden Age of sorts – that is encouraging interaction designers and user experience professionals to explore the frontier that lies beyond the desktop.

    Within this broader trend, I’ll be hosting a discussion on Wednesday, April 8th at Adaptive Path titled, Beyond the Desktop: A Panel Discussion on Emergent Interaction Paradigms. I feel like the luckiest girl in the world to have the opportunity to facilitate a discussion between these thought leaders who are actively exploring this exciting frontier…

    • Aza Raskin, head of User Experience at Mozilla Labs will discuss the progress of Ubiquity and represent the promising world of intent-based systems.
    • Brent Fitzgerald, and Jeevan Kalanithi of Taco Lab will share their experiences developing Siftables and exploring the realm of physical computing.
    • Noah Richardson, manager of Tellme’s Mobile User Experience group, will share his expertise on designing voice-driven systems and interfaces.
    • Nathan Moody and Daren David of Stimulant will share their perspective on designing NUI and multi-touch interfaces for the Microsoft Surface Table and other public, multi-user computing installations.
    • Jennifer Bove, a Principal at Kicker Studio, will share her perspective and expertise in designing products with gestural interfaces.

    I hope you can join us. If you can, please head over to Upcoming and let us know. And if you have ideas about the panel or the topics you’d like covered, comment here or twitter with #btdpanel

    Three Mobile User Experience Trends to Watch in 2009

    by Rachel Hinman on January 7th, 2009

    2008 was truly a milestone year for mobile. In an industry that has long felt downtrodden by a multitude of technical and business constraints, wild and exciting inflection points burst like fireworks across the mobile landscape, bringing visibility to our industry and renewing our hopes.

    One of the most notable shifts in 2008 was a new found enthusiasm around the topic of mobile user experience. What are the trends to watch in 2009? Here are three edges I think are worth tracking:

    Sexy User Interfaces for All!
    Most of us will agree that mobile user interfaces of the past were featured-laden, complex and off-putting for most users. They were lifeless, dull and failed to capture the hearts and imagination of users because they possessed no intuitive qualities. Design decisions were largely based on product design; user interface was an afterthought.

    In 2008, we were introduced to glimpses of inspired mobile user interfaces on high-end devices that stood in stark contrast to their predecessors. Whether the cleverness of parallax sliding on of the Android G1 UI, the whimsical transitions of the HTC Diamond, or the “gosh that’s cool” response to applications like Koi Pond and Urban Spoon, these interfaces introduced UI design that was clever, creative and intuitive.

    2009 will be the year inspired mobile UI design goes mainstream. Customers at every price point will refuse to suffer the foolishness of the rational, lifeless mobile UIs from the past. They’ll see user interface design as important as the product design. Customers will demand to see live demos of phones in stores so they can interact with the devices. Creativity and invention in UI design will triumph over the logic and consistency of the past.

    As a result, we will continue to see innovation in mobile UI design. We’ll be wowed by designers who push boundaries, question assumptions, and take creative risks. They will create evocative information visualizations, push the capabilities of touch screens and gestural UI in exciting and creative ways. 2009 will be remembered as the year mobile UI became intuitive, creative… and inspired.

    The emergence of interfaces that anticipate intent
    As much as folks in the mobile user experience field proselytize mobile devices are fundamentally different than PCs, we admittedly borrow metaphors, organizational models and design principles from the PC to create mobile experiences. Applications as an organizing principle, task-based design, search, browsers, web pages, GUI and WYSIWYG… all models, principles and metaphors borrowed from the PC legacy and applied to the mobile user experience with limited success. These pillars of design in the PC realm become brittle and broken in the mobile context because screens are too small, the mobile context too variable, and the cognitive load too great for people to fuss about with their phones. We inherently know mobile devices are different than PCs, but figuring out how to design for those differences proves a challenge. Too often we borrow from the PC instead of invent for mobile.

    Mobile designers have long emphasized the importance of context in mobile user experience, and rightly so. It’s the easiest way to communicate the fundamental difference between designing for a PC and designing for a mobile device. However, as more folks from the user experience community engage with mobile, the less the utility this term serves because it’s simply overwhelming and difficult to grok. Mobile phones are used everywhere – in bedrooms, on the bus, while walking down the street – in the bathroom, even. The mobile context is vast and highly variable so advising people to design for it not terribly helpful. However, what context can help us understand is. Context can sometimes serve as a proxy to understand user intent. If we know where someone is, we can better understand what they might be trying to achieve. Context speaks to our desire to decrypt complexity in order to better understand user intent.

    The brittleness of PC metaphors on mobile devices coupled with the concept of context speaks to an emergent and important trend on the horizon – smart and intuitive interfaces that predict user intent through an understanding of relationships.

    Throughout 2008 I heard thought leaders within the user experience community hint at a future where interfaces possessed these qualities. Dennis Wixon, the user research manager for Microsoft’s Surface Table, spoke at UX Week about the rise of NUI (natural user interfaces) that leverage sensors, gesture and touch found on the iPhone and Surface Table. He predicted the next wave of UIs will be organic in nature, possessing fluid, extensive and anticipatory qualities. Dennis’ prediction was echoed by Leland Rechis, of Google, at the Informatics User Experience Conference in November. Leland spoke of Google’s work on relational mobile interfaces that break the world of data down into verbs and nouns. These mobile interfaces will use an understanding of relationships and context to predict information delivery and compile intuitive options based on that data.

    In 2009, we’ll see begin to see glimpses of these types of predictive mobile systems. They’ll leverage sensors, algorithms, gesture and use patterns to decrypt context in order to predict our information needs – and hopefully not in a creepy, artificial intelligence kinda way. These mobile interfaces will be less about enabling users to complete discreet tasks and more about sensing what users want and delivering intuitive options. Content will not become the interface, predictive systems that understand our relationship to the world and can predict what we want will.

    The Internet will begin to shape-shift
    Finally, much of my work over the last four years has focused on improving the Internet experience on mobile devices. I’ve been pleased as punch to see mobile web usage skyrocket into the stratosphere in the last 18 months. Gone are the days when users were forced to endure crippled WAP sites and carrier decks. Devices released in 2008 made way for vast improvements in Internet access through both browsers and applications that utilize micro-formatted data from the web.

    At a recent talk in Adelaide, Australia, Intel ethnographer Genevieve Bell proclaimed the Internet has gone feral. It’s certainly changing but I would actually describe what is going on with the Internet these days as shape-shifting. People throughout the world are accessing the Internet through devices other than a PC, and the web is shifting and re-forming in ways that accommodate those needs.

    It’s difficult to predict the shape-shifting form the Internet will take, but one thing is certain; mobile will greatly influence the evolution of the Internet. The Pew Internet & American Life Project recently released their third “future of the Internet” and predicts that mobile devices will be the primary connection tool to the internet for most people in the world in 2020.

    This evolution of the Internet will not be lead by handset manufacturers or carriers, despite declaring their intentions to focus on software and services. I doubt it will be lead by big Internet companies, either. Instead the people who will lead the shape-shifting of the Internet will be of the same type of people who built and grew the original Internet. In 2009, we’ll see a groundswell of ordinary people with a great idea open up SDKs and create modest little mobile web apps that revolutionize the world. Watch closely, ladies and gentlemen. Things are about to change in a very big way.

    Making Bad Experiences Good: How User Testing Saves the Day

    by Teresa Brazen on December 1st, 2008

    The Latest “Tea with Teresa” Podcast

    We’ve all had those awful experiences like getting lost within a badly designed website (Why can’t I add another item to my shopping cart?), confusion around using a new product or device (Where in the world is the ON button?!), or losing our cool after an awful customer service experience (Did they really send me to five different people?). In my latest “Tea with Teresa” podcast, I talk with Todd Elliott, Project Manager at Adaptive Path, about how how user testing helps minimize the angst we all feel when confronted with a poorly designed experience.  Have a listen…and I’d love feedback as this podcast is still evolving!

    www.TeaWithTeresa.com

    Create Your Own Magnetic Prototype

    by Alexa on November 17th, 2008

    When I moved to California, my going-away gift from my ever-hands-on coworkers at the design research firm, Lextant, was a metal lunchbox filled with inkjet-printed and hand-written magnets — a personalized magnetic poetry kit. Ever since, I’ve been looking for an opportunity to introduce those printable magnetic sheets to interaction design.

    Problem
    That opportunity finally arose when I found myself endlessly fidgeting with Creative Suite trying to mock up an Aurora-like mobile device interface comprised of dozens of floating images and words. Since this was a concept refinement exercise, sketches lacked the fidelity and sense of interactivity that I needed. On the other hand, as I was finally forced to admit, the computer was completely wasting my time.

    Solution
    Enter magnetic prototyping. I ran as fast as I could to the nearest OfficeMax to pick up a pack of Inkjet Magnet Sheets ($12) and a portable magnetic whiteboard ($20). Returning to Creative Suite, instead of trying to lay out screen designs, I simply took all of my data elements and UI widgets and replicated them dozens of times to make sheets of customized UI stickers. I cut out the bits and pieces, and in minutes, I had a working model of my UI idea, complete with movable parts — no ActionScript needed!

    Custom-Made Magnetic Prototyping Kit

    Benefits
    Unlike typical paper prototypes, I didn’t have to worry about my designs falling apart as I walked around the office, testing the concept with coworkers. Unlike stickers or window clings (or printed wireframes), the pieces could slide around and be rearranged by eager collaborators and informal test participants. Unlike the few pre-made kits out there (http://www.guimags.com/ and http://www.sitepoint.com/kits/usability1/), the pieces were custom-made and represented the specific pieces and parts we needed. If a piece was missing, I could simply draw it on a piece of scrap magnet or print additional elements when necessary. To capture and document the concepts as they evolved, all I needed was a photocopier. Posting the enlarged color copies of the magnetic whiteboard up on our giant sheet of butcher paper, I could easily document the interaction design details with sticky notes.

    Limitations
    The method certainly has its limitations. Because it relies on pre-made parts, it works best when you have a clear sense of what parts you have to work with, for example, if you’re redesigning a site that you know involves thumbnails, list items, and a sidebar. Having pre-made parts could also be constraining if you’re trying to design new interaction paradigms. There are also a few practical limitations: Since the canvases have to be magnetic, it’s difficult to create multiple pages to demonstrate designs. Being able to write on the canvases with a whiteboard is nice, but fat, greasy whiteboard markers aren’t always the best for sketching interfaces.

    Why Use It
    Applied to the right project, I found that this customized magnetic prototyping kit expedited concept communication, prompted new ideas through playfulness, and equipped people (who often don’t like to draw) to express ideas quickly. If you’re looking for new ways to do good design faster or to engage clients, users or others in the design process, I’d encourage you to pick up a pack of printable magnetic sheets and see how this hands-on, multi-player design tool might work for you!