Designing for real world participation and social interaction

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    16-Apr-2017
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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

    http://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. Dont 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?