Designing for real world participation and social interaction

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DESIGNING FOR REAL- WORLD PARTICIPATION AND SOCIAL INTERACTION Image courtesy of Simon and Tom Bloor

Transcript of Designing for real world participation and social interaction

Page 1: Designing for real world participation and social interaction

DESIGNING FOR REAL- WORLD PARTICIPATION AND SOCIAL INTERACTION

Image courtesy of Simon and Tom Bloor

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ANDREW BARRIE INTERACTION DESIGN LEAD - FJORD @_andrewbarrie

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

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

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TECHNOLOGIES THAT ENABLE MULTI-USER EXPERIENCES.

Image courtesy of Lightwell

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INTERFACES THAT ENCOURAGE SOCIAL ENGAGEMENT AND PLAY.

Image courtesy of Philip Worthington

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WHY IS IT USEFUL TO TALK ABOUT THIS NOW?

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CURRENT BLURRING OF DIGITAL AND PHYSICAL BOUNDARIES.

Image courtesy of screenrant.com

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ZERO UI AND UBIQUITOUS COMPUTING

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SO, WHAT DO I KNOW?

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AMP SPARK CONCEPT STORE - WHAT IF? WALL

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Image courtesy of UDKU/AMP

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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

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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.

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SCIENCEWORKS - SUPER FUTURE YOU

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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.

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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.

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WHAT ELSE CAN WE LEARN FROM THIS TYPE OF WORK?

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

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Image courtesy of UDKU/AMP

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

Image courtesy of Yoshi Omori

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THE 90-9-1 RULE

1% HEAVY CONTRIBUTORS

9% INTERMITTENT CONTRIBUTORS

90% LURKERS

(Neilson Norman Group, 2006)

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THE 60-30-10 RULE

10% ACTIVE PARTICIPANTS

30% ACTIVE SPECTATORS

60% LURKERS

(My educated guess, 2016)

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WE NEED TO KEEP LEARNING FROM OTHER DESIGN DISCIPLINES.

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Diagram courtesy of Diller, Scofidio and Renfro

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EXPERIMENTAL AND R&D TODAY, INDUSTRIALISED TOMORROW.

Image courtesy of NASA

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THANKS… ANY QUESTIONS?