Showing posts with label research. Show all posts
Showing posts with label research. Show all posts

Wednesday, June 3, 2009

Reading List: Interactions, March & April 2009

It has been a long time since I've posted anything regarding my readings lists (or my Interaction Design exercises for that matter). Today l'll focus on addressing the first of these deficiencies by sharing my reading list from Interactions March/April issue (I've already read the May/June issue but don't want to get ahead of myself).

Article 1: Problems before patterns: a different look at Christopher Alexander and Pattern Languages
In this piece Molly Wright Steenson examines Christopher Alexander's notion of pattern languages, and the importance of the  problem definition element of a pattern. So what the hell are pattern languages? Pattern languages are developed to help non-experts participate in the design process. Patterns are self-contained entities that describes a problem that reoccurs within a given environment. The pattern also contains the core solution that enables the people to use this same solution "a million times over, without ever doing it the same way twice." If anyone knows of other good resources on this topic please leave a comment.

Article 2: Embodied Child Computer Interaction: Why Embodiment Matters
The next interesting piece from this issue comes from Alissa Antle. In this article she explores the importance of embodiment in child computer interaction, and the cognitive role the embodiment plays in general. Alissa also investigates briefly opportunities that are afforded via embodied interactions and cognition (check out more about The concept of embodiment from my previous posts regarding Dourish' book).

Article 3 and 4: Identity theft and the challenges of caring for your virtual self and The Ambient Mirror: creating a digital self-image through pervasive technologies
These two piece are part of this issue's focus on privacy and security in our digitally connected society.

The first piece, by , adresses the security of the digital representations we create to communicate our identities in the virtual world of bits and bites. These representations encompass our profiles on ecommerce and media sites, as well as our data from social networks. One interesting area that is explored by Jennifer is how individuals are often positioned as the source of identity theft, despite the systematic prioritization of profits and self-interest on the part of organizations who hold the data.

Dimitris Grammenos's piece offers an interesting exploration regarding how pervasive computing may impact our lives, as it continues its invasion of our physical and social worlds. The world he paints is a stark contrast to the notions of Big Brother. He examines how pervasive technologies, embodied by the idea of an "ambient mirror", could augment and enhance our lives - from extending our memory to self-knowledge and improvement. He also briefly addresses social considerations of such a technology.

Article 5: Taking a broader view of the human experience
Mark Vanderbeeken provides a valuable counter-perspective to most designer's narrow focus on usability (and aesthetics) at the expense of broader human considerations such as technology, ethics, economics, culture, belief systems and sustainability. The broadening of our perspective is crucial for designers to be able to play a positive and constructive role in shaping our fast paced

Thursday, February 12, 2009

10-15 Week Self-Taught Interaction Design Course

For the next 10-15 weeks the content of my blog is going to be associated to my reading of the text book Interaction Design: Beyond Human-Computer Interaction. This book was written by three British ladies, Sharp, Rogers and Preece, and published on Willey. Here is a link to their website, which is somewhat underwhelming considering the depth of the book. This is not to say that other topics may not occasionally pop up - the will be the exception rather than the rule.

For the past five months my personal curriculum has focused on reading and applying the theoretical knowledge and perspectives in my everyday experience with interactive devices and services. Moving forward I want to take a more structured approach to exploring interaction design before I delve into experimentation with design itself (those who would rather just dive in head first into the practice of design itself may think this sounds like looking at a porno magazine - albeit a good one - in substitution for the real thing).

So for the next few months my posts are going to feature my "homework". I will be sharing the assignments that I will be completing from the end of each chapter in the text book. Here is an overview of what the book covers (of course, I will likely focus on some areas and assignments, while glossing over others - one of the main benefit of following your own curriculum):
  1. What is Interaction Design?
  2. Understanding and Conceptualizing Interaction
  3. Understading Users
  4. Designing for Collaboration and Communication
  5. Affective Aspects
  6. Interfaces and Interactions
  7. Data Gathering
  8. Data Analysis, Interpretation, and Presentation
  9. The Process of Interaction Design
  10. Identifying Needs and Establishing Requirements
  11. Design, Prototype, and Construction
  12. Introducing Evaluation
  13. An Evaluation Framework
  14. Usability Testing and Field Studies
  15. Analytical Evaluation

Saturday, January 17, 2009

Vodafone: Mobile Devices for Emerging Markets

Over the weekend I discovered an online magazine called Vodafone Receiver. This publication recently released an issue focused on emerging markets that features several interesting perspectives about design and innovation.

Similar to Nokia, Vodafone positions emerging markets as places that offer business opportunities for local and global companies; that have large numbers of people with an entrepreneurial spirit; and where companies can make a positive impact on the development of local communities. The article Poor Markets Make Good Cents lays out this perspective with some interesting supporting evidence.

Phones, Finance and Innovation

First and foremost, during the past couple of years mobile phone adoption rates have skyrocketed in emerging markets throughout Asia, Africa and Latin America. A large demand for mobile technology exists in emerging markets. In many of these countries the landline infrastructure was never adequate to support poor communities. Therefore, this is the first time that many people have had the opportunity to own a phone of any type. The same goes for the computing functionality. A mobile phone tends to be the first information device that these people have experienced since computers are out of reach due to their much higher price tags.

On the supply side two important trends are driving the financing of information and communication technologies in emerging markets. First, the appearance of new institutions dedicated to linking financial markets to social entrepreneurs and ventures that use market forces to drive social change. Secondly, the fact that traditional venture capitalists, who had previously written off these markets, are taking a fresh look at them. These trends help create opportunities for local and foreign entrepreneurs to promote innovations that make a positive impact on local markets.

This article also features interesting examples of mobile services that are positively impacting communities in emerging markets. These examples highlight successful services that were developed to address the specific needs and context of emerging market residents.
  • In 2007, Reuters launched a service called Market Light that provides weather and market information to farmers in India. This information enables farmers to better tend to their crops and to negotiate the fair prices with middlemen.
  • In Bangladesh, a service called CellBazar provides an SMS-based craigslist of sorts. It includes listings for appliances, cars, apartments and even live animals. This service, a spin-off of MIT's Program in Developmental Entrepreneurship, is helping facilitate commerce for individuals and business, and providing both buyers and sellers with access to a much larger marketplace.

The second article of note from this issue of Receiver Magazine is titled Mobile Communication in the Developing World – A Design Challenge. It focuses on human factor insights to help designers create appropriate mobile devices for emerging markets.

Design of Mobile Communications

Development of mobile devices and services has always been, and continues to be, driven primarily by the needs of customers from advanced countries. “Mobile interface design has been aimed at literate, numerate users who follow text-based menus, sometimes read instruction books and have built mental models for how mobiles work based on previous technologies.”

People in emerging markets have significantly different needs, education background and social-cultural perspectives. Most existing mobile interfaces are not appropriate for these markets because they don’t adequately support users who have problems reading and writing, and many native languages. Mobile phones tend to feature functionality that is not relevant for these markets and lacks applications that support specific local needs. So let’s take a look at some important considerations for designing mobile products for the developing world.

The literacy rate is the an important design consideration that is specific to emerging markets. “There are 799 million illiterate people in the world.” Low literacy users are able to make and receive calls but are not able to read text-based menus or take advantage of text-based communication and organization tools. Features such as phone books and asynchronous messaging need to be redesigned for this population. Recently a carrier in India launched a low-cost mobile phone with a voice-based interface and no screen. Called Spice, this device also features a Braille keypad for blind users.

Gaining a deep understanding of social and cultural dynamics is the next important consideration. It is crucial for designers to be able to envision and create relevant products and services. The two services mentioned earlier, and phone banking services are examples of products that were designed with an understanding of local communities and context. They address relevant needs and leverage technologies and interfaces that that are appropriate.

Support for native languages is another consideration that is important, especially in Asia and Africa. Even literate users are unable to read menus written in a language they don’t know how to speak. Therefore, in order for mobile devices to reach their potential handset makers will need to consider development of devices with design hardware and software design features to support additional native languages.

The last, and most obvious, consideration that needs to be kept top-of-mind throughout the design and development process is affordability.