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WTF, Evolution?

Designing for Unnatural Selection at the next Cooper Parlor

 

RabbitSnipers

The Cooper Parlor is a gathering of designers and design-minded people to exchange ideas around a specific topic. We aim to cultivate conversation that instigates, surprises, entertains, and most importantly, broadens our community’s collective knowledge and perspective about the potential for design.

Upcoming Salon: WTF, Evolution? Designing for Unnatural Selection

Moderator: Zak Brazen, Creative Strategist, Brazenworks
Cost: $10
When: Thursday, May 23rd from 6:30-8:30 (doors open at 6)
Where: Cooper Offices, 85 2nd St, 8th Floor, San Francisco, CA
Get your tickets here.

Like it or not, the sixth wave of extinction is upon us. By the end of the century nearly 50% of all species on the planet will be gone. Most will perish simply because they do not have enough time to adapt to rapidly changing environmental conditions. But what if there were gadgets (or services) that would help plants and animals transcend time and make the evolutionary leap? What if there was a Whole Earth Catalog for the non- human among us (eat your heart out, Stewart Brand)?

In this seriously tongue-in-cheek Parlor, Creative Strategist Zak Brazen, of Brazenworks Design and Ingenuity Lab, will explore design opportunities for the near future, when plants and animals are your clients. Parlor participants will imagine, prototype and design tools, gadgets and services that give plants and animals the resources they need to cope with climate change in real time.

Disruptive? To say the least.

Save your spot now, before these seats become extinct.

Related Reading

The Great UX Debate

Are designers responsible for the impact of their work upon human behavior?
Is it actually possible to create "connected" experiences across devices?
Do designers need to speed up, or do stakeholders need to slow down?

In January, Angel Anderson, Mikkel Michelsen, Robb Stevenson, Lou Lenzi, Donald Chestnut, and I poked and prodded at these topics during the Interaction 13 conference. About 500 people attended the debate, and they threw their own perspectives into the mix in the latter part of the conversation. Have a listen in the video below.

(And thanks to SapientNitro for the opportunity to meet such interesting people, expand my own perspective, and make use of what I learned on my high school debate team. Ha!)

Interaction13 – Day 1 Recap


Seeing some old friends at Ixd13!

Here are some of the programs Cooperistas attended on Monday at Interaction13.

Follow all of Interaction13 through daily recaps on the Cooper Journal. Here's Day 2,
Day 3,
Day 4.

Smart & Beautiful: Designing Robots & Intelligent Machines

By Dr. Matthew Powers (Carnegie Mellon University)

We make robots that mimic human bodies to do the 3D jobs (dirty, dull, and dangerous – ex. strip mining), but there is so much more potential in intelligent machines than just this. As designers, we need to take a step back and think about the design implications of robots and intelligent machines working in our world.

We already have robots in our houses.

Nest learning thermostat is a robot. This product is a perfect example of cooperation between robotics and designers. it is intelligent and well designed so the user isn't obligated to manually input data.

Call for action for Designers:

We need to move from solving robotics problems to solving problems with robotics.
Robotics provides tools. Design grounds robotics into practical problem and brings a more human approach to a field that is by definition inhuman

At the end of the talk, Dr. Powers threw out this doozy:

Will it be the role of designers, engineers, and/or policy-makers to decide the “ethics” of robots? Who decides how an automated car would make the choice between hitting a bus full of children or a pedestrian?

Read More

What is User Experience Design?

This is the first post in a series of interviews exploring some of the fundamental questions in our field, like what user experience design (UX) is and why it matters to you. In this article, I’ve interviewed Alan Cooper, founder and President of Cooper and Chris Noessel Managing Director at Cooper and co-author of “Make It So: Interaction Design Lessons from Science Fiction”.

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How do you design a digital interaction?

Digital technology must respond in a meaningful way when a user expresses their intent. The job of a user experience designer is making this interaction feel natural and nearly invisible. As people around the world increasingly engage with digital technology on a daily basis, the need for smart UX becomes ever more apparent.

Alan says, “When a complex digital device is easy to understand and use, a UX designer has done their job.” A skilled UX designer understands the goals and mental models of users, along with the nuances of technology. He or she uses this knowledge to shape the behavior of the technology so that it all seems natural to the user, in just the way a talented author makes you forget the narrator.

Read More

Everybody wins the design arms race

Just as the Internet powerhouses of the early 2000’s were all but forgotten, they rise with new panache. MySpace, Digg, and now AOL have undergone massive redesigns in an attempt to lure in former users, and it just might work.

Remember the race to get your favorite @gmail.com address? OMG - a GB of free storage!? Forget that hotmail email address you’ve been using since your days backpacking around Europe after college, time to switch domains. What a hassle.

Those days are over. Today, cloud storage is effectively free. The key players (Google, Amazon, Microsoft) have taken data center construction to an art form, along the way making that same infrastructure a commodity. The result: the back-end is no longer a differentiator and companies are increasingly turning to front-end innovation to make a splash.

(Source: engadget)

AOL’s new web-based email client, Alto, is an interesting new tool for managing the inbox fire hose. Among other nifty features, it analyzes your inbox and automatically categorizes your email into piles like daily deals, attachments, and social notifications - the new breed of “pseudo-spam.” Unlike the days of yore, you don’t have to go through the hassle of migrating from Gmail or Yahoo to take advantage of these new superpowers. Alto is just a new layer of svelteness on top of the old email infrastructure.

Read More

Asymmetric design arrives

2012 will be the year “asymmetric gaming” entered the interaction design conversation.

Say what?

Introduced by Nintendo this year, asymmetric gaming is poised to shake up video-game design forever. The concept is bound to resonate beyond the game industry, through consumer electronics and interaction design in general. Why now? As core technologies like wireless video streaming and tablets have become cheap and commonplace, the market is ripe for a change in the way we interact in play and work. This is a strong indication that interaction designers should begin considering the vast array of innovative possibilities in asymmetric solutions

Asymmetric gameplay goes mainstream

Nintendo properly unveiled their new 'asymmetric gameplay' console, the awkwardly named “Wii U,” at this year’s E3 Expo. The concept is old, but Nintendo hopes to breathe new life into it with a new kind of gamepad, sporting both traditional controls and a 7-inch touchscreen.

Wii U gamepad

The Wii U controller is loaded with sensors and cool tech: accelerometer, gyroscope, speakers and mic, front-facing camera, IR sensor, touchscreen, analog joystick, stylus input, face and trigger buttons, bluetooth and NFC connectivity.

So what is asymmetric gaming, anyway? Well, it’s hard to describe without sounding technical, but the gist of it is providing players different control schemes and specialized objectives in the same game scenario. This is a departure from traditional console game mechanics. Most current games involve a discrete set of roles and strategies, and these are enabled and governed by a single (symmetrical) set of controllers. By introducing a new kind of controller and screen into this mix, Wii U opens up the possibilities for new roles and perspectives, and therefore new kinds of gameplay – asymmetric in nature

Here’s a an example of a Wii U asymmetric game:

Nintendo Land

In this 5 player mini-game, one player holds the tablet controller while the other 4 players run around with standard Wiimotes. Each team has different goals and perspective of the same game world. This kind of mechanism is different because it does not assume a parallel relationship between the game and the gamer(s). Nintendo hopes it will inspire game developers to break the mold of traditional design and pave the way for true multi-platform experiences.

The concept (originally previewed a year ago) certainly caught the attention of competitors like Sony, Microsoft, and even Apple, all of which heavily bet on similar technologies. Microsoft announced Xbox SmartGlass, a software platform to control the Xbox with a phone or tablet. Sony advertised the Playstation Vita’s (Sony’s latest portable console) ability to play the same games as the Playstation 3. Apple is working hard on embedding its AirPlay video streaming technology to all its devices. In fact, it seems very likely that the much-anticipated Apple TV set will use a combination of iPad and Siri as its main control schemes.

Extending asymmetric concepts beyond games

Asymmetric interaction paradigms have clear relevance in non-game contexts as well. For example, a group of users might collaborate and communicate in real-time to accomplish a common task, using interfaces specifically tailored to their individual role.

Television and space launch control rooms, remote controlled camera rigs and remote surgery installations are all examples of asymmetric systems. In these cases, users will tackle a common problem from radically distinct angles and specialized control schemes, while physically together.

One could argue that any group of connected people with different roles, different user interfaces and common goals technically form ad hoc asymmetric systems. Those systems do not fit the definition I am proposing. 

For instance, co-workers co-editing a Google Doc are not interacting asymmetrically. In this case, the technology is used as a crutch to overcome constraints like distance, and the tool itself is does not change to support the role and/or context of the user. True asymmetric tools should enhance the individual capabilities of a group of people who are physically together, resulting in outstanding performance. Simply put, asymmetric systems should embody the 1+1=3 principle.

The high price of asymmetric design

The problems with asymmetric interface systems are predictable: they are expensive and technically complex to implement. They also may suffer inevitable issues of latency, performance, and hardware and software compatibility. On the design end, crafting specialized UIs on different platforms results in increased development time and resources. In effect, only highly technical and high-stakes projects requiring a lot of actors and perfect choreography would justify their existence.

The smaller problems, the ones we design for in our regular practice, usually don’t qualify. Consequently, most design solutions out there are symmetrical, and interaction designers eventually accept it as a formal standard: the user asks the interface to do something; the interface does its job and gives the user feedback; the user processes that feedback and issues a new order… and so forth, in a never-ending --hopefully virtuous -- dialogue.

Now is the time for asymmetric solutions

There is a true need for easily implementable and cheap asymmetric design solutions. The good news is, the technology required for asymmetric systems is becoming more accessible. Instantaneous and wireless exchange of rich information between portable devices and cheap hardware make it possible to design asymmetric systems and not worry about implementation as much. Look back at what happened when the Wii and the Kinect came out. Tinkerers and MIT geeks immediately embraced it and beautiful applications quickly surfaced, some with powerful real-world potential.

Think about the innovative possibilities. Start thinking asymmetrically as an exercise when crafting highly specialized systems. I personally can't wait to get my hands on a Wii U, and to start experimenting.

Competing in forgotten markets

In the digital age, not only is there no such thing as "first mover advantage," I think being the last mover often conveys a significant advantage. There's frequently more opportunity and less risk in well-known, mature markets than can be found in new segments or on new platforms. There are several compelling advantages of addressing an older market, along with one, cautionary disadvantage.

The biggest plus of mature markets is the lack of competition. That's because the quality of the competition is weak. All the bright, young, aggressive, entrepreneurial thinkers, along with their cohort of bright, aggressive, well-heeled, older venture capitalists, will be studiously avoiding it, thus allowing you to master the market with little competitive pressure.

The other big advantage is the wealth of pre-existing, useful intelligence about the market, the product, and users. Existing products provide powerful insight into the problem to be solved, and the people or companies who have purchased or used it can be readily identified and researched. You can learn ways to beat the incumbent by studying the incumbent's current users. What's more, the market composition, size, and proven willingness to buy allays most of the risk that investors fear.

The single disadvantage of entering a mature market is the entrenched market leader's large bank account, but this will only become apparent after you have begun to seriously threaten him with your disruptive product.

Go where the aggressive, well-funded competitors aren't

Most eager young technical entrepreneurs imagine themselves creating the next Google, Twitter, or Instagram. They instinctively seek out the unpopulated, unserved places on new platforms and address them with their new technologies. Often, the functions provided are simple and commonly known, but not yet available on the new platform, like status updates on your mobile, or photography that instantly posts to the Web.

Today, entrepreneurism is the hottest segment of the job market, and college kids fantasize about being the next Jack Dorsey or Sean Parker. Where do all of those bright, enthusiastic, young entrepreneur wanna-bes go with their work-all-night energy? Right into each new platform that comes along. If Google announces an intelligent goggle that doesn't do anything yet, all the twenty-somethings want to apply their boundless energy to inventing the next big goggle-based...whatever. The opportunity to be a big player in a new market beguiles many into trying for the big win. Do you want to bet your talent against theirs, or would you rather just build a successful business?

Given the choice, I would prefer not to compete head-on with these people. If you know about the new platform opportunity, so does everyone else. If you think you can make a splash in a new marketplace, so does everyone else. Why would you want to risk entering that free-for-all when a calmer, quieter, already proven opportunity sits begging for fresh talent?

Furthermore, if you are seduced by the siren song of the new platform, there is the very real risk of designing the wrong solution. The runaway successes of Instagram and Twitter, to take two examples, only appear successful in hindsight. It was absolutely not obvious in advance that either product would win, even to their creators. The inventors of those products were probing into the unknown, and the risks of choosing wrong were extremely high. The fact that they won makes their stories well known, and the human mind's predilection for inventing a post facto cause-and-effect rationale makes the risk disappear from view.

Scott Berkun addresses this phenomenon in his fine book, "The Myths of Innovation." The inevitability of their success is merely a cognitive illusion. We know the lesson of Twitter simply because it was successful, and its success makes it visible to us. We don't know the lessons of the thousands of companies that tried and failed because their failure obscures their lessons.

The established market only seems riskier

When we see a large, established, mature marketplace with a couple of companies doing 90% of the business there, we imagine that the competition is tough and opportunities few, but this is illusory. Contrary to our expectations, the least competition is going to be where the market winner is big, successful, dominant, and obvious. Because they are so dominant, they will have forced their competitors out, and their success deters new competitors from entering. This is a classic case where our instinctive common sense leads us in precisely the wrong direction.

Misled by this illusion, the most creative competitors will ignore the mature market making it a far more tempting plum. There will be far fewer small competitors in it, and the eight hundred pound gorilla dominating it will be very weak in many of the most important ways.

A big company, to meet demand, must put all of its effort into selling product, and will put very little effort into innovating, which makes them vulnerable to a fresh approach.

A big company will listen closely to its existing customers, and pay particular attention to its biggest, most lucrative customers, leaving unaddressed whole swathes of the market that want more specialized, better behaved, or lower priced solutions. The best way to compete with the big guy is by taking over a portion of the market he disdains. By using that as a revenue source, the small company can assault the big one from the flank.

In his remarkable book, "The Innovator's Dilemma," Clayton Christensen discusses the problem facing successful companies. If they make the obviously correct choice to serve their most lucrative market, they leave themselves absolutely unprotected from attack by smaller companies with more focused offerings.

Christensen drives home the simple point that a big company will be less competitive because it will tend to reject innovations. Innovations are by definition new ways of doing things. The old ways of doing things have been proven to work, and the new ways are clearly unproven. Any "good" business person will choose the proven way over the unproven way, thus paving the road for a smaller, more innovative company to gain traction in a well-defined market segment.

The established firm faces other difficulties, too. Once a product attains mainstream success, the company becomes fully occupied with the demands of growth to exploit the huge demand for the winning product, typically by ignoring further product innovation. They grow their production and distribution arms, along with the concomitant management structure, because these provide immediate revenue and profit.

As the company grows, it becomes adept at tending to its own needs and propagating its own requirements, but is notoriously bad at responding to the demands of its users, and it will become unresponsive to little competitors like you.

The 800 pound gorilla

As I mentioned at the top, the one disadvantage of going up against an established market leader is his bank account. It's hard to get his attention, but when you do, he will have more money to spend attacking you than you could possibly hope to have for defense.

At first, the successful market leader will ignore the little, entrepreneurial competitor, relaxing, secure in the knowledge that it is trusted by its market and unassailable in its success. This gives the startup just the opportunity it needs to get started in one of the many unserved corners of the market. Only when the little startup starts to steal customers away from the big guy will the giant awaken.

Many conventional business people see this as a big negative. I've spoken with many venture capitalists who are terrified of this prospect. I see it very differently. I see it as a huge advantage. Wouldn't it be great to have a big, successful company telling the marketplace that you exist by spending its abundant cash to differentiate itself from you? The best thing that could happen for a startup would be for the market leader to take public notice. It's practically a vote of confidence in your abilities.

Of course, they are still very dangerous simply because they are big and rich and they can play business games that you can't afford to. But the Web is such a great, egalitarian communications tool that it tends to dissipate the advantage of market leaders. If the startup focuses purely on being wonderful, and delivering delightful experiences to its users, the Web will work as hard or harder for the startup than it will for the market leader.

Listen to your competitor's customers

Any good user experience designer will tell you that the key to success is observing the user. You need to study the user to understand what he or she is trying to achieve. In a preexisting marketplace, identifying the user is far easier than it is with an unknown, new platform.

Most people tend to pay attention to their competition, but that makes you a follower instead of a leader. If you pay attention to your competitor's customers instead, you learn valuable lessons about what they like, and more usefully, don't like, about your competitor's solution.

There is a considerable advantage to the competitor second in line for the same reason that a golfer on the green lying closer to the hole can watch the path of the ball putted by the player farther out. The product and positioning of the entrenched market leader will tell the later competitor volumes about what to do and what not to do, what works and what doesn't. The new entry in the market doesn't have to duplicate the research and experimentation that the first-to-market player did.

Most big business successes tend to come from unforeseen second order effects, rather than from the intended first order effect. The Web, for example, was supposed to be a haven for non-commercial, academic knowledge exchange. The hugely successful, and entirely unforeseen success of the Web came from its commercial exploitation. Google is another fine example: It was intended to be a search engine but its commercial success emerged when it became, surprise, an advertising medium.
In mature markets, the first order problems are already mapped out and empirically demonstrated. The smart player can step in and dominate the huge second order win while the existing leader struggles to maintain his customer base.

Who innovates?

I don't know who is going to invent the next Facebook, but I can clearly see how to crush some of the biggest names in software in their own backyard. If I had a choice today of writing a new social networking program or going head-to-head with an established leader like Microsoft Office, Flickr, or Salesforce, I'd eschew the social networking. I'd eschew the opportunity to compete against thousands of bright, well-funded, nimble competitors in an unproven market. I'd choose instead to tackle the single, slow, saurian behemoth, squatting self-satisfied in the center of a wide and proven ring.

Searching for a better home screen

It is very rare indeed when designers eagerly anticipate a release from Microsoft. This October’s Windows 8 release will see a new Windows Phone, the second version of the Metro UI for mobile devices. But more significantly, Windows 8 will bring the Metro interface to the desktop.

'Metro' style on phone and desktop
Metro on mobile and on desktop.

Metro, which won over designers, developers, and users with its colorful, transit-inspired, and minimally geometric interface, was first bundled with the Windows Phone 7 package. It was a risky - but undeniably insightful - move. Rather than simply playing catch-up to Android and iOS, the gridded interface stakes a dramatic new claim on how an OS should function on a mobile device. Rather than presenting a “home screen” where a user launches applications - an idea borrowed directly from the desktop - Metro uses the blocky launch icons to directly display the latest information and updates from within the apps themselves.

In other words, rather than launching your news app to check for the latest headline, Metro would feature those headlines right on the home screen. You’ll click on an app once you already know something of interest lies beneath. But Metro’s most striking implication is that you might not even open those apps as often anymore.

However, Microsoft’s approach to the home screen was not the first attempt at a radical departure from established mobile home screen norms. In 2010, an Android app called SlideScreen was on a similar mission, and its untimely demise shows the complications of innovating on the home screen in an environment where the handset makers and the creators of operating systems make the rules.

The SlideScreen app on Android.

SlideScreen, developed by Larva Labs, cleverly replaced the Android home screen with snippets of content you depend on the most. Get the gist of your inbox, absorb the latest headlines in your feeds, and check in on the churn of tweets and Facebook updates every time you idly flash on your phone. It was space-efficient without looking cramped - austere, but with personality.

Many early Android users (this author included) grew dependent on the immediacy: there was no need to navigate to an app or pull down a pane. The phone stopped being another media channel and became a tool again.

But in August of 2011 it was over. An ill-timed security update prevented the app from reading data from Gmail. SlideScreen could no longer “hot-wire” you straight to your messages. Developer Matt Hall begrudgingly admitted: “As of right now there appears to be no workaround as this is an intentional change to restrict access to the data. [..] As of this morning we’ve removed the app from the market.” SlideScreen was dead.

It’s a shame. SlideScreen was an important counterpoint to the prevailing norm on phone operating systems: the home screen as a list of apps you can launch. It’s a limiting norm that makes phones less useful. The “app-launcher-approach” to home screens essentially traps information and functionality in digital “lockboxes” that can’t be accessed without starting an app.

SlideScreen’s story highlights how apps themselves can’t innovate without the alignment of vision with the creators of the operating systems, consumer services, and information providers. Apps also depend on digital lockboxes that are stable and supply open data. But these conditions weren’t present in 2011, and they are even less so today. And when software ecosystems become more closed, apps like SlideScreen can’t flourish. That is likely why the Apple iOS home screen paradigm has been remained largely unchallenged.

Five years ago, the launch of Apple’s first iPhone in 2007 popularized this paradigm of precious, “gemstone” app icons. Instrumental in the phone’s success, the icons simplified access to functionality and made it obvious to novice users what a smartphone could actually do. But simplicity comes at the cost of information density and efficiency. Apart from the occasional push notification, there are precious few hints at what relevant information might be behind each icon.

iOS home screen. Image via Scrappble.

Yet, despite these shortcomings, and in spite of the efforts of the Larva Labs and the Windows phone team, there’s a real possibility that the gemstone paradigm becomes this decade’s default mobile navigation system. Why is this worrisome? Interface paradigms tend to die slow deaths.

On stationary computers and laptops, the same antiquated metaphor has guided interface development since the early 1970s. The “desktop metaphor”, as it is called, treated the computer screen as an imaginary desk, where objects like “files” and “folders” could be put. Despite some valiant efforts (at Cooper we took our stab with the Litl netbook, and Google attempted to bring the beast down with their Chrome OS), this concept has displayed a frightening resistance to technological progress and user needs.

The same thing can happen on our phones. We are facing the risk that inarticulate gemstones could become the primary way you operate your phone, even when new technology begins allowing for far superior ways to interact with smartphones. A smartphone’s ability to predict and automate actions has massively improved alongside the evolution of its impressive stack of sensors, cameras, microphones, and touch screens. Based on this knowledge, there are many ways a phone can tailor a home screen to the needs of the situation or time of day. The phone can begin to guess what I might need to know. Wouldn’t that be nice - a home screen with information I care about, rather than a list of the apps I have downloaded?

As Metro seeks to demonstrate, the main purpose of smartphones should not be to launch apps. Smartphones have a lot of impressive functionality, but not all functions are equally important. Not all functions need an icon. Home screens should facilitate important functions, and hide trivial ones. It should make it easy to communicate, help me be aware of time and place, and anticipate common information needs. The standard home screen as we know it today is not up to the task, so let us look for better ways. Let us leave the familiar behind. A better home screen is out there.

Elevating the brand and visual strategy with the experience workshop

Defining and creating a memorable experience for your customers is no easy task. Product owners and development teams can easily rattle off ideas to designers about what features are necessary to stay competitive. But if you ask them to share their vision for the overall more subtle emotional aspects of the experience, they often get quiet or resort to the familiar old UI clichés of "simplicity, intuitiveness, etc." This means that you often start your design work with less insight than you need to drive visual and interaction design.

Enter the experience workshop - a collaborative meeting and setup where clients can really talk about what a great experience can feel like among a sea of inspirational images, digital interfaces, products, services, brands, cars, textures, and more. Companies that build digital products and services are engaging in a new level of competition; it's no longer good enough to deliver a usable product. Our designs must reach an aspirational vision that elevates the experience beyond mere usability, and a visual, collaborative workshop pushes people to explore and discuss the possibilities.

The workshop helps teams discuss what attributes are inherent in these other experiences that are meaningful to the experience they're defining. After a process of prioritization and discussion, the end result is often a huge cloud of ideas and words that sit on a spectrum from a poor experience to an ideal experience. The examples aren't what's important for our output. We collect insight from the discussion, the words, that help us define the ideal experience.

The workshop brings teams together to learn and collaborate on the experience. What I love most about this activity is the connections made from people across different teams that can relate on a personal level because of their shared experiences. It's not just a visioning exercise for the future; it's a team-building event.

Check out the above video to see a glimpse of the workshop in action. And if you want to learn more about how to conduct a workshop and integrate this new approach into your company, you can sign up for an upcoming Cooper U Visual Interface Design course. In fact, we have just a few spots left in next week's class (May 7-8), if this post left you inspired...