Interaction Design

Love Lights

by emily on Jan.03, 2010, under All, Art, Interaction Design, Technology

Happy New Year! As much as I enjoyed 2009, toward the end it began looking like we needed a little bit more love around us. Since it wasn’t known for sure if this need for love was something only I felt or a cultural phenomenon, it only seemed right to track the frequency in which the term “love” is used.  The Love Lights offer an ambient snapshot of how much love is passing through a few corners of the world at any given second. When love is expressed in one five different languages; swedish (kärlek), english (love), indonesian (mencintai), greek (αγάπη), and norwegian (elsker), a light will pulse on. The Love Lights are built off sentiments publicly divulged through Twitter, which has nearly 50 million users worldwide. I’ve been noticing that the lights for the non-english words stagger on as the day goes by, and are most active late at night. English, of course being the dominating language of Twitter, remains fairly consistent.

The Love Lights are made from LEDs, copper tubing, handblown glass bulbs, beeswax, and electronic components. Each bulb is etched with the word kärlek, love, mencintai, αγάπη, or elsker and then dipped in beeswax to give the light a natural quality. 15 x 9 x 21 inches. The only requirements to get the lights up and running are an ethernet (cable) connection and a power source.

The Love Lights are one of four light pieces I’ve created over the past year. Each one is made from similar materials with a different concept, such as the Belief Loop and War Lights. As an artist, it’s important to me that traditional electronic components are not the dictating aesthetic. Electrical parts like LEDs, wire, and pcb board are just a few of the tools needed to create these pieces. What is more important is how they reflect the human sentiments that go into making them work.

Contact me if you have any questions or are just curious about how it works. Many thanks to Jeff Gray for technical support.

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The Visual Archive

by emily on Oct.01, 2009, under Interaction Design, Technology

The Visible Archive

As archives are increasingly digitised, so their collections
become available as rich, and very large, datasets. Individual records
in these datasets are readily accessible through search interfaces,
such as those the Archives already provides. However it is more
difficult to gain any wider sense of these cultural datasets, due to
their sheer scale. Conventional text-based displays are unable to offer
us any overall impression of the millions of items contained in modern
collections such as the National Archives. Searching the collection is
something like wandering through narrow paths in a forest: what we need
is a map.

This proposal is to research and develop techniques
for visualising, or mapping, archival collections in a way that
supports their management, administration and use. The specific aim is
to develop techniques for revealing context: the patterns, high-level structures and connections
between items in a collection.

The
practical outcomes of the project will be prototype interactive,
browsable maps of the National Archives collection that apply these
techniques at different structural levels:

  1. A map of the
    whole collection, at Series level, will show the “big picture”: the
    size, scope and historical distribution of different series, the
    relations between series, and their corresponding Agencies and
    functions.
  2. A more detailed map will focus, as a test case, on
    a single series (A1), accumulating data from individual records to
    reveal the distinctive “shape” of that series.

The issue of navigating large digital collections is current and significant; interestingly some
prominent American researchers have recently announced
a broadly related project. This project is highly innovative; by
supporting it, the Archives would take a leading position in the field.
The project would be extensively documented and well disseminated,
drawing an international audience.

Outcomes

  • A
    prototype browsable map showing the structure of the whole National
    Archives collection at a Series level, including the relationships
    between Series, collecting and controlling Agencies, and functions.
  • A prototype map of a single series, linking to and contextualising individual items in the series.
  • A set of sketches: static and dynamic visualisations that demonstrate a range of different approaches.
  • A
    set of techniques and approaches for creating interactive maps of
    archival datasets. These will be applicable across the archives sector,
    and among other institutions dealing with digital collections.
  • Documentation and dissemination of the project to an international audience.

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Schematic’s multi-”Touchwall”

by emily on Jul.29, 2009, under All, Interaction Design, Technology

I’m a little late to the party on this one, but Schematic (a company I worked for during 2007 & 2008) is developing a muultitouch screen for the Cannes film festival (I’m guessing 2010 since the 2009 festival has passed). The video is impressive, particularly in demonstrating the use of multitouch and RFID. They are calling it a “Touchwall” and my guess is that the interactivity is intended to be used by more than one or two people at once. The video shows two people, pretty much working together, so I wonder how this would behave with two or more people working (or playing) independently? Schematic is known for their great UX, so I’m sure this was thought through, but it’s still tough to deploy.

This is also on of those hyper-rational projects that just makes sense. Of course we’ll have huge multitouch screens in the future. And I like that this is one of the first iterations. It will undoubtedly be a paradigm shift, but perhaps unlikely, to use a multitouch wall instead of a paper subway map pasted to a wall in the station. Some may argue we have access to the same information on our phones, in a decentralized, accessible place. It’ll be interesting to see which paradigm is stronger, the experiential or the practical. Both have their own advantages, but this is one decision designers can’t make.

Schematic_Touch_Screen

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reMap of VisualComplexity

by emily on Jul.28, 2009, under All, Interaction Design, Technology

I thought this was impressive- reMap (bestario.org) displays and organizes the entire encyclopedia of visualizations from visualcomplexity.com.

What’s so great about this site is the filtering behavior initiated from the tag nav at the bottom of the page. No tag cloud! Great solution. But you have to point your mouse to the bottom in order to trigger this function. Also, points for having each step it’s own URL, easy to backtrack and email a specific link. Well done.

By the by,infosthetics reports that, VisualComplexity is so impressive, that its author, Manuel Lima, is nominated by Creativity magazine as “one of the 50 most creative and influential minds of 2009″, while he also was chosen as a speaker at TEDGlobal2009.

bestario.org

bestario.org

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Visual Decision Making

by emily on Jul.09, 2009, under All, Interaction Design, Technology

An article from A List Apart that goes in depth about the importance of order and traditional aesthetics in web design. Great read that emphasizes the positive impact and trust gained from users when a site is attractive.

“A body of web user experience research shows that website users are powerfully influenced by aesthetics, and that positive perceptions of order, beauty, novelty, and creativity increase the user’s confidence in a site’s trustworthiness and usability. Recent design writing and interface research illustrate how visual design and user research can work together to create better user experiences on the web: experiences that balance the practicalities of navigation with aesthetic interfaces that delight the eye and brain. In short: there’s lots of evidence that beauty enhances usability.”

(Wouldn’t be complete without a diagram….)
patrick-lynch-levels-graphic

The visceral (“gut”) processing level reacts quickly to appearances. It’s the visceral reaction to web pages that researchers measure when they detect reaction times as fast as 50 milliseconds. It’s crucial to understand that these instant good/bad visceral-level affective responses are largely unconscious: it can take seconds or minutes to become consciously aware of your first, visceral reaction to a stimulus—particularly a stimulus as complex as a web page.

Behavioral-level processing involves the more familiar aspects of usability: it responds to the feel of using the site, the functionality, the understandability of the structure and navigation, and the overall physical performance of the site. At this level, users are consciously aware of their attitudes toward the behavior of the system, and their reactions (pleasure, for example, or frustration) play out over seconds and minutes as users interact with a site. It’s at this behavioral level that techniques such as eyetracking are most powerful and trustworthy, because they offer detailed moment-by-moment evidence of what users consciously decided to look at and do to fulfill a given task.

Reflective processing of reactions is the most complex level, and typically involves a user’s personal sense of a site’s beauty, meaning, cultural context, and immediate usefulness. Reflective processing often triggers memories and encourages pragmatic judgments about the overall aesthetic worth and value of what a user sees. Eyetracking and traffic logs are irrelevant at this level, but user interviews can give you insight into your user’s reflective judgments.

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Enterprise 2.0

by emily on Jul.01, 2009, under Interaction Design, Technology

I had the good fortune of heading to the Enterprise 2.0 conference in Boston last week. For me, the word “enterprise” has always been one of those slippery words that can mean many of a thing, but in this case it specifically refers to innovative large companies. Enterprise 2.0 is the term used for the various suites of tools being developed to help with knowledge management, collaboration, and efficiency within corporations. The suites of tools have varying ranges of social media, document management, and governance. Most Fortune 500 companies have Sharepoint or some other giant software (Documentum, Lotus) already in place. This presents a challenging but interesting dilemma for start ups (Thoughtfarmer, Box.net, SocialText) whose software is more nimble and arguably more adept. They claim there is no point in trying to “dance with the elephant” when it’s possible for more people to use cheaper and better software than at any point in history. Still at the end of the day, the challenge remains for executives and managers to figure out how to leverage more of the desirable parts of technology.

The good news was apparent- the execs and managers don’t have to figure it out alone. The common factor of all the winning software tools was usability. I heard this over and over, from Gentry Underwood of IDEO discussing their internal collaboration software to Amy Vickers of Razorfish discussing how she customized Sharepoint. The Executives who spoke would often refer to the need for people-centric software, and the need for level of granularity between a completely shut system (think banning Facebook, Twitter, and other informal ways to communicate), and one that is completely open. So how can companies can keep the desirable aspects of technology, like building a participatory culture, receiving information when and where you need it, connecting people and sharing knowledge, while deterring the undesirable like data leaks and security issues? I saw this as a challenge for designers, developers, usability experts- how can we better design the front end of these software tools to create social space and collaboration around knowledge topics, while also promoting the level of efficiency and security prioritized by the enterprise?

A few solutions came up around the front-end design. The first from Gentry Underwood of IDEO. He walked through IDEO’s internal collaboration website. He mentioned they had tried at least 25 different tools before landing on the right one. Here’s the five principles for designing collaborative tools that work:

• Build pointers to people
Connect people, because most of the valuable information doesn’t get shared in digital space. It’s often too contextual and tacit. Focus on the people the people, not rote knowledge. Earlier at the conference I heard that 80% of a company’s knowledge is in people’s heads. This number is likely inflated because it’s truly impossible to gauge, but the point is well taken.

• Reward individual participation
It’s simple, offer recognition of good work, let other employees know what their peers are working on, and encourage the next step up. What are they working towards? HR needs to be included in this discussion.

• Demand intuitive interfaces
There is a lot of talk about adoption vs friction, and some of the things that IDEO found that increased friction was the need for specific programming languages (like the wiki), navigation was not automatic or intuitive, too much training is required. Basically an integrated system has to be created that brings content together. And most importantly, designers have to make something that fits into the organization, not something the organization has to fit into.

• Take the road more traveled
The software should be part of a habit, and feed into other habitual areas (email, for example). Experiment with putting up screens showing employee’s faces, comments, and thoughts in spaces where all employees can see (lobby, kitchen, etc.). Integrate social media in to workflows.

• Iterate early and often
I’ve definitely heard this a lot lately. The point is to try an iterative cycle, try out new things, put them out there and build out the ones that take off. He gives the example of Pocket God, an iPhone app that’s been successful for some time now because it iterates every week, there’s a new feature all the time. It’s an example of a game that’s tuned into something more.

The software they developed was on the Thoughtfarmer platform, and for reference looks like this (It’s the only public screengrab I could find):

A public example of IDEO's wiki, supported by Thoughtfarmer

A public example of IDEO's wiki, supported by Thoughtfarmer

Another set of solutions was offered in a workshop by Dion Hinchcliffe, Founder & CTO, Editor-in-Chief of the Web 2.0 Journal, Hinchcliffe & Company. He had his SLATES advice to offer:

SLATES
• Search is very important. You need to discover information. (The failure of intranets is that they do not make it easier to find information.)

• Links are need to put information in context. They allow you to move back and forth between content.

• Authorship is important to allow everyone with access to the platform and identify them when they contribute content.

• Tags allow us to apply our perspective to the content. You should also be able to see what other people thinks about that item of content.

• Extensions mine patterns and user activity. “You may also be interested in . . . .” Amazon is one of the best examples of this. The cure for too much information is more information.

• Signals make information easier to consume. Signals push out updates of new information. It shows you the flow and not just the artifact.
There seemed to be hundreds of speakers, and the most interesting of them discussed the challenges their organizations faced and the steps they’re taking to tackle and solve them. In short, the topics I heard most about or found most interesting I’ve bulleted out here:
• Bottom up, not Top Down
• The enterprise needs to recognize the 360º person
• The tools we use should be like a rearview mirror, you don’t need to slow down to use them
• 80% of a company’s knowledge is in people’s heads
• 1/3 of our time is spent looking for relevant information
• People need to know, and want to know what their colleagues are working on
• Let natural selection take place, there are lots of options, but we need to understand what’s surviving (Facebook, not Friendster)
• People are broadcast stations. We need to work with that.

Also I have attached the Enterprise 2.0 tag clouds to share the other hot topics.
e2conf-tagcloud

picture-2

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Blugalu Toy Design

by emily on May.21, 2009, under Interaction Design, Toys

As a technologist, and electronics enthusiast, I’ve noticed a huge push in the DIY movement for arts and crafts. As a mom, and in the spirit of Ruth Handler, I know I want my daughter’s toys to be made for her needs. Spinning off the concept of personalization, I began recording my voice, my husband’s voice, and our family members who she knows and loves but does not see them as much as we’d like (we’re in NYC, my family is from Ohio).

The toy exists as a prototype; a box with yellow square, blue triangle, and red circle. When my daughter picks up the red circle, she hears her grandmother’s voice say “red circle”, and the blue triangle is her grandfather’s voice, and so on. There’s also a place beneath the circle or triangle for her grandparents pictures so she can make the audio visual connect. Everything is wooden (except the electronics), and all paints are non toxic. My daughter, who is 2 yrs old, loves it!

The big idea, and differentiator, behind this toy is the audio – it’s your voice your child hears, you’re the one teaching them even if you can’t be there all the time. And it’s a way to connect to family members who may not be near by. The child will still hear her family member’s voice and recognize the picture. What grandparent wouldn’t want that?

Many of the toys she plays with now (Leapfrog’s Learn and Groove in particular) showcase anonymous voices singing ABC’s or teaching colors. And for a while she would spend hours with these toys! I have been working with a child psychologist who has emphasized the need for a child to hear her mother and father’s voice for comfort, but little is known of this connection other than comfort. Seems to me, our loved one’s voices play a huge role in our development.

At this point the prototype is up and running and I’m working on a next iteration of the interface and would like it to be more “in the round” and to tell stories, as opposed to a box top with shapes (though Melissa and Doug seem to be doing just fine with this idea). I want to make it easy for parents to record their own audio, and fun so the child learns through play.blugalutoydesignblugalu2

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