Tuesday, February 24, 2009

Chapter 2 Homework: What is interaction design?

This assignment was taken from the second chapter of the book Interaction Design: Beyond Human-Computer Interactions, written by Helen Sharp, Jenny Preece, and Yvonne Rogers.

Assignment Questions
Question A: Compare the ways the following information artifacts are organized:
  • A personal pocket-sized calendar/diary (one week to a page).
  • A wall calendar (one month to a page, usually with a picture/photo).
  • A wall planner (displaying the whole year).

Question B: Using Johnson and Henderson’s (2002) framework, describe the conceptual models that underlie the design of:

  • An electronic personal calendar found on a personal computer.
  • A shared calendar found on the web.

Assignment Answers

Question A
Here is my analysis regarding the similarities and differences of the organization embodied in the following artifacts: (1) a personal pocket-sized calendar/diary (one week to a page); (2) a wall calendar (one month to a page, usually with a picture/photo); and (3) a wall planner (displaying the whole year).

The organization scheme leveraged in each of these artifacts features many similarities since all of these artifacts offer representations of the same phenomena – time. That said, the organization also differs in considerable ways to accommodate the different types and contexts of use that each of these artifacts is designed to support. Here is a list of the key differences and similarities that I was able to identify:

  • All artifacts leverage the concepts of years, months, and days in a chronological fashion as central organizational elements. The relationship between these elements is kept consistent across all artifacts. What differs is how each artifact highlights different entities and relationships based on its purpose and the primary context of its use.
  • Wall calendars and diaries lay out information across multiple pages due to the level of detail that they provide. Wall calendars display one-month per page and usually feature a length of 24 pages. Diaries display one-day per page and usually include a full 356 pages. Wall planners display a full year’s worth of information on a single poster-page.
  • Wall calendars and diaries enable users to add annotations to specific dates. Wall calendars do provide limited space for annotations. They enable users to add special events and identify key dates. Only diaries provide users the ability to thoroughly plan a day’s activities by devoting a full page’s worth of space to single day. Diary users often fill up these pages with appointments and other time-relevant information. On the other hand, wall planners rarely offer space for users to add annotations to specific dates.
  • Wall calendars and diaries always feature day-of-week information using visual or text notations. Day-of-week information is a core piece of data for users who want to plan their activities across a month or day; however, it less important for planning across a full year. That is why wall planners sometimes do not display day-of-week information.
  • Wall calendars and diaries often feature images or quotes that are thematic or seasonal in nature. These features add variety to the experience associated to using these tools. They are also usually only discovered by the user when s/he views a new month or day. Though wall planners also tend to feature interesting designs, few are able to provide the discovery” and visual differentiation offered by an artifact with multiple pages.
  • Wall planners and wall calendars feature multiple days worth of information on each page. As a consequence, these artifacts are more likely to include visual presentations that display days as a part of a week or month. In contrast, diaries focus on each day individually as its own entity. This feature of diaries enables them to capture substantially more in-depth information about the activities of each day. To help people organize their day’s activities, each page of a diary divides a day into half- or quarter-hours (check out this cool diary form Muji).
  • Wall planners and wall calendars are both designed as posters and meant to be used in a single place, unlike dairies that are created in book format in order to be portable. Wall planners and calendars are designed to be hung up in a room to be used for reference and for annotation of key dates and events. On the other hand, diaries are designed to help people keep their lives organized minute-by-minute, including while they are on-the-go.
  • Diaries often feature additional information such as contact books, world maps, notes pages, and personal contact information. These features are supported by the diary’s book-like format and they enable and reflect the diary’s role as a life organizer. Wall planners and calendars are not able to provide these additional features, nor would it make sense for them to support them considering the context of use.
Question B

Relevant Concepts: Johnson and Henderson’s (2002) framework for developing conceptual models: This framework identifies the standard components of a conceptual model. Thus providing guidance to designers regarding considerations that need to be addressed when developing conceptual models. The term conceptual model is defined as “high-level descriptions of how a system is organized and operates.” Components of a conceptual model:

  1. Major metaphors and analogies: important metaphors and analogies used to enable the user to understand what a product does and how to use it.
  2. Concepts: detailed overview of the concepts that users are exposed to and that they need to understand. Description should define the objects the concepts create and manipulate, any relevant attributes, and the operations that can be performed on concept.
  3. Relationship between concepts: the relationship between concepts. Important things to define include whether an object contains another, or is part of it, and the relative importance of objects and actions.
  4. Mappings: the mappings between the metaphors, concepts and the user experience the product is designed to invoke.
Analysis part 1 - An electronic personal calendar found on a personal computer

Major metaphors and analogies: The major analogy is managing a day planner. Other important analogies include a using yearly planner, monthly calendars, automatic alerts, text-editing applications, which feature file save, delete and create functions, and email applications, which include attachment and social capabilities. From a metaphor perspective, “events” is the most prominent one. Another important metaphor on calendars with sharing capabilities is “invitations.”

Concepts
: These include the Calendar, a calendar, creating calendars, saving calendars, modifying calendars, deleting calendars; Events, single instance and recurring events, creating events, saving events, modifying events, deleting events, receiving events, sending events, accepting events, rejecting events, linking events to calendars, attaching documents to events, adding alerts to events, setting availability status for event.

Relationship between concepts: The calendar contains calendars, which in turn contain a group of events. Events are linked to calendars directly. Events can be linked to more than one calendar or event. Events are linked to other events via the calendars. Events contain start and end dates and times, locations, invitees, personal status, meeting name, and description. The ability to schedule and save an event is more important than the ability to invite participants to it, add an attachment or link the event to a calendar. Sending an event invitation is more important than being able to respond or receive response to an invitation.

Mappings: The calendar refers to the chronological organizational structure of the interface. This organizational structure is based on years, months, weeks, days, hours and minutes. Calendars and events are created and added to this structure. An event corresponds to real-world events. When a user creates an event the system requires that they create a name, and define start and end dates/times. Additional optional attributes can also be defined at the time of creation or later through modification. A calendar corresponds to a group of events such as “work,” “birthdays,” or “personal.” When a user creates a calendar the system requires that they create a name only. User can add existing events or create new ones. An “invitation” corresponds to an email message that is used to invite individuals to an event. Invitations include information regarding the meeting and links that enable recipients to respond to the meeting request (accept or reject). When a recipient accepts an invitation from another user the event is automatically created on his/her calendar.

Analysis 2: A shared calendar found on the web.


Major metaphors and analogies: The major analogy is managing a day planner. Other important analogies include a using yearly planner, monthly calendars, automatic alerts, text-editing applications, which feature file save, delete and create functions, email applications, which include attachment and social capabilities, and negotiating schedules to book a meeting. From a metaphor perspective, “events” is the most prominent one. Another important metaphor on calendars with sharing capabilities is “invitations.”

Concepts
: These include the calendar, private calendars, shared calendars, others’ calendars, creating calendars, saving calendars, sharing calendars, viewing calendars, deleting calendars, setting and changing calendar owner and participants; Events, single instance and recurring events, private and shared events, mine others’ events, creating events, sharing events, saving events, modifying events, deleting events, receiving events, sending events, accepting events, rejecting events, linking events to calendars, attaching documents to events, adding alerts to events, setting availability status for event, setting and changing event owner; Owners and participants, setting owners and participants, changing owners and participants, deleting participants, blocking participants, adding participants.

Relationship between concepts: The Calendar contains calendars, which in turn contain a group of events. Events are linked to the Calendar and calendars directly. Events can be linked to more than one calendar or event. Events are linked to other events via the calendars. Events and calendars can be private, or shared. Events contain start and end dates and times, locations, owners, invitees, personal status, meeting name, sharing status and description. Calendar and/or event have owners, who determine who is able to modify their shared calendars and events. The ability to schedule and save an event is more important than the ability to invite participants to it, add an attachment or link the event to a calendar. The ability to make a calendar private is more important than the ability to make it shared. Sending an event invitation is more important than being able to respond or receive response to an invitation. The ability for calendar owners to set rights privileges for events within their calendar supersedes the event owners privileges.

Mappings: The Calendar refers to the chronological organizational structure of the interface. This organizational structure is based on years, months, weeks, days, hours and minutes. Calendars and events are created and added to this structure. An event corresponds to real-world events. When a user creates an event the system requires that they create a name, and define start and end dates/times. Additional optional attributes can also be defined at the time of creation or later through modification. A calendar corresponds to a group of events such as “work,” “birthdays,” or “personal.” When a user creates a calendar the system requires that they create a name only. User can add existing events or create new ones to calendars. An “owner” corresponds to the person who has the rights privileges to make modify a calendar or event. “Participants” correspond to people who are related to an event or calendar but are not able to make modifications to that entity. When a user creates a calendar or event s/he is automatically assigned as the owner. Owners can modify ownership status and rights privileges assigned to participants of an event or group. An invitation corresponds to an email message that is used to invite individuals to an event. Invitations include information regarding the meeting and links that enable recipients to respond to the meeting request (accept or reject). When a recipient accepts an invitation from another user the event is automatically created on his/her calendar.

Friday, February 20, 2009

The Medium is Behavior

Here is a short list of interesting posts that I came accross earlier today, enjoy...

Earlier today I came across an interesting, though disappointingly short, post on Core 77 about the keynote speech from the Interaction 09 conference. This conference, recently held in Vancouver, featured an interesting keynote from Robert Fabricant. In his speech, Robert outlined his thesis that "Interaction Design is not about computing technology, it's about behavior. Behavior = our medium." His theory is based on the premise that the evolution of interactive technologies has changed our relationship not with information, but also our ideas about what constitutes proper behavior. He goes on to convingly argue about the power that interaction design yelds to impact behavior. [since I didn't attend this conference, all of my knowledge is second-hand].

Another interesting feature currently available on Corre77 is the Greener Gadget Design Competition. The design brief for this competition was for designers to explore the concept of "Greener Gadgets." They were asked to develop consumer electronic prototypes that consider the environmental impact of their designs multiple levels: energy, materials, lifecycle, recicyling, social impact, and educational development. Two of my favorite gadgets are: the Bware Water Meter helps you measure how much water you are using (I already have an alternative idea to this one that I want to develop and market); the Blight blinds capture energy from the sun during the day and function as lights during the night time;

Lastly, since we are on the topic of gadgets I recommend checking a post from Mashables titled 6 Gadget Trends and Their Effects on Social Media. This piece provides a brief overview of 6 interesting technologies that are quickly gaining in adoption. What are these trends?
  1. Social TV enabled by services such as Boxee, Netflix and Sling allows you to watch all your favorite shows streaming on your TV. You can then automatically share playlist and comments with your friends.
  2. High definition geo-tagged content enabled by the advent of mobile phones with hi-res cameras and GPS functionality
  3. Real-time uploading of content offered by mobile phones and photo and video cameras with special data cards that offer wireless upload capabilities.
  4. Gaming immersion continues to spread as gaming expands to new devices that are increasingly connected, enableing users to maintain centralized profiles that aggregate their game scores from multiple platforms.
  5. Pico projection is here. Now you can get pocket-sized projectors for under $400. These little guys are also beginning to make their way into cellphones and other GPS and communication-laden devices.
  6. The rise of the pocket bands and mobile phone musicians. The craze in iPhone and Android music applications continues to spread. Check out these Yamaha music-phone prototypes.

Chapter 1 Homework: What is interaction design?

This assignment was taken from the first chapter of the book Interaction Design: Beyond Human-Computer Interactions, written by Helen Sharp, Jenny Preece, and Helen Sharp.

Assignment Overview:
Find an everyday handheld device and examine how it has been designed, paying particular attention to how the user is meant to interact with it. Device selected: iPhone (not very original, I know. I'm sure thousands of students from around the world are making this same pick right now).

(a) from your first impression, write down what first comes to mind as to what is good and bad about the way the device works:

The good list:
  • easy to learn and use most functionality
  • fast access to most important device features
  • leverages natural gestures for smooth and fluid interactions
  • touch screen interactions are responsive and accurate
  • easy to organize and add content and applications
  • seamless synch with computer via iLife suite
  • flawless great integration of music player and phone
  • aesthetically pleasing software transitions (and in general)
  • form factor fits well and feels good in-hand
  • device is reliable
The bad list:
  • inability to run multiple applications at once
  • missing cut & paste functionality
  • lack of ability to switch battery
  • missing tactile feedback from physical device
  • limited support of file types
  • purchase and activation process
  • limited availability and bad customer service (only on AT&T)
(b) Give a description of the user experience resulting from interacting with it:

The best word to sum up the experience of using the iPhone is delightful. Before you even turn on the device you can notice that it is beautiful in both look and feel. From a tactile perspective, the plastic casing of the phone provides a pleasant feel that is soft and warm. Its curved casing helps the device fit ergonomically in one’s palm. All this and I haven't even turned on the device yet. To describe the user experience associated to interacting with the device here is one user scenario and one description:

Scenario 1: Let’s meet up spontaneously
On a chilly Saturday afternoon as Julio wraps up his visit to BAM he calls two good friends who live nearby. He is unable to reach them but leaves them both messages. He then proceeds to turns on the ringer of his iPhone, using the physical switch on the top left corner of the device, to make sure that he doesn’t miss the return calls.

Next, Julio puts on his headphones, takes out his iPod, double clicks on the home button, and then touches the play button that appears on the screen - the iPhone starts playing music where he had left off earlier. After 10 minutes waiting Julio decides to head back to Manhattan. He strolls down to the subway stop shaking his head and enjoying the Presets latest release at his usual ear-busting volume. As he takes his first step down the stairs the music is suddenly interrupted by an incoming call. He checks the caller ID and picks up the phone, once he confirms who is calling.

After a quick exchange of friendly insults and taunts, Abe invites Julio to join him at a nearby bar to get sloshed. Since Julio doesn’t have the slightest clue about how to get to this bar, he takes out his iPhone and opens up the Google Map application. There he inputs the destination and requests directions from his current location. He is also able to determine that the subway is the best way to head over, so after blocking a bunch of impatient fellow New Yorkers for 5 minutes Julio continues heading the down the steps to the subway.

User description: experience using the device
The first thing you notice when you power up the device is the size, vividness and crispness of the screen - images look great. Then you start interacting with the device via the smooth and responsive touch screen display.

The experience of using the touch screen is impressive. Apple has done an amazing job at designing interactions that feel natural. From sliding your finger across the screen to unlock the device, to pinching content to reduce it, or best of all flicking your finger to quickly browse through your phone list or long page of content. Across all of these interactions the device is extremely responsive in a way that makes it feel very natural.

The functionality on the device is also well prioritized. Phone and music player functions are definitely the two most prominent features of the device, unique shortcuts provide quick access to these apps. This helps make the device a pleasure to use. Though I don't like to admit it, a pleasurable part of the experience of using an iPhone is the coolness factor. It is a device that exudes coolness and from a social perspective one feel's cool using this product.

(c) Compile a set of usability and user experience goals that you think are relevant in evaluating the device. Decide which are the most important and explain why:

Usability goals:
  • Efficient to use: device supports use of frequent tasks efficiently. Provides fast access to most important applications and functionality. Delivers high level of responsiveness and reliability.
  • Good utility: device to product provide an appropriate set of functionality? Supports most common voice and text message protocol, and multimedia content formats. Enables media player functionality where phones not allowed and functionality enhancements/upgrades via software.
  • Easy to learn: device is easy for first-time users to learn. Provides an intuitive interface.
  • Safe to use: device protects users against common errors? Protects users against calling people in error, entering mis-spelled text into messages, and loosing data when they quit applications.
The most important usability goals for this product are efficiency and utility, here’s my rationale: now-a-days users are very picky about cell phone and portable media players since most have already owned several portable devices. Multi-function mobile phones need to deliver the appropriate set of functionality to succeed (this is the most basic price of entry into the market). Considering the frequency and variety of uses to which people put their mobile devices, it is crucial that these devices supports frequent use in an efficient manner. No one wants a multi-function portable phone that does not allow you to quickly and easily switch between making calls, listening to music, or checking your email.

Experience goals:
  • natural feeling gestures
  • cool, fun & enjoyable
  • enhancement of sociability
  • pleasurable & delightful
  • aesthetically pleasing
The most important experience goals are natural-feeling gestures, enhancement of sociability and pleasurable interaction, here’s my rationale: Hard to use interfaces have kept people from adopting advanced functionality long offered their devices. That is why multi-function mobile phones need to offer interfaces that are based on gestures that feel natural. Enhancement of sociability is an important goal for this device considering that main function of mobile phones is to help connect people via voice and text messaging capabilities, and that people tend to use these devices in social or public environments. Lastly, since this device is used so often – you spend more time with your phone than with your significant other – it is crucial for users to feel pleasure when interacting with the device.

(d) Translate your set of usability and user experience goals into two or three specific questions. Then use them to assess how your device fares.

Usability goals-related questions:
  • Is the product able to provide users with fast access to the most important and commonly used functionality?
  • Does the product support the most common communication and entertainment uses (e.g. does it support voice and text message protocols, common media file types, and usage contexts?)
  • Can users learn how to use the product without needing to refer to the manual or other types of support?
  • Does the product help users avoid, and easily recover from, common errors associated to use of mobile communication and entertainment devices?
The iPhone stacks up well against all of these criteria. First, it provides fast access to all of the most commonly used functionality. This is done via the design of the software application launcher (a.k.a. “home”), and shortcuts using the few hard buttons available on the device. Next, the device does a great job at supporting a wide variety of file formats and messaging protocols. However, this is a area where the device could be improved by adding support for MMS messages and additional music and video file types. From an ease-of-learning perspective the iPhone is unrivaled. You can pick it up and learn how to use the basic features with little help (assuming you have familiarity working with computers, which holds true for most people in developed nations). The iPhone does have some nice features that help users avoid common errors.

Experience goals-related questions
  • What is the user’s response to the aesthetics of the device? How does the user feel about the gestures required to operate the device (fluid, natural, awkward, silly)?
  • What is the user’s response to his/her interaction with the device (delight, excitement, annoyance, frustration)? How does the initial reaction differ from subsequent ones?
  • How does the user’s relationship with, and response to the device evolve over repeated interactions? What types of emotional bonds does the user create with the device (trust, affection, pride, love, hate, admiration)?
  • How does the user feel about using his device in different contexts such as social, personal, professional, and public environments?
From an experience perspective, the iPhone delivers the goods once again. The device has the nicest aesthetic of any device in its category (and I mean the entire cell phone category). The gestures required to operate the phone feel natural and are extremely easy to learn as you go (you stumble into learning). From the first time I played with an iPhone I felt a bit of delight – it often brings a smile to my face. That is not to say that I don’t ever experience frustration but, overall, no portable digital device has ever provided me with more delight. I definitely have an emotional bond with my iPod – my wife may even call it an iPhone fetish. I can understand why, considering I am always playing games, surfing the web, using a messaging application or messing around with one of my many applications. The device is cool but not snobby. So you can use pretty much anywhere. I know I sound like a bloody Apple ad.

(e) Compile a set of design principles that you think are relevant in evaluating the device. Decide which are the most important and explain why. Translate your set of usability and user experience goals into two or three specific questions. Then use them to assess how your device fares.

Design Principles:
Though the following five design principles played an important role in the design of this device – visibility, feedback, constraints, consistency, and affordance – affordances and visibility are the most important principles for this design. The importance of visibility is obvious considering that this device packs an unbelievable amount of features in a pocket-sized package. In light of the device’s size, it is extremely challenging to find a solution for making affordances associated with different “modes” accessible to, and understandable by, the user.

Design principle-related questions
  • are the most important possible actions clearly visible? Is the prioritization appropriate?
  • does the device make affordances visible, easy to recognize, and use?
  • does the device provide sufficient feedback to the user throughout the interaction?
The iPhone scores well against the design-principle assessment. The design of the iPhone interface makes the most important possible action clearly visible and accessible. Users are even able to customize menus to ensure buttons and information is organized according to personal preferences and priorities. To make affordances visible to users, applications leverage large buttons on the touchscreen display and provide directions on the screen regarding other potential actions. Feedback is provided through intelligent visual and audio cues that help the user easily interact with the device to carry out a diverse range of activities such as inputting text, playing games, creating music, dialing a phone number or using navigation capabilities.

[questions taken from textbook Interaction Design: Beyond Human-Computer Interaction, link to website here]

Friday, February 13, 2009

Wearable Projection-Based Interface

Earlier today I came across a post on Wired about a new mobile device prototype that has been unveiled at TED. Designed by MIT Media Lab students, this device uses a projector to display the interface that is manipulated using gestures captured by a video camera. Video demos from Wired are featured below.

In many ways this prototype is similar to the Holographic Projection Interface that I wrote about back in October. The main differences about this design include that it uses normal projection technology rather than a holographic one which is not yet available, and that it leverages internet connectivity to provide contextually relevant information above and beyond GPS navigation. It is also impressive that they have managed to create an actual prototype using $350 worth of equipment - though they are far from creating a commercially viable product, it is pretty impressive prototype.





[via Wired]

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, February 7, 2009

Reading List: Interactions, January & February 2008

I’ve been meaning to write this post for a few weeks now. The hectic pace of our do-more-with-less, post-financial-crisis, and always-on/always-connected world, has kept me from finding two spare hours to devote to this simple endeavor.

This month's edition of Interactions magazine featured several interesting pieces that are well worth the read. Here is brief overview of the most interesting ones, along with a link to the original article online.

Social Network Sites and Society: Current Trends and Future Possibilities
Written by Nicole Ellison, Cliff Lampe, and Charles Steinfield, this article focuses on exploring how social network sites are transforming society. As this technology becomes adopted by a greater swath of the population, it impact becomes more pronounced. The information available in social networks lowers the barrier to social interaction, helping individuals forge connections that would have otherwise not taken place. Social networks also make it easier for people to manage weak ties by lowering the amount of effort required to keep these relationships alive.

Social networks also help counteract the increasing isolation created by the proliferation of mobile communication and entertainment devices such as iPhones, PDAs, iPods, PSPs and the like. These technologies inhibit opportunities for engagement between people in public spaces. The ability to connect people with similar interests or concerns makes social networks ideal places to assist the coordination and mobilizing of social actions.

Some interesting questions for research are raised by the authors: “how can the power of social network sites be leveraged in other contexts, including formal organizations? How can social network sites support individuals as they make life transitions, such as moving to a new city or starting a new job? How can the mobilizing power of social network sites increase community and political engagement, especially among traditionally disenfranchised groups?” [link to article]

90 Mobiles in 90 Days: A Celebration of Ideas for Mobile User Experience
This article, written by Rachel Hinman, explores a personal project she undertook to come up with a new idea related to mobile design and user experience every day for 90 days. This process, though daunting at first, provided the author with several interesting insights. First, this prolific creation of new design ideas provided a "template for creative practice" by shifting the focus from an attempt to find the right idea to a process of idea generation and exploration, which carried with it a unique momentum.



As part of this shift in perspective, the author had to come face to face with her own inner critic that served as a barrier to the daily idea generation work. The last insight imparted bythe author is how this process of idea generation helped her gain a deeper understanding regarding the source of inspiration, which can come from pretty much anywhere. So now the question is: when will embark in similar project of my own. [link to article]

The Washing Machine That Ate My Sari – Mistakes in Cross-Cultural Design
This article, written by Apala Chavan, Douglas Gorney, Beena Prabhu, Sarit Arora, adresses common mistakes and issues in the design of products for emerging markets. Their main premise is that designers have had to deal with the challenges associated to launching products across markets and cultures for a long time but have only recently begun to adapt their processes and approaches to support the specific challenges related to developing for products for emerging markets. “Successful design for emerging markets requires radical innovation. It demands culturally sensitive and sometimes unorthodox approaches that can throw a designer off balance.”

Designers and marketers are touching the lives of people who a few years ago were not even on the radar. These people from emerging markets have specific needs. First, they demand affordability. However, they are also more cautious than “consumers” in the West because of their limited income. This means that products must be durable, as people will avoid products that seem to be of low quality or disposable. To complicate matters, culture has a large impact on a product’s success on functional and emotional levels. As a consequence, designers need to understand the specific needs of each emerging market in which they plan to launch their product. [link to article]

The Heterogeneous Home


This piece, written by Ryan Aipperspach, Ben Hooker, and Allison Woodruff’s, discusses the homogenization of domestic environments, potential negative effects of this phenomena and interesting design concepts for addressing this trend. The homogenization of our homes is caused in large part by the pervasive technology that provides us access to the same “virtual environment” at home as in the office. This phenomena is extended by time shifting technologies that modify our experience of time, and mobile devices that provide anytime, anywhere access to work and home.

The main negative impact that arises from this increasing homogenization of our domestic environment is that it squeezes out our restorative spaces. The concept of the “Heterogeneous Home” was developed to explore solutions for leveraging design and technology to create environments that are offer variations, and are thus able to provide restorative space. You can download the complete Heterogeneous Home sketchbook. [link to article]

Design Versus Innovation: The Cranbrook / IIT Debate
In this interview, Scott Klinker and Jeremy Alexis explore the two contrasting approaches to design education embodied by the Illinois Institute of Technology (IIT) and Cranbrook Academy of Art. These oposing perspectives have evolved over the past 20 years into "design" and "design thinking" (also referred to as "innovation"). The former is an experimental and semantic approach, while the latter is methods driven and scientific one. In other words, ITT places stronger emphasis on the importance of observing user needs and behaviors as the basis of design, whereas Cranbrook focuses on the role that artistic inspiration and cultural impulses play in the creation of great design.

Here are some of the interesting questions adresses in this piece: what I'd the role of design in innovation? Or innovation in design? Is design being led astray by too much business thinking? Is design thinking useful without design making? [link to article]

What is Interactions? Are There Different Types?
This was my favorite article from this issue of Interactions. It provides a valuabl overview regarding interactions (including a summary of common interaction models. For my own selfish reasons I am going to provide a slightly more in depth analysis of this piece. There are three different perspectives on interaction that are outlined by the author:

The design-theory view: This is a broad perspective that views all design as design for interaction. It stipulates that all objects created by humans are developed for some type of interaction because to use a product one must interact with it. For example, a chair and a book are designed for interaction, the former for sitting the latter for reading.

The HCI-view This perspective views all interactions as an instance of a feedback loop. "information flows from a system (perhaps a computer or car) through a person and back through the system again." in this view of interaction it is assumed that the person has a goal and that his/her actions are carried out with this goal in mind. Their actions have an impact on the system or environment, which is measured and compared against the goal to determine the next action.

The HCI definition of interaction focuses on dynamic systems only. Static systems such as chairs and books are not considered interactive. There are several variations on the concept of feedback loop. The most well known variation that reflect an HCI perspective are Don Norman's and Bill Verplanks models of interactions.




The Systems-Theory View: simple feedback loop models are useful but somewhat abstract. In these models the person and the system are closely coupled and the nature of the system (and the person) is left unspecified. Once you begin to characterize the system and the person involved in an interaction you can distinguish between various types of systems that emerge. The systems-theory view explores and maps the relationships between these various types of systems.

According to this school of thought, “the process of clicking on a link to summon a new webpage is not “interaction”; it is “reaction.”” In a reaction, the coupling between input and output are fixed. This means that a given action will always produce the same effect. For example, when you click a link on a standard webpage the server acts in pretty much the same way as an automatic door when you walk within the range of its sensors – it reacts. The term interaction only refers to systems where the coupling between output and input is dynamic. There are several other different types of systems explored in this article, including linear, closed-loop, recirculating, self-regulating, first-order, second-order, self-adjusting, and learning. [link to article]

Saturday, January 31, 2009

Sensor Citizens and Participatory Sensing

Until recently sensors had been used primarily by governments and businesses to monitor and report on the physical world. For the most part, sensors were fixed devices, often referred to as nodes, under centralized control and requiring special hardware that was both inflexible and expensive.

Steep declines in the cost of mobile devices such as cell phones, and sensor technologies have enabled the emergence of a phenomenon called “participatory sensing’. Coined by UCLA professor Jeff Burke, this term refers to the “ability of individuals to act as sensor nodes and come together with other people in order to form sensor networks.” This approach to urban sensing is decentralized and grassroots in nature and opens up new possibilities for people to participate in both art and science.

As with the advent of any new technology, the rise of the sensor citizen has negative as well as positive aspects. Here is quote from an article written by Anne Galloway and titled The Rise of the Sensor Citizen published in the Vodafone Receiver managazine: “given public concerns around environmental risks and their connections to technological progress, I believe that this kind of active citizenship should promote more critical reflection on the values and goals of the very projects that expect to create such profound changes in these domains, and carefully consider the limits of its own power.” Though this quote specifically refers to environmental uses of these technologies, I find this advice holds true more broadly in relation to the uses of this technology.

A recent publication from Nokia highlights many possibilities created by the addition of sensors to mobile phones. It enables humans to become creators, custodians, actuators, and publishers of the data they and others collect. “A people-centric sensing network would behave much like a self-organizing organic system, with personal data interplaying in fluid and unpredictable ways with environmental, community, and global data.”

Nokia strongly supports the notion that mobile phones are the most sensible devices for making sensor technologies widely available. Current technology already enables these devices to support various types of sensors, including location, barometric, temperature, vibration, sound and light. [via Putting People First blog]

Many of the researchers and projects exploring the emergence of “sensor citizens” and “participatory sensing” focus on how these phenomena create opportunities for community action and science. Here is a short list of projects that share this focus:

Proboscis is a UK-based creative studio that partners with universities to explore how sensors can be used to support public action around environmental issues. Their best-known project, called Social Tapestries, uses remote controlled cars tricked out with sensors and GPS to capture data regarding air quality. The data is then visualized with annotations on a map.

The Common Sense Project is a California-based team that is focused on creating a platforms, including both hardware and software, that provide sensing capabilities to support community action and citizen science. Here is an excerpt from their paper titled Mobile Environmental Sensing Platforms to Support Community Action and Citizen Science:

“To make environmental sensing useful for practical action, one must… produce information artifacts that are “credible enough” to engage with bureaucracy; appealing enough to be useful in community mobilization; and personally relevant enough to maintain interest and motivation. We therefore seek to enable community members to engage in collaborative “citizen science” or “street science” that will be useful in interactions with government agencies and non-government organizations (NGOs). In doing so, we posit that one can go beyond the groundbreaking and inspirational work of electronic artists in using environmental sensor data for awareness-raising and social provocation. “

From a hardware perspective, last year Nokia released a concept phone that can support a number of sensors including environment, wheather, and health. It is so portable that it can be worn as a watch. Pretty cool stuff though I think we are still quite a few years away from this product becoming a reality. [via Wired]. As open source hardware technologies continue to evolve portable sensors are likely to be coupled with other mobile devices such as GPS modules, cameras, MP3 players, laptops (and even cars).

“While there is a lot of talk about using these technologies for socially, politically and environmentally positive ends, they also implicitly support existing consumption practices in the developed world, and hide the role that technological progress has played in creating the very problems they seek to improve… [also] when active citizenship requires access to particular technologies, people without access are effectively excluded from the democratic process.” [quote from Anne Galloway].

Artists have also been exploring the use of portable sensor technology to capture more data regarding more subjective aspects of reality – for example monitoring, visualizing and reporting on people’s emotional states. Currently map-based visualizations are most common; I am certain this will evolve as citizen sensing becomes a more widespread phenomena. The most ambitious project of this type that I’ve been able to locate is the Bio Mapping project. “Since 2004, over 1500 people around the world have participated in the Bio Mapping project to create “emotion maps” of their cities and neighbourhoods.”

The power of emergent sensor networks, created by commonly available mobile devices, is having an impact beyond activists and artists. People have begun to embrace these types of technologies as they are becoming increasingly available for personal uses. This is an important area to consider because this is the first time that sensors have become available to support such personal endeavors. Previously they have been used for environmental monitoring and to support other institutional or business concerns.

Here are some examples of how this technology is being used by individuals:

Storytelling: People love to tell stories about their lives, adventures, trips, parties, triumphs and failures. So it’s only natural that this would be one the main uses for which people have begun to adopt mobile sensing technologies. The most common example is the way in which people are using GPS enabled cameras to capture pictures that can be added to online maps, via popular web services such as Flickr and Google Maps, or to personal picture books, using desktop software such as iPhoto. Sony is about to launch a GPS-enabled camcorder.

Lifestreaming is an interesting storytelling phenomenon that is being impacted by the proliferation of sensing capabilities on mobile devices. This technological progress enables humans to collect, curate and publish new types and volumes of data about their life experience and context. As sensors continue to improve it will be interesting to discover the new possibilities that will be created for storytelling (imagine being able to add scents to your picture slideshow).

Transportation: Transportation and traffic coordination is another area where distributed sensor is in the process of being quickly adopted by consumers. An interesting application available on Android is Ecorio. It estimates your environmental impact by using GPS to determine the type of transportation that you use. Another more powerful use of distributed GPS sensors is mentioned in the Nokia Insights study. A project from UC Berkley explored the use of GPS-enabled mobile phones as sensors for traffic reporting and management. Researchers claim that type of system can provide a cost-effective, and just plain effective, alternative to fixed sensors; best of all it can work when as little as 5% of the drivers on a road have a sensor.

Here is one application that I would personally appreciate: a service that enables bus riders (such as the ones who take the M15 bus in Manhattan) to check real-time location of the bus enabled by GPS of bus riders.

Convenience: In today’s fast paced world we are always looking for opportunities to simplify our lives. That is why people are always looking for products that offer convenience. Locale is a cool android app that definitely fits the bill. It enables you to set-up your phone to perform pre-defined actions based on your location. Now you can set your ringer to vibrate anytime you go to the movie theater near your house (or the office). This application can even communicate with other phones to enable people to keep track of each other (e.g. parents keeping track of their kids).

Public safety: coupling location awareness with messaging, audio and imaging capabilities can also be used to support public safety. The proliferation of messaging and networking tools coupled with the increasing capability of devices to search and contextualize information by location has made it possible for local individuals and communities to better respond to crisis. Ushahidi is an example of a service that was developed with public safety in mind. It “allows anyone to gather distributed data via SMS, email or web and visualize it on a map or timeline. Our [Ushahidi’s] goal is to create the simplest way of aggregating information from the public for use in crisis response.”

While there are many opportunities for using these technologies for personal benefit, there are also a lot of valid issues and concerns that need to be openly discussed and addressed to ensure the proliferation of these technologies is a liberating rather than suffocating phenomena. First and foremost is the issue of privacy. Next is the need for mobile sensor technologies need to be designed to respect and support human social, cultural and emotional (as well as physical) needs with dignity. There is also the issue of ensuring that the spoils of technology are widely distributed so that the benefits can be accrued by as many people as possible.

Thursday, January 22, 2009

Existing Apps for the AppleTV

Following my earlier post regarding applications for the AppleTV, this past weekend I spent most of my free time installing Boxee and other plug-ins (also referred to as appliances) so that I can experience for myself what they can do. After many hours of research and hit or miss attempts at creating patchsticks and installing applications I was able to jailbreak my AppleTV. Now it can run applications other than Apple’s media center. The most robust ones available are Boxee, XBMC, NitoTV.

Here I will evaluate the benefits and drawbacks provided by a jailbroken AppleTV, the effort required to implement these changes, and the impact on user interaction and interface. My perspective will be utterly personal and totally biased. At the end of it all I will also provide short how-to instructions for anyone attempting the same feat – just don’t blame me if anything goes wrong.

The Benefits

I like AppleTV a lot. Out of the box it offers a cool and easy-to-use interface that enables people to access media, including video, audio and images, via a TV. That said, in its “original” state the AppleTV has a lot of limitations as a media hub.

Its biggest shortcoming is that it cannot tap into the wealth of digital content that is available for streaming online. The only web services available natively are YouTube, Flickr and iTunes. As a consequence, users can only access TV shows and films if they are willing to purchase and/or rent them via iTunes; user generated materials is the only content that can be accessed for free vai AppleTV, using YouTube and Flickr.

The ability to expand the amount of content accessible from the internet is the number one benefit of adding applications to AppleTV. Now I can access Hulu, LastFM, NetFlix and numerous other sources for TV shows, movies and long and short-form web videos (note: that I have not been able to get NetFlix to work properly yet).

The Drawbacks
There are drawbacks to jailbreaking your AppleTV. I’ve noticed that the system occasionally becomes unresponsive and needs rebooting. The AppleTV has also had problems synching with iTunes though the movie rental features continues to work fine. I also continue to be able to stream my collection from my desktop through iTunes. One last consideration is that you cannot update the AppleTV OS because newer versions without running the risk of loosing your applications and data that is not backed up.

The Applications
The three most notable applications that have been installed on my device are Boxee, NitoTV and XBMC. All three enable playback of previously unsupported file formats on the AppleTV and support streaming of content from various online sources. These appliances also provide distinct interfaces for file management and audio/video playback. Essentially, they enable users to customize the interface of their AppleTV. Some people prefer to leverage one of these alternative appliances as their primary AppleTV interface. Here is a brief overview regarding each of these appliances (based on my limited experience playing around with them for week’s worth of nights).

Boxee
This is my favorite of all three applications. Boxee is a multiplatform media center (available for the Mac and PC). The first benefit is that it is easy to install. A simple application is available online that enables people to easily create a USB patchsticks – no need to use the terminal interface on your Mac. Before you install this application you should visit Boxee.tv to sign up for a user account, which is required. (note: the screenshots were taken from a post on the AppleTV Hacks blog).



Boxee features a nice interface that is even more streamlined than Apple’s Frontrow. I was able to quickly find and play the content I was looking for with little difficulty. The main navigation is always easily accessible on the left-hand edge of the screen. To access the menu a user simply has to move the selection past the left-hand column of items on the screen (rather then press the menu button). The exception is when the user is watching videos since they are always displayed in fullscreen.

One really interesting feature that Boxee offers (I would call this their killer app) is the social networking capabilities. This feature enables users to share information about the shows that they are watching, and have watched, with their friends. This functionality enables users to easily find relevant video content in a world where the sources for video content will continue to become more fragmented. A good way to think about this functionality is that it turns each one of your friends into a channel. These channels feature content that your friend has viewed, and/or recommended. All of this from the comfort of your couch. No wonder the networks are scared of this application (as evidenced by the fact that the networks pulled Hulu service from Boxee).

For the most part, the main section of the interface leverages two basic layouts for organizing content: (1) a grid layout featuring thumbnails organizes content categories and video content, including channels, playlists, TV shows, or albums; (2) A list-based interfaces is used for file-level content (e.g. songs or specific TV show episodes) and content sorted by attributes such as artist name. This layout will differ between channels, since each channel is customized. Also worth mentioning are some nice subtle touches they’ve added to the interface. The main navigation menu features local time and weather.



Coupled with the well-designed interface, Boxee is set-up to provide access several good “channels”, including Hulu, YouTube and many others. I was expecting to be able to access movies from NetFlix via Boxee. Unfortunately, I have not been successful in this endeavor yet. (Since NetFlix streams to the Xbox 360 they may soon release an update to the XBMC application that can solve this issue).

From a responsiveness perspective, this interface works pretty well. The videos usually take only a minute or so to start, though I did encounter a few videos that took two to three attempts to launch properly. These problems did not have a strong negative impact on my experience considering that I face similar issues with Apple’s Frontrow.


The video quality varies depending on the channel and piece of content you are watching. Some channels featured YouTube quality videos, while others offered TV resolution (I did not find any HD content). When I first launched Boxee I had a screen alignment problem. I’m happy to report that it was very easy to calibrate the screen.

XBMC
The XBMC media center is my least favorite of the three applications. This appliance is also a multiplatform media center, similar to Boxee. The installation process was equally easy (they are actually installed together using a USB patchstick).



The standard interface is based on that of the original Xbox. This appliance even includes a skin that is similar to the Xbox 360 interface. It seems to have been designed with fans of the Xbox in mind. Though the interface is well designed I did not like it as much as Boxee, but I can imagine that Xbox fans will appreciate the familiar surroundings.

Before I go any further in my critique of this interface, it is important to note that XBMC allows users to redesign the interface by creating their own skin. I am not sure to what extend designers are able to change the interaction design of the system.

The main menu on this application is located on a home screen. In this regard it is similar to the Frontrow menu; the difference is that the XBMC menu is only one level deep. Once users select a path from the main menu they reach the secondary pages, have a simple two-column layout. A local menu is available on the thin left-hand column. On the right, content is organized in either a list or a matrix layout. Further layout variations are available to display results when users select an artist, album or TV show.



NitoTV
This was the most powerful but hardest to use of all of these appliances. To begin with the installation process was considerably more complex than the other two applications. You need to be willing to use the terminal application to install this appliance on your AppleTV. I don’t mean to scare anyone – it is not a hard but it does require basic knowledge of shell commands.



NitoTV leverages the AppleTV’s standard interface. Therefore, it is a great solution to be for anyone who is used to the native interface available on this device and wants to extend its capabilities. I won’t go into details about Apple’s Frontrow interface since it is so pervasive.

Some elements of the interface are not as clean as Boxee and XBMC. That said, the power of NitoTV is related to the wide range of stuff that it lets you do such as playing classic Nintendo and Sega games, view RSS feeds, and launch other applications. (In the interest of full disclosure, I have not set-up the games or launched any new applications from NitoTV yet).



[link to Nito blog]

How to Free Your AppleTV
Though it took me a long time to figure out how to do this, you should be able to do it in about 30 minutes. Before you get excited about trying this out I must caution you that there are risks involved in this procedure – do it at your own (or your AppleTV’s) risk. I strongly recommend that you back up all of your data. Another important consideration is that you should remove all USB drives from your computer while running to flash creator (I’ll tell you more below). Lastly, make sure you read ALL of the instructions below and the updated instructions on the developer’s website.

So if you are still interested, here is what you will need:
  • A USB thumb drive. Note that not all USB can boot an AppleTV so here is list of USB drives that are known to work. http://forum.boxee.tv/archive/index.php/t-1240.html
  • AppleTV software version 2.3 or earlier. If you have a newer version of AppleTV than this probably won’t work. As of today version 2.3 is the latest one.
  • Broadband internet connection to a network that serves your computer and the AppleTV.
Note that I have only learned how to create a patchstick on a Mac. However, if you run windows I suggest you check out the USB flash drive creator website download the Windows version and follow the instructions.

Step 1: download the USB flash drive creator for the Apple TV from this website. This application is by far the best solution that I found - download it here. Other patchstick solutions do exist. You can create your own patchstick using scripts from the awkwardTV website and some basic shell commands. Or you can choose to purchase an easy to follow patchstick solution from a website called patchstick.ca. I tried both of these approaches and neither one worked for me – not even the paid approach. If you know of other solution please leave a comment (I’m sure there are other ones out there).

Step 2: Install software on your Mac

Step 3: Plug USB flash drive into your Mac

Step 4: Launch application.


Step 5: Set installation and options
The first steps are easy: just select ATV-Patchstick from the installation list; then from the installation options menu select AppleTV version 2.x, and all tools and applications.

Step 6: Set USB target device This step requires great care. If you choose the wrong USB Target Device you can end up erasing all the contents from one of your USB disk drives. If you don’t know the drive number of your USB flash drive then you should use the Disc Utility application to confirm. Another tactic is to remove all other USB drives during installation.

Step 7: Plug USB flash drive into your AppleTV

Step 8: Install the software on your Apple TV
To install the software you need to reboot the apple TV by simultaneously pressing the menu and ‘-‘ buttons. When the AppleTV reboots a linux penguin will appear on the screen. Then notes delivered in terminal-style text will begin to appear. The text informs you when the installation is completed. At this point you need to remove the power chord from your AppleTV, leave it unplugged for 5 seconds, then connect it back up.

Step 9: Install Boxee and XBMC Once the AppleTV reboots and you arrive back at the main menu you will notice that there are a few new options available: “Launcher” and “Software Menu”. Select “Launcher” then “Downloads”. Before you are able to open Boxee or XBMC you need to download the applications via this page, even though they already seem to be available via the menu.

Step 10: Install NitoTV The process for installing NitoTV is a bit more complex because you need to use the terminal on your Mac. You can download the application from this page, then just follow the instructions on the read me file.

Sunday, January 18, 2009

Linking Physical and Digital Worlds with Microsoft Tag

The recently launched Microsoft Tag provides similar functionality to QRcodes and other 2D barcode technologies. Though this tag does not offer new functionality, it has been optimize for use by cellphones: it is works well with fixed-focus cameras, standard issue on most mobile phones; and it can be read more effectively when the image is blurry, or the tag damaged. The image on the left is a Microsoft Tag that links to this blog.

To use the service the process is akin to that used for QRcodes. First users need to install a reader application on their mobile device. This application is available on many platforms including iPhone, Windows, Java, etc. Once installed, users run the application and "simply snap a picture of a tag using the camera on their internet-enabled phone and they are taken to a page that shares additional information on the associated product or service without the extra step of entering complicated web addresses or texting special codes."

For the moment anyone can generate a tag for free via the Microsoft Tag website - all you need is the URL to which the tag will be linked. However, this product is still beta and Microsoft has not announced whether it will at some point start charging for the service. Now that mobile applications have become mainstream I hope to see more widespread adoption of reader technology by mobile phone users and the increase in application of this type of technology for all types of communication.

[sourced from PSFK article]

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.

Friday, January 16, 2009

Nokia: Mobile Products for Emerging Markets

During my exploration of design for emerging markets I came across many articles associated to Nokia. These pieces were either written by researchers who had worked for Nokia, or written about projects supported by Nokia. It is obvious that Nokia is one of the technology companies that is most committed to developing solutions for the emerging market. Of course this is not an altruistic-only strategy as great riches await companies that can design products and services that profitably expand the reach of technology to poor communities.

Here is an overview of several interesting and innovative initiatives from Nokia that are related to the design of products and services for emerging market users, and supporting the spread of mobile technology in developing areas.

Nokia Life Tools

“Life Tools” is the first initiative from Nokia that piqued my interest. I learned about it through a post on PSFK in early November. This suite of tools will provide emerging market phone users with access to agriculture and education-related services, helping to connect and ‘empower’ them. Entertainment services will also be available. Soon, many basic Nokia handsets will come with these capabilities pre-loaded, assuming you live in a market where these services are supported. [view an overview about these services from the Nokia website]

This suite of services was designed on an SMS platform to overcome the technological challenges present in rural areas such as the absence of access to the mobile web. This is crucial considering that data services are not available in many of these areas. This solution also enables users to avoid the complexity and high-costs associated to billing of data based services.

It is interesting to see Nokia entering more fully into the services space with this new offering. This is a direction that we have seen some companies pursue on the high-end of the market. For example Apple with its extensive suite of services has for a long time stood for empowerment and freedom. It is interesting to see Nokia leveraging a similar strategy of empowerment that is appropriate for people from the opposite end of the economic continuum. The center of their digital universe is a cell phone rather than a MacBook, iPhone or Blackberry.

According to Ken Banks this initiative from Nokia is “a move that mirrors the company's "developed world" strategy -- a move from out-and-out hardware supplier to one of a more inclusive services-based outfit. As if (very) successfully designing and building low-cost handsets for emerging markets wasn't enough, Nokia will now start offering emerging-market specific data services through its low-cost phones.” [read the full article here]


Nokia Siemens Networks Village Connection

The Networks Village Connection is another interesting and innovative product from Nokia that is designed for emerging markets. This technology was developed to enable mobile networks to extend into rural areas beyond the reach of conventional networks. It uses modular and compact GSM Access Points that can be owned and managed by a local entrepreneur or by an existing mobile provider. [read more about this technology on the Nokia website]

Expanding Horizons
Nokia even publishes a magazine related to opportunities associated to consumer telecommunications in emerging markets, this magazine is called Expanding Horizons. Here is an overview about this magazine from its own site: "Expanding Horizons is a quarterly publication aimed at ICT decision-makers in the private and public sectors. It explores the socio-economic benefits that mobile technology offers as well as best practices from around the world in order to encourage affordable mobile communications and bring Internet to the next billion consumers. It also shows how to create a favorable environment for market growth." [read it online here]

More than anything this magazine demonstrates that Nokia’s focus on emerging markets is driven by business considerations. This is expected and I don’t think it is a bad thing. Nokia is helping to increase the reach of communication technology to a whole new group of people who were previously ignored due to profitability considerations. If they continue to design services that empower people, like Life Tools, then this relationship should benefit both parties: Nokia and other telecom companies, and more importantly, people from emerging markets.

The February issue from this custom publication features an interesting article about bringing the internet to the next billion users. This article demonstrates that Nokia has a solid understanding of business opportunities, economic challenges and social and cultural nuances that impact the design and adoption of technology in emerging markets. [read full article]

In this article they highlight two important aspects distinctions in the way that the internet will be adopted by the next billion people. These differences focus are related to “how” and “why” technology is adopted; both factors that have a large impact on design of appropriate services:
  • Internet adoption will be driven via the mobile handset, as opposed to the desktop or laptop computer. “The sheer cost-effectiveness and convenience of mobile technologies will prove decisive. Mobile devices are pervasive, with penetration growing at a rapid pace.”
  • The specific needs of people in emerging market will drive creation of new services, not available in advanced markets. “The internet for the next billion consumers will be very different to the services prevalent in advanced markets… The mass of consumers in emerging markets lives in semi-urban and rural areas. Villages are far apart. A trip to the city is a big event in many people’s lives. We need to understand that their context is highly local.”
Closing the Digital Divide
Ken Banks brought up an interesting dilemma related to these prophesies of internet adoption in emerging markets from Nokia and other handset makers. Ken questions the way these companies talk about the mobile phone helping close the digital divide. He points out that mobile phones are relatively cheap devices, provide instant voice communications and SMS functionality, and offer the potential to provide access to the internet. However, many of these functionalities are not available in the handsets available to low-income users in emerging markets. Internet specifically tends to not be accessible on the low-cost phones sold in developing nations.

This issue is caused by the fact that “many people make a huge assumption about the technologies available to users in developing countries.” According to Ken “if we’re serious about using mobile to help close the digital divide, how about diverting international development funding towards providing a subsidised, fully-internet ready handset for developing markets?” Interesting question indeed. [read his full article here]