Designing for real world participation and social interaction

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Transcript of Designing for real world participation and social interaction

DESIGNING FOR REAL- WORLD PARTICIPATION AND SOCIAL INTERACTION

Image courtesy of Simon and Tom Bloor

ANDREW BARRIE INTERACTION DESIGN LEAD - FJORD @_andrewbarrie

WHAT DO WE MEAN BY REAL-WORLD PARTICIPATION AND SOCIAL INTERACTION?

DESIGN THAT FACILITATES COLLABORATION BETWEEN PEOPLE IN PHYSICAL SPACE VIA DIGITAL MEANS.

TECHNOLOGIES THAT ENABLE MULTI-USER EXPERIENCES.

Image courtesy of Lightwell

INTERFACES THAT ENCOURAGE SOCIAL ENGAGEMENT AND PLAY.

Image courtesy of Philip Worthington

WHY IS IT USEFUL TO TALK ABOUT THIS NOW?

CURRENT BLURRING OF DIGITAL AND PHYSICAL BOUNDARIES.

Image courtesy of screenrant.com

ZERO UI AND UBIQUITOUS COMPUTING

SO, WHAT DO I KNOW?

AMP SPARK CONCEPT STORE - WHAT IF? WALL

Image courtesy of UDKU/AMP

WHAT DOES IT DO?• Simple tool for selecting and prioritising life goals.

• Designed to help facilitate conversation between

customers and financial advisors.

• Full IR-based multitouch interface. Supports multiple

users/touches at the same.

• 5 x 2.5m wall mounted installation

WHAT DID I LEARN?• Be contextually aware. Don’t assume that people want their

inputs and from one context shared in another. • Test performance anxieties carefully, especially with males! • Default or dwell states are the best opportunity for

educating your user.

SCIENCEWORKS - SUPER FUTURE YOU

WHAT DOES IT DO?• AR-based interactive designed to give a visitors a fun

introduction to hypothetical body augmentations. • Uses a Kinect camera to track the users position and geometry. • 3D models are superimposed on the visitor in real-time. • Generates a GIF on-the-fly that visitors can email post the

experience.

WHAT DID I LEARN?• Kids are brutal. This makes them fantastic usability testers. • If you are designing a social experience, test it as a social experience

(with realistic proportions of potential users). • Designers need to sweat the system performance, especially when

there are multiple touch-points distributed across the same network.

WHAT ELSE CAN WE LEARN FROM THIS TYPE OF WORK?

PAPER PROTOTYPES CAN BE A RISKY ABSTRACTION. START DESIGNING IN CODE.

Image courtesy of UDKU/AMP

IF YOU WANT PEOPLE TO PARTICIPATE, DESIGN FOR THE SPECTATOR.

Image courtesy of Yoshi Omori

THE 90-9-1 RULE

1% HEAVY CONTRIBUTORS

9% INTERMITTENT CONTRIBUTORS

90% LURKERS

(Neilson Norman Group, 2006)

THE 60-30-10 RULE

10% ACTIVE PARTICIPANTS

30% ACTIVE SPECTATORS

60% LURKERS

(My educated guess, 2016)

WE NEED TO KEEP LEARNING FROM OTHER DESIGN DISCIPLINES.

Diagram courtesy of Diller, Scofidio and Renfro

EXPERIMENTAL AND R&D TODAY, INDUSTRIALISED TOMORROW.

Image courtesy of NASA

THANKS… ANY QUESTIONS?