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VOLUME XV.

6 | NOVEMBER + DECEMBER 2008

DEsIGNING
GAMEs
why and how
Cover Story by Sus Lundgren

Association for
Computing Machinery
M c C A L L U M G R A D U AT E S C H O O L O F B U S I N E S S AT B E N T L E Y

The Human Factor


“Before we design the robot we have to really understand the end-user.”
–Melissa Ledoux, Bentley ‘03 MSHFID; Systems Engineer, iRobot, Inc.

Bentley graduate Melissa Ledoux designs robots for the battlefield.


Here she answers questions about her job and her MS in Human Factors in
Information Design (MSHFID) from McCallum Graduate School of Business
at Bentley.

Q: How did a psychology major get into military robotics? Actually, psychology is a
great background for understanding the “human factors” in design engineering.
My job merges technology with the science of human behavior—before we build the
robot we have to understand the needs of the end-user, in our case, the soldier.

Why did you decide to get your MS in Human Factors in Information Design? I was working
in the defense industry in a “human factors” role and felt I needed more background in the
usability field. Bentley’s program had the technology focus I was looking for, plus the business
perspective—and I could earn my degree while working full time.

What made Bentley’s MSHFID program a good fit? It was practical and hands- on.
We learned usability testing in the Design and Usability Center—it wasn’t just
theoretical. Plus, the professors all had real-world credentials. I came out with the
exper tise I needed to succeed. Finally, the “business twist” has been a critical
asset in my career.

You seem to have a passion for sending “cool robots” on dangerous missions.
What excites you most about this field? Saving lives, making a difference.
When we get feedback from a soldier that one of our robots has saved a life,
I know I’m in the right field.

To learn more about the MSHFID or to bring the User Experience Certificate
to your company, please contact Bill Gribbons at 781.891.2926 or
wgribbons@bentley.edu

The MSHFID is now online. Learn MORE at bentley.edu/mshfid

M c C A L L U M G R A D UAT E
S C H O O L of B U S I N E S S
The 1st ACM SIGGRAPH Conference and Exhibition in Asia
www.siggraph.org/asia2008
New Horizons

ACM SIGGRAPH launches


the premiere SIGGRAPH Asia
in Singapore
Programs include:
• Papers
• Sketches and Posters
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conference and Exhibition in Asia.
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SIGGRAPHASIA2008

Conference and Exhibition on Computer Graphics and Interactive Techniques Held in

Singapore, 10-13 December 2008


EXPERIENCES | PEOPLE | TECHNOLOGY

Emerging Approaches to
• PAGE 6
Research and Design Practice
Research and design go hand in hand, and new
strategies in both disciplines are introducing robust
approaches to complicated problems of design
and creation.

COVER sTORY

6 Designing Games:
Why and How
Sus Lundgren

ON MODELING

13 An Evolving Map of Design


Practice and Design Research
Liz Sanders
• PAGE 20

THE WAY I sEE IT

18 Signifiers, Not Affordances


Donald A. Norman

FEATURE

20 User Experience Design


for Ubiquitous Computing
Mike Kuniavsky

FEATURE

23 Cultural Theory and Design:


Identifying Trends by Looking
at the Action in the Periphery
Christine Satchell

• PAGE 46 LIFELONG INTERACTIONs

26 Understanding Children’s
Interactions: Evaluating
Children’s Interactive Products
Janet C. Read, Panos Markopoulos

• PAGE 50
VOLUME XV.6 NOVEMBER + DECEMBER 2008

Reflections On Innovation Cultural and Personal Impact


Innovation happens in many ways. Which strategies Our work can have substantive impact, both
are best for your business to follow? positive and negative.

TIMELINES FEATURE

30 An Exciting Interface Foray 50 Experiencing the International


into Early Digital Music: Children’s Digital Library
The Kurzweil 250 Benjamin B. Bederson
Richard W. Pew
FEATURE

TRUE TALES 55 Taken For Granted: The Infusion


33 Some Different Approaches of the Mobile Phone in Society
to Making Stuff Rich Ling
Steve Portigal
(P)REVIEW

FEATURE 59 How Society was Forever


35 Design: A Better Path to Changed: A Review of
Innovation The Mobile Connection
Nathan Shedroff Brian Romanko

SUSTAINABLY OURS UNDER DEVELOPMENT

42 A Call for Pro-Environmental 61 Audiophoto Narratives for


Conspicuous Consumption in Semi-literate Communities
the Online World David Frohlich, Matt Jones
Bill Tomlinson
FEATURE

Ps AND Qs 65 Think Before You Link:


46 Of Candied Herbs and Happy Controlling Ubiquitous
Babies: Seeking and Searching Availability
on Your Own Terms Karen Renaud, Judith Ramsay,
Elizabeth F. Churchill and Mario Hair

(P)REVIEW
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

69 HCI, Life and Death,


and Randy Pausch
Fred Sampson with Keith Instone

Interactions Cafe

72 On Mobile Communication,
Cultural Norms…
Jon Kolko, Richard Anderson

http:// interactions.acm.org
3
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Welcome

Interactions:
Having an Impact • Richard Anderson

Near the end of this issue is a piece by Keith old. Christine Satchell provides explanation and
Instone and Fred Sampson that marks the passing examples of how cultural theory should influence
of Randy Pausch. Jon had the good fortune of tak- research and design. Mike Kuniavsky discusses
ing one of Randy’s classes during his junior year important guidelines for those engaged in the
at Carnegie Mellon, and while individual lectures design of the ubiquitous computing user experi-
may now be forgotten, the dramatic influence and ence. As Don Norman puts it, “As we move
impression of Randy’s passion is forever lasting. from the world of stand-alone objects to social
Randy’s contributions to design, entertainment, structures, complex, intelligent products, and a
and education are phenomenal, and the personal heavy dominance of services, then new principles
impact he had on students and colleagues, and are needed.”
eventually on millions around the globe, indicates And according to Nathan Shedroff, arguably the
the substantive and often unpredictable influence father of “experience design,” businesses need to
that our ideas, creations, and pursuits can have on follow new organizational and management prin- • Jon Kolko
the world we leave behind. ciples as well so that they can create the proper
This notion of influence—of leaving a mark—is context and culture to enable the right process
one that is reflected in different ways in contribu- for design and innovation. Nathan discusses how
tions by several authors, including Ben Bederson, this relates to the focus of his upcoming book—
who, via the International Children’s Digital sustainability. Bill Tomlinson describes how corpo-
Library (ICDL), is returning pleasure reading to rations (and individuals) can continue their natural
children in Mongolia and, for children elsewhere, pursuit of conspicuous consumption, but in ways
increasing access to books from other cultures. In that are beneficial to the environment.
another article, Rich Ling describes some of the However, before you get to all of that, the issue
extraordinary impact mobile phones have had on opens with our cover story by Sus Lundgren, who
our lives. But the impact of mobile phones has explores the interaction paradigms embedded in
not been universally positive. Neither has that of games and the moral or ethical issues they raise.
email: Karen Renaud and colleagues provide an The design strategies Sus advocates have further-
analysis of its seriously negative effects. As Brian reaching impact than one might initially think, as
Romanko suggests in his review of one of Ling’s they are applicable to any experience or environ-
books, while certain forms of technology-support- ment in which creative and abstract rule definition
ed communication have become indispensible, must occur. Games are one of these settings; busi-
they have also become a sociological pain. ness, education, and politics are others.
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

Ben and his colleagues describe how they are This issue is all about having an impact. The
on the lookout for and are designing to prevent ability to have an impact via changing behavior is
any sort of unwanted influence of the ICDL, at the heart of interaction design; it’s at the heart
such as the loss of meaningful engagement with of the late Randy Pausch’s career, and it’s at the
books when they are accessed via the Web. Other core of interactions.
authors offer guidance to increase the chances of —Richard Anderson and Jon Kolko
the positive impact of others’ work. For example, eic@interactions.acm.org
Liz Sanders presents an evolving map of design
research that can help ensure that the newest
DOI: 10.1145/1409040.1409041
approaches are considered for use along with the © 2008 ACM 1072-5220/08/1100 $5.00

5
Emerging Approaches to Research and Design Practice

Designing Games:
Why and How
Sus Lundgren
Chalmers University of Technology | sus.lundgren@chalmers.se

Six different players negotiate exercise in counting the odds. maybe it does not just numb but
the distribution of 11 jewels of This, the immediate impact of also starts thoughts on why?”
nine different colors—in 60 sec- a design change, is what makes Another group of students set
onds [1]. Teams of children are gameplay design so interesting out to make a live version of an
competing to get the right set of and so instructive. old-fashioned computer game in
keys to open a treasure chest; In addition, the freer realm the adventure genre, but as they
is it morally right to encourage of games opens up for interest- couldn’t make the entire game,
violent robbery of a wanted key? ing challenges when it comes they designed a small room in
An old-fashioned dogfight game to interaction design. Let’s take what should have appeared as
requires programmers to imple- the first example above, with a cottage. To create the feeling
ment death—how does that feel? negotiation: How often do you of a mystery, they worked hard
Designing a Myst-like adventure get to design that in a normal with effects like a filmed face
game in real life encourages the GUI? How would you go about projected upon a dummy, saying
use of… grass. What is going on? transforming such an immedi- mysterious things, secret writ-
The examples above all come ate, body-language-dependent ings on the wall that appeared
from my life as an interaction/ process to an online environ- only in ultraviolet light, a buzz-
gameplay designer or teacher of ment? I’ve given this task to 180 ing radio that was in fact con-
these subjects, and to me it just students in 39 groups, and there trolling interior sounds, a diary,
proves that gameplay design seems to be at least three and a etc. The room was part of an
[1] As in the game
Dragon’s Gold, is in fact interaction design. half solutions—can you figure exhibition, and despite the fact
designed by Bruno
Faidutti, published Why? Because gameplay design them out? that it was dark and the outer
by Descartes Editeur is design of the core game, i.e., Games are full of these sounds were muffled, the room
in 2001.
the rules of the game. And the unusual interaction issues, did not really get its own char-
rules in turn affect not only never before solved. In addi- acter until the students bravely
how the game is played, but tion, they often provide moral rolled out a piece of real lawn
also how players interact with or ethical issues, as in the in what was to be “outside.” The
each other via the game and examples above. In the chil- musty smell of grass changed
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thus in turn how they experi- dren’s game, the solution was the experience completely,
ence it. For instance a game like to introduce stun guns into and it exemplifies how games
Yahtzee, with its luck-based and the game; the children could open up new aesthetic dimen-
non-interactive gameplay, will shoot and stun each other, and sions and questions. Actually,
result in a totally different game whoever was stunned had to any non-abstract game is full
experience than a negotiation- give up his or her key and stand of aesthetic issues, the most
intense game, where you have to still for a minute. As for the important ones being how the
actively interact with others in dogfight game, the students theme should “carry” the rules
order to succeed. Hence, every programming it wrote this in and make them logical: “No, you
Photograph by Brandy Shaul

single design decision matters their report: “On the other hand can’t move across that square,
when writing the rules. Imagine it was interesting to face one’s because that’s water and you
for instance a poker game where feelings when one implements don’t have a boat.” And so on.
all cards are open; this simple status = STATUS DEAD. It is So, that’s why you should try
decision reduces the game to an not uncomplicated at all, and gameplay design if you have

6
Emerging Approaches to Research and Design Practice

Since most of them were devel-


oped as parts of workshops, they
are between three and eight
hours long. You can use them to
come up with game ideas or to
[2]”I have no words explore (perhaps when teaching)
and I must design” was
the close connection between
originally published in a
British roleplaying jour- a changed rule and a change in
nal, and features Greg’s
definition of a game as gameplay, i.e., how one design
well as a list of different decision can affect the entire
game-related things. It’s
still available online at: outcome. These methods are
http://www.costik.com/
nowords.html
intended for groups of at least
two but preferably four people.
And most important, all of the
methods can be used to design
any type of game. A board game.
A card game. A computer game.
[3] See for instance An outdoors game. A game
Salen and Zimmerman’s
Rules of Play: Game
played with mobile phones,
Design Fundamentals, indoors or outdoors, or perhaps
MIT Press, 2003; or
Fullerton et al Game over time. A game played with
Design Workshop:
Designing, Prototyping,
a Wii control or a dance mat. A
and Playtesting Games, game played with nothing more
CMP Books, 2004; or
C. Crawford’s Chris than a set of dice and an ability
Crawford on Game to bluff [4]. Any kind of game.
Design, New Riders
Games, 2003. Even I
myself have proposed
a method for multidis-
Redo It Right…
ciplinary game design: The participants start out by
S. Lundgren, “Facets
of Fun: The design of • The game Minesweeper and a pattern map for it. playing a dysfunctional game
Computer Augmented
Entertainment Artifacts,”
of some sort, like a game based
Master’s thesis, not done it yet: to explore new However, there is still a dearth entirely on luck or one that is
Chalmers University
of Technology and problems and possibilities, and of idea-generation methods for “broken” in some aspect (it may
Göteborg University,
to work with a set of aesthet- games and gameplay; typically, never end, it may be boring,
2006, 159-186. <http://
www.cs.chalmers. ics that is freer— and more “normal” idea-generation tools, it may be frustrating…). The
se/~lundsus/publica-
tions.html> demanding. This leads us to the for instance brainstorming, are game’s rules should be fairly
next question: How? described in the game design simple; public-domain games
literature, whereas more direct for children (like Memory, or
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I Have No Tools and game design methods are lack- simple card games) can be good
I Must Design?! ing or only briefly described. candidates. The game is played
Back in 1994, game designer For the professional game and analyzed in terms of what
[4] Yes, of course there Greg Costikyan stated, “I have designer, constantly looking for mechanics or patterns it con-
is such a game, called
Bluff or Liar’s Dice, no words and I must design [2]” inspiration and playing what-if, tains and how these affect not
designed by Richard as a response to the upcoming this may not be a problem, but only gameplay but also which
Borg in 1974 and pub-
lished by very many, breed of game designers’ need the rest of us may need a hint. kinds of feelings they evoke
e.g. FX Schmid, Piatnik,
Milton Bradley.
for a common terminology on Therefore, I take the opportu- (e.g., lack of control may result
game-related stuff. Since then, nity to present a set of methods in either boredom or stress).
an extensive terminology has for quick idea generation. All of Sometimes it helps to draw
been created, collected, and them have been tested numer- a kind of pattern map to see
discovered, as well as theories ous times with gamers, stu- interconnections. Then, possible
on how to run development dents, and people interested but rule changes are suggested, dis-
and test the ongoing design [3]. inexperienced in game design. cussed, and tested. A new analy-

8
COVER STORY

sis is made and so on. “broken” game that one has to Every once in a while the game
There are two benefits with fix and make more playable by is play tested. This carries on
this method. First, one does not changing or removing parts of it. for about an hour, and the aim
have to come up with anything By designing for an emotion is explicitly to not “finish” the
from scratch. Second, being a (especially a not-so-pleasant game but to deliver a “baby”
game design newbie is fine; any- one!) one opens up the design game in need of further devel-
one can improve a broken game, space for unusual ideas. This opment. Then two groups meet
which can be good for one’s self is very useful, but one must be and present their respective
esteem. However, some may aware that the most extreme games to each other, after which
feel that it is “cheating” to take variants are seldom “playable” in point they spend another two
someone else’s idea (even if it is a wider context. They may not hours refining the design of the
a public-domain idea, like card even be possible to redesign, but other group’s game. They meet
games). Whether this is a prob- one may still find useful ideas again, demonstrate what they
[5] Extreme characters
lem or not depends on the aim in them that may otherwise not have done, and get their own is a design method
where one creates
of the exercise; if it is to come have been found. It’s a bit like game back with a final hour to very odd characters
up with an original game to using extreme characters [5] refine it. to design for, i.e. red-
haired, shy, left-handed
publish, this may not be the way instead of personas as a design This method is very effec- terrorists. The aim is
to go. If, on the other hand, it is tool. tive, since the ideas undergo to let darker emotions
and desires influence
the first in a series of exercises a constant testing and ques- the design for once.
See Djajadiningrat
aiming to teach game design, D6—Killing Someone tioning due to the rotation of et al “Interaction
this is not a problem at all. Else’s Darlings design ideas. Interestingly, the Relabelling and Extreme
Characters: Methods
Originally, this was an exer- fact that the games will not be for exploring aesthetic
interactions,” working
Designing for Emotions cise for designing board games fully described during demon- paper, DIS 2000, New
This is a variant of “redo it (hence the name; a D6 is a six- stration (and there is rarely a York, N.Y.,2000.

right,” wherein the participants sided dice), but it can just as comprehensive written descrip-
make the initial analysis the well be used to come up with tion) often leads to new ideas or
same way but then decide to ideas for any kind of game (if other manners of play based on
design for one of the emotions so, the time may have to be misinterpretations of the rules,
that the game evokes. Trying to extended). The idea is that each widening the design space. Also,
design for a feeling, rather than group of participants starts the games benefit from being
a theme, will result in rather with one game component (a played by different groups of
different design choices! One six-sided dice, or a card, or a players since different groups
can stretch the design process score track, an item or a graphic may have very different player
in absurdum toward the cho- image). A participant may add a styles (aggressive, helpful etc.),
sen emotion and then “bounce rule to the game, and thereafter which also highlights differ-
back,” using this extreme the next participant may add ent strengths and weaknesses
variant of the game as a new or remove rules or components. of gameplay. These two effects
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Group A Group B
Design Design

Analyze Analyze
Redesign Redesign

Analyze Analyze
Redesign Redesign
• The main idea behind D6: Provide lots of game components and then constantly switch games between groups.

9
Emerging Approaches to Research and Design Practice

may result in some groups being sion and large gaps between
NOMADIC astonished or disappointed the rich and the poor, and
when their “baby games” are MultiMonsterMania was a cross-
developed further in a way that society game that street kids
Lonely cowboys Online circus
• Birth rate plunges • Self-expression they had not expected! could use to get money, either
• Everyone has weapons • Brief relationships This method can also help by programming cool stuff or
• No trust • Extreme fashion swings
• Online exchange • Online worlds and friends if you want to design a game breeding cool monsters.
• Lonesome poets • Few belongings for a certain device (i.e., a cell This method can be used to
• Creative environment
phone); the device, with all of its widen the design space, espe-
INTROVERT EXTROVERT functionality, is the start item cially if creating games for that
instead of the dice. world, but unlike the other
Dull world Disneyreich
• Boring • Retro always in methods, it sets the conditions
• Reruns on TV • Entertainment docu TV The Future Map— for the game, rather than stat-
• People are fat and ugly • Talent shows
• No change • At home only to sleep Designing Game Worlds ing anything about the game
• Strong traditions • Very distinct subcultures In this exercise, participants list itself—a potential downside.
• Rivaling subcultures
a set of opposites, e.g., rich-poor, Also, there is a risk that all the
introvert-extrovert, nomadic- creative effort goes into imagin-
STABLE stable, hot-cold, science-New ing the worlds, leaving nothing
Age [6]. Thereafter, each group for the games. This is of course
• A map of four possible future worlds
chooses two sets and uses easily solved by letting the exer-
them to create a diagram with cise run over two occasions.
four quadrants combining the Also, if more than one group is
two opposites. They then try doing this, they can benefit from
to imagine four future worlds describing their worlds to each
(one for each quadrant) strongly other; any group may then pick
characterized by these proper- any world that inspires them.
ties.
These future worlds are then Gameplay Design Patterns—
used for inspiration. Either the Designing With Special
worlds themselves become the Interactions in Mind
environment of the games (e.g., Gameplay design patterns are
a first-person shooter game a way to describe the patterns,
set in a post-holocaust world), or parts, of gameplay and the
or one can take imagination a interrelations between them.
step further by trying to come Patterns can be high level and
up with what kind of games deal with emotional outcomes
would be played in this par- (e.g., tension or immersion).
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ticular future. Both approaches They can be very low level and
can result in very odd game deal with components (e.g., dice,
ideas, but the latter may be cards, or avatars). They can also
more demanding. However, it fall somewhere in between,
can also be more rewarding; dealing with interaction (e.g.,
during a workshop in 2001 [7], bluffing, betting, movement,
• Prototyping MonstroCity: from left to right, this approach led to the idea and so on), information (e.g.,
Anders Quist, Leif Ryd, and Anders Mårtensson. of MultiMonsterMania, a col- symmetric information, public
Below, a MultiMonsterMania monster. lectible card game system in information etc.), or game con-
which some cards had program- ditions (e.g., safe havens, race,
mable content and others had rewards, etc.). There is a collec-
DNA—the patient could breed tion, by Holopainen and Björk
monsters. The background was [8], but even without this you
a world with lots of self-expres- can find and name the patterns

10
COVER STORY

you would like to use.


Gameplay design patterns can
be used as a starting point for
game design. Pick two or three
and set them as a requirement;
the game must include these in [6] To my knowledge
some way. Interestingly, several the method with the
future maps (albeit not
groups using the same patterns called this name) was
created by Lars Erik
will still come up with very dif-
Homlquist and Ramia
ferent games. For instance, I Mazé.

ran a workshop in which three


groups designed games using
the pattern Real-Time Game and
either cooperation, espionage, or
a team or outdoor game [9]. The [7] See special issue on
result was one mobile phone ubiquitous gaming: S.
Björk, J. Holopainen, P.
game about a race across the Ljungstrand, and K.P.
polar regions, another mobile • These (plus some dice) were the components I provided for the first creative constraints Åkesson, “Designing
Ubiquitous Computing
phone game played in the city workshop I organized. When designing the components, I thought the coupling between Games - A Report from
the colors on the cards and the colors on the boards was too obvious, but not all groups a Workshop Exploring
that was now populated by Ubiquitous Computing
used this connection. In addition, all groups but one got typical player pieces (like the
monsters and treasures, and one ones to the right), but I did not have enough, so one group got small sturdy cylinders
Entertainment,” Journal
of Personal and
Pictionary-like camera game. instead. Sure enough, they used the fact that these could be stacked! Ubiquitous Computing
6, no. 5 and 6
(December 2002).
Creative Constraints it takes time to get to know, but actually designing the gameplay
In this exercise the participants as any other comprehensive tool than making the perfect compo-
receive constraints in forms of (the collection contains more nents, as in D6.
components (if they are going to than 200 patters), it is very use- Actually, there is an immi-
design a board game) or graph- ful once mastered. nent risk that prototyping
[8] To read more about
ics (for a computer game). They “D6” and “creative con- or programming issues may gameplay design pat-
must use only some, not all of straints” are much each other’s interfere with gameplay design. terns and get a full
collection, check out
the components. Again, differ- opposites, D6 being very free, This can be countered either by Björk and Holopainen,
Patterns in Game
ent groups will come up with while creative constraints can sticking to lo-fi prototypes and/ Design, Boston: Charles
very different ideas. be very limited, depending on or bodystorming if necessary, River Media, 2005.

Here, the choice of compo- how many components you or by involving experienced
nents will affect design more provide and how many have to programmers, or by limiting the
than you can believe. Small be used. Having tried out both scope to designing board or card
things like color (coding) may in several cases, I would say D6 games only. Also, you must be
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

matter a lot, as may things like works slightly better—when try- a bit cautious in what materials [9] See S. Lundgren,
different shapes, so it is worth ing it on a class of interaction you choose to display; D6 and “Facets of Fun:
The design of
designing or choosing these with designers and game designers, creative constraints are highly Computer Augmented
Entertainment Artifacts,”
care. some four games out of 14 were dependent on what prototyping
Master’s thesis,
promising. I’ve tried creative material you provide as inspira- Chalmers University
of Technology and
What to Use When and the constraints only as a game tion. The others, not so much. It Göteborg University,
Art of Providing Inspiration design competition with time all comes down to what type of 2006, 145-153. <http://
www.cs.chalmers.
The methods I describe have pressure added, which does not game you want—for instance, if se/~lundsus/publica-
tions.html>
their own pros and cons. “Redo work well; this task may work you provide dice markers, etc.,
it right” is by far the easiest better if the participants can you will most likely get a board
for non-experienced gamers, review the material beforehand. game. In order to skew the ideas
because there is an existing set On the other hand, most of the toward, say, a live action game,
of rules. “Gameplay design pat- material is already designed, you will have to provide more
terns” is the most complex tool; so the focus is much more on everyday-life things—props like

11
Emerging Approaches to Research and Design Practice

bags or bizarre hats or water game) and then letting others voice-based interaction is not
guns—perhaps some maps, test it is not at all different from allowed), here goes: (1a) You can
and last but not least, a means running some other kind of user assign each of the negotiating
of communication like PDAs test, like, for instance, thinking players an area and let everyone
or mobile phones. In order to aloud. And we all know how to drag and drop the jewels to and
get computer-game prototypes, do that! from these areas, (1b) and you
you really need to have skilled Still, the methods mentioned can also turn this into a kind
programmers in the group, and above will not work for every- of turn-based distribution. (2)
preferably someone good at one, every time. But if a method Or, you can let all the jewels lie
graphics as well. Then you must doesn’t work for you, try anoth- still and let each player mark
provide hardware, software, er. Or, if you like the method, their interest in a particular
an image-, texture-, and sound try it out with others. Since a jewel instead. Each of these
library and anything else that method takes a maximum of three solutions requires ways for
may get them going. If you want eight hours (but typically four) the players to agree or disagree
more unpredictable outcomes, to carry through (although, with what is going on. (3) Or,
you can provide things like cam- admittedly it may take longer you can let all players get their
eras (always tempting), LEGO if prototyping requires a lot of own subset of the jewels, each
Mindstorm, perhaps an AIBO time), it is not time-consuming suggesting how they think the
robot dog, and other intriguing to try out two or three. entire division should turn out.
things… like whatever is in your If you use any of these meth- Here, players need to be able to
bottom kitchen drawer right ods to teach, make sure to agree with one or several of the
[10] Read the rest in S. now. And always provide paper divide any gamers among the other’s suggestion.
Lundgren, “Teaching of different sizes (and cardboard rest so that each group can ben- Regardless of the solution,
Gameplay Design is if you have some) and pencils of efit from having an experienced players also need a means of
teaching Interaction
Design,” working paper,
different colors! gamer. Also, make sure to point showing that they want a par-
HCIEd 2008, Rome, “But,” you may be wonder- out to your students how much ticular jewel particularly, or if
Italy, 2008. <http:// ing, “doesn’t it require a certain a small change of a rule can there is someone to whom they
www.cs.chalmers.
amount of game knowledge to do change the entire experience of won’t give a certain jewel. Also,
se/~lundsus/publica-
tions.htm> all this?” Well, as with anything a game; imagine, for instance, a regarding color-blindness issues,
else, experience helps when game of chess where the goal is it is not a good idea to keep all
designing a game. However, this not to strike the opponent’s king the nine colors as is; working
experience can come from dif- but all of her or his pawns. This with shapes is necessary to
ferent sources—for example, small change has a huge effect facilitate jewel recognition for
from playing games of any kind. on how the game is played. (Try everyone [10]. Oh, and by the
Or it can come from that instinct if you don’t believe me!) way, that’s another method of
we designers work so hard to Wishing all of you the best in exploring unusual interaction
achieve, the gut feeling telling your gameplay design endeav- design problems: Take a board
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

us when something actually ors, I’d like to end with a tip I’ve game and make an online ver-
is interesting, entertaining, or gotten more than once when sion of it.
“working,” and why. As a matter interviewing game designers of
of fact, if everyone is inexperi- different kinds: Start with only About the Author 
Sus Lundgren is currently
enced in game design, it’s often a few components and rules,
pursuing a Ph.D. in interac-
the interaction designer who make a very simple game, and tion design at Chalmers
carries forth the strongest ideas, add complexity with care. And, University of Technology,
simply because of this valuable as they always say on the telly: Gothenburg, Sweden. She
has a background in game design research,
and carefully trained ability. Have fun with it! and has worked with Web design and GUI
This may come from having user design for several years. She also owns
tested one’s designs every so P.S. some 400 games.
often, which may not be the case Oh, about the three and a half
for everyone. Actually, design- solutions to the negotiation
DOI: 10.1145/1409040.1409042
ing a game (or the embryo of a problem (and note that using © 2008 ACM 1072-5220/08/1100 $5.00

12
FORUM ON MODELING

EDITOR
Hugh Dubberly
hugh@dubberly.com

An Evolving Map of Design


Practice and Design Research
Liz Sanders
MakeTools | liz@maketools.com

Design research is in a state of flux. The design like to stay put and others like to travel. So maps
research landscape has been the focus of a tre- are good for layering complexity and for revealing
mendous amount of exploration and growth over change as it occurs.
the past five to 10 years. It is currently a jumble of In making the map, I found that I needed to
approaches that, while competing as well as com- name the dimensions of the design research space
plementary, nonetheless share a common goal: to in a way that would help bring clarity and light
drive, inspire, and inform the design development to the landscape. Once this happened, everything
process. else fell quickly into place.
Conflict and confusion within the design
research space are evident in the turf battles How Is the Map Organized?
between researchers and designers. Online com- The design research map is defined and described
munities reveal the philosophical differences by two intersecting dimensions: One is defined by
between the applied psychologists and the applied approach and the other is defined by mind-set.
anthropologists, as well as the general discontent Approaches to design research have come from
at the borders between disciplines. At the same a research-led perspective (shown at the bottom
time, collaboration is evident in the sharing of of the map) and from a design-led perspective
ideas, tools, methods, and resources in online (shown at the top of the map). The research-led
design research communities. We can also see perspective has the longest history and has been
[1] Sanders, E.B.-N.
an increase in the number and quality of global driven by applied psychologists, anthropologists, “Design research
design research events and a growing emphasis on sociologists, and engineers. The design-led per- in 2006.” Design
Research Quarterly 1,
collaborative projects between industry and the spective, on the other hand, has come into view no. 1, Design Research
Society, September
universities, particularly in Europe. more recently. (See Figure 1.) 2006.
There are two opposing mind-sets evident in
Why Make a Map? the practice of design research today. The left side
When asked to write a paper about the state of of the map describes a culture characterized by
design research, I found that I had to make a map an expert mind-set. Design researchers here are
so that I could see what I was writing about [1]. involved with designing for people. These design
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

People who know me are aware that orienting and researchers consider themselves to be the experts,
finding my way around physical space is not one and they see and refer to people as “subjects,”
of my strengths. Making a map is a way to hold a “users,” “consumers,” etc. The right side of the map
domain still for long enough to be able to see the describes a culture characterized by a participa-
relationships between the various approaches, tory mind-set. Design researchers on this side
methods, and tools. Maps are good for visualizing design with people. They see the people as the
relationships. true experts in domains of experience such as
Maps can be useful for showing complexity and living, learning, working, etc. Design researchers
change. For example, the underlying landscape of who have a participatory mind-set value people
the map may be relatively permanent, changing as co-creators in the design process. It is difficult
only as major forces affect it. But the tools and for many people to move from the left to the right
methods shift and change somewhat like trends. side of the map (or vice versa), as this shift entails
And the people who inhabit the landscape may a significant cultural change. (See Figure 2.)
come and go. As in the real world, some people The largest and most developed of the areas on

13
Emerging Approaches to Research and Design Practice
Map of Design Research−Underlying Dimensions

Design-Led

design-led design-led
with with
expert mindset participatory mindset

Expert Participatory
Mindset Mindset the map is the user-centered design zone. Thousands
“users” seen “users” seen of people in this zone work to help make new
as subjects as partners
(reactive (active co-creators) product and services better meet the needs of
informers)
“users.” They use research-led approaches with an
research-led research-led
with with expert mind-set to collect, analyze, and interpret
expert mindset participatory mindset data in order to develop specifications or prin-
ciples to guide or inform the design development
of product and services. They also apply their tools
and methods in the evaluation of concepts and
Research-Led
Map of Design•Research−Research Types prototypes. The three large areas of activity in the
Figure 1. Map of Design Research — Underlying Dimensions
user-centered zone come from the applied social
and behavioral sciences and/or from engineering:
Design-Led
human factors/ergonomics, applied ethnography,
Generative and usability testing. There are also two smaller
Design Research
Critical Design bubbles within the user-centered territory: contex-
Cultural tual inquiry and lead-user innovation. (More infor-
Design + Emotion Generative
Probes
Tools
mation about the map can be found in my 2006
Design Research Quarterly article [1].)
The participatory design zone spreads across both
User-Centered
Design Participatory the research-led and design-led approaches on
Expert Design Participatory
Mindset Mindset
the right side of the map. Participatory design is
Contexual
“users” seen Usability
Inquiry “users” seen an approach to design that attempts to actively
as subjects as partners
(reactive
Testing Lead-User
Innovation
“Scandinavian”
Methods (active co-creators) involve the people who are being served through
informers)
design in the process to help ensure that the
designed product/service meets their needs. Its
Human Factors
+ Ergonomics origins are generally traced back to work done
Applied
Ethnography with trade unions in several Scandinavian coun-
tries in the 1960s and 1970s [2]. Participatory
design attempts to involve those who will become
Research-Led the “users” throughout the design development
Dialogic Design Overlayed

on Map of Design Research
Figure 2. Map of Design Research — Research Types process to the extent that this is possible. A
key characteristic of the participatory design
Design-Led zone is the use of physical artifacts as thinking
tools throughout the process, common among
Critical Design the methods emanating from the research-led
Scandinavian tradition.
Cultural
Design + Emotion Generative
Probes
Tools The design and emotion bubble emerged in 1999
November + December 2008

with the first Design and Emotion Conference in


Delft, the Netherlands. It represents the coming
User-Centered
Participatory
together of research-led and design-led approaches
Design
Expert Design Participatory to design research. Today it is a global phenom-
Mindset Dialogic Mindset
“users” seen
Contexual
Inquiry
Design
“users” seen
enon, with practitioners as well as academics from
Usability
as subjects Testing Lead-User “Scandinavian” as partners all over the world contributing to its development.
(reactive Innovation Methods (active co-creators)
informers) Interested readers can learn more about it at the
website of the Design and Emotion Society (www.
Human Factors
+ Ergonomics designandemotion.org).
Applied
Ethnography The critical design bubble (in the top left corner)
is design-led, with the designer playing the role
interactions

of the expert. The emergence of this bubble came


Research-Led about as a reaction against the large user-centered
• Figure 3. Dialogic Design Overlayed on Map of Design Research zone, with its overwhelming focus on usability

14
FORUM ON MODELING

and utility. Critical design evaluates the status quo scaffold different modes of exploration and experi-
and relies on design experts to make things that mentation in the design research process.
provoke our understanding of the current values For example, graduate students (from design
people hold. Critical design “makes us think”[3]. and engineering at Ohio State University) who
Cultural probes is a methodology in the critical took a class in design research were asked to [2] Ehn, P. “Work-
oriented design of
design bubble [4]. Probes are ambiguous stimuli show where they stood on the map as a result
computer artifacts.”
that designers send to people who then respond of their previous research exp eriences [6]. The Falköping, Sweden:
Arbetslivscentrum/
to them, providing insights for the design process. students located themselves primarily on the Almgvist and Wiksell
Probes are intended to be a method for providing expert-driven side of the map, spanning research- International, Hillsdale,
NJ: Lawrence Erlbaum
design inspiration rather than a tool to be used for led (the engineers were here) and design-led (the Associates, 1988.

understanding the experiences of others. designers were here) approaches. The students
The generative design bubble (in the top right cor- formed teams (made up of people from both disci-
ner) is design-led and fueled by a participatory plines), and each team selected a topic to explore
mind-set. Generative design empowers everyday through design research. They were then asked
people to generate and promote alternatives to the to decide where on the map they would like to [3] Dunne, A. and F.
Raby. Design Noir: The
current situation. Generative tools is a methodol- explore. All of the teams decided to move away Secret Life of Electronic
Objects. Birkhauser,
ogy in the generative design research bubble. The from the expert-driven side of the map in order 2001.
name “generative tools” refers to the creation of a to explore participatory, design-led approaches
shared design language that designers/researchers to design research. Each team made a successful
and the stakeholders use to communicate visually learning journey on the map. The engineers were
and directly with each other. The design language surprised to learn that research can be a creative
is generative in the sense that with it, people can process that can open up ideas and new oppor- [4] Gaver, W., A. Dunne,
and E. Pacenti. “Cultural
express an infinite number of ideas through a tunities. They had previously been more familiar Probes.” interactions 6,
limited set of stimulus items. Thus, the generative with research for problem solving. The designers no. 1 (1999): 21-29.

tools approach is a way to fill the fuzzy front end learned how to think and work with a participa-
with the ideas, dreams, and insights of the people tory mind-set, inviting non-designers to become
who will be served through design [5]. their partners in the creative process.
Both critical design and generative design aim On a more strategic side, I am currently using
[5] Sleeswijk Visser,
to generate and promote alternatives to the cur- the design research map as a framework for estab- F., P. J. Stappers, R.
rent situation. But they operate from opposing lishing new curricula to ensure the effectiveness van der Lugt, and
E. B. -N. Sanders.
mind-sets. Many of the new tools and methods of learning experiences for students from diverse “Contextmapping:
Experiences from prac-
that have emerged in the last five years are disciplines. One question that arises is this: tice.” CoDesign 1, no.
design-led and sit along the top of the map, span- Should we make separate design research maps 2(2005): 119-149.

ning the range from the critical design bubble to for the different design domains such as industrial
the generative design research bubble. design, interior space design, interaction design,
architecture, etc.? That may be useful as an
How Have I Used the Map? interim step, particularly in academia where the
[6] Sanders, E.B.-N.
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

The map has already been useful in a number of design disciplines have not yet been integrated for and P.K. Chan.
different ways. In my academic role, the map has the most part. A more useful end goal is to begin “Emerging trends in
design research: A
been very useful for teaching about the chang- to connect the separate maps to help show the design graduate course
case study exploring
ing state of design practice and design research. relationships between research tools and methods
emerging spaces in the
At the graduate level in particular, I see a trend across all the different design domains. After all, landscape of design
research.” Presentation
toward a broader mix of disciplines wanting to people are people, whether they are finding their IASDR07 (International
learn how to do design research. The map can help way around a building, using a product, reading Association of Societies
of Design Research)
students from different disciplinary backgrounds a package, or using a software application. With Hong Kong Polytechnic
University, Hong Kong,
to understand each others’ mind-sets, approaches, the increased interest in and application of par- China, November 2007.
and tools for doing research. The map can help ticipatory design thinking, we will see that the
students recognize where their past training and/ professionals who understand people (whether
or experience positions them as researchers, and it designers or not) will be the ones to lead design in
can also show them new directions for exploration the future.
and learning. I have used the map to support and In my role as a practitioner, I have used the

15
Emerging Approaches to Research and Design Practice

People-Centered Innovation Overlayed on Map of Design Research

Design-Led

Critical Design

Cultural
Design + Emotion Generative
Probes
Tools

Co-Creation

User-Centered
Design People-Centered
Expert Innovation Participatory
Mindset Contexual
Mindset
“users” seen Usability
Inquiry “users” seen
as subjects Testing Participatory as partners
Lead-User
(reactive Innovation Design (active co-creators)
informers)

Human Factors
Applied
+ Ergonomics
Ethnography

Research-Led
• Figure 4. People-Centered Innovation Overlayed on Map of Design Research

map as a framework for writing proposals and of participants. Dialogue is between perspec-
[7] Jones, Peter.
“Design Dialogues” workplans. It can also be used to explain to clients tives, around a multi-perspective design canvas
http://dialogicdesign.
wordpress.com (as well as team members from other disciplines) of products, systems, organizations and societies.
[8] Barrett, J. “The why a variety of research approaches are needed In a world of complex, wicked problems, design
Hybrid Designer.” to address different points along the design devel- has many cultural instruments, of dialogue, arts,
Master’s thesis, Emily
Carr Institute of Art and opment process. On a more strategic side, I am research, and action [7].”
Design, 2008.
currently using the design research map as a land- Jaime Barrett, a recent MAA in design graduate
[9] Barrett, J. Personal
communication. July
scape in which to position changes taking place from Emily Carr Institute of Art and Design, found
14, 2008 on the competitive front and as a framework for the map to be useful in helping her find her way
[10] Kirah, A. “Methods future scenario development. on the thesis journey [8]. “When Liz presented her
or Mindset? Issues of
Concern in Designing For example, by looking at changes in activity cognitive map at Emily Carr Institute, I became
for a Global World with
on the map over time, you can see where design acutely aware of the spaces where designers and
the Goal to Improve
Lives,” Powerpoint pre- research is heading and how fast it is getting researchers could learn from one another. It was
sentation. <http://www.
indexaward.dk/content/ there. This long view can be very useful in making astounding to see the work Liz has done to show
image.asp?id=2684& strategic business decisions. just how different disciplines overlap. Liz painted
download=true&lcid
=1030> a larger picture for me that day: I had always
[11] Brandt, E. and J. How Have Others Used the Map? wondered if many different disciplines and fields
Messeter. “Facilitating
collaboration through
The map was originally offered as a scaffold to actually do the same thing, but we all just call it
design games.” Working support conversation and to spark future think- something different. This inspired me to actually
paper, Participatory
November + December 2008

Design Conference ing and doing. It was presented as a collage that is see myself and my work as sitting in both fields
2004, Toronto, Canada,
still taking shape. I invited readers to contribute of research and a design; and it has especially
2004.
additional dimensions, layers, zones, clusters and allowed me to feel as if I could contribute and
[12] Mattelmaki, Tuuli.
“Design Probes.” Ph.D. bubbles [1]. (See Figure 3.) make a difference. Even just knowing that there
diss., University of Art
and Design Helsinki, A few people have taken me up on that offer. are others out there with similar interests has
2006. Peter Jones, managing principal at Redesign inspired me to continue looking for new and inter-
[13] Raijmakers, B., Research, Inc., used the map to position his pri- esting ways to contribute from a design perspec-
W. W. Gaver, and J.
Bishay. “Design docu- mary area of expertise called Dialogic Design. tive. And all of this came from such a small little
mentaries: Inspiring
design research through
This adds new content to the map and enriches it map [9].” (See Figure 4.)
documentary film.” tremendously. Anne Kirah, a consultant in People Centered
In the Proceedings of
“Design Dialogues imagines the possibilities of Concept Making, on the other hand, adds no new
interactions

the 6th conference on


Designing Interactive
design as a transformative revisioning of systems content to the map. She modifies it to serve her
Systems, 229-238, New
York: ACM Press, 2006. that matter. We require new tools of design think- needs, i.e., to reflect her own perspective and
ing and social engagement to energize the wisdom perhaps that of a European audience. (From a pre-

16
FORUM ON MODELING

Map of Design Research−New Tools and Methods

Design-Led

Generative
Design Research
Critical Design Playful Triggers
Situated Maketools

Cultural
Design + Emotion Generative
Probes
Tools
Design Probes

Visualization and Storytelling

Design Documentaries Designing with Video

Design Games
User-Centered
Design Participatory
Expert Design Participatory
Mindset Contexual
Mindset
“users” seen Usability
Inquiry “users” seen
as subjects Testing “Scandinavian” as partners
Lead-User
(reactive Innovation Methods (active co-creators)
informers) Mobile Diaries

Human Factors
+ Ergonomics
Applied
Ethnography

Research-Led
• Figure 5. Map of Design Research−New Tools and Methods

sentation called: “Methods or Mind-set? Issues of Loose Ends


concern in designing for a global world and with An unresolved issue is what to do with the explo- [14] Jonsdatter, G. and
the goal to improve lives.”) sion of interest in co-creation from a marketing J. Gregory. “Innovation
play: Visualization and
Anne has changed the map by relabeling some perspective. This view appears to be focused storytelling for engaging
of the areas (e.g., participatory design becomes primarily on digital forms of co-creation that participation in design.”
Workshop presented
people centered innovation) and by changing takes advantage of the social networks in har- at Participatory Design
Conference, Trento,
the size and manipulating the areas of overlap nessing enormous amounts of input at a low cost. Italy, August 2006.
between some of the bubbles. She also chooses to Marketing-driven approaches to co-creation are
[15] Loi, D. “Reflective
leave certain bubbles off the map (e.g., generative generally not being practiced from a participatory probes, primitive probes
design research) [10]. mind-set as is evidenced by their (over) use of the and playful triggers.”
Working paper, EPIC07:
phrase “customer co-creation.” If people were truly Ethnographic Praxis in
Industry Conference,
How Is the Map Evolving? valued as co-creators, they would likely be seen
Keystone, Colo.,
The map of design research methods can be used and referred to as “partners” or “co-creators,” not October 2007.

as a framework for organizing design research “customers.” It is as though the co-creative mar-
[16] Ylirisku, S. and J.
tools and methods and also as a net for capturing keters are not on the map, but are seeing/sensing Buur. Designing with
Video: Focusing the
and revealing ideas about possible futures. It is the landscape and figuring out how to take advan- User-centered Design
clear that the current growth in design research tage of the activity for their own gain. It is inter- Process. London:
Springer, 2007.
is on the design-led (versus the research-led) side esting to see how this will turn out.
of things. We can expect to see more definition on [17] Hagen, P. and
D. Underwood.
November + December 2008

this side of the map in the near future as we look Thanks to Carolina Gill (assistant professor in design at “Understanding moti-
to the arts and design for inspiration. Some of the OSU) for the title of this article. vation and enabling
action towards change.”
new tools and methods for design research are Working paper,
About the Author Liz Sanders is the found- Pervasive 2008, Sydney,
listed below. It is interesting to note that most of Australia, May 2008.
er of MakeTools, a company that explores new
them are from the European design research com-
places on the emerging design research land-
[18] Vaajakallio, K.
munity. (See Figure 5.) scape. She is a visionary in applied design and T. Mattelmaki.
• design games [11] research, having introduced many of the tools, “Collaborative design
techniques, and methods being used today to exploration: Envisioning
• design probes [12] future practices with
inform or inspire design from a human-centered perspective. Liz make tools.” In the
• design documentaries [13] has practiced across all the design disciplines. Her current focus is Proceedings of the
• visualization and storytelling [14] on bringing participatory, human-centered design thinking to the 2007 Conference on
Designing Pleasurable
• playful triggers [15] experience of future services and spaces.
interactions

Products and Interfaces,


• designing with video [16] 223-238, New York:
ACM Press, 2007.
• Mobile Diaries [17]
DOI: 10.1145/1409040.1409043
• Situated Make Tools [18] © 2008 ACM 1072-5220/08/1100 $5.00

17
Emerging Approaches to Research and Design Practice

Signifiers, Not Affordances


Donald A. Norman
Nielsen Norman Group and Northwestern University | norman@nngroup.com

It’s time for a review. As times informative result of the behav- trail or trace of previous behav-
and technologies change, as we ior of others. Let me illustrate. ior: desire lines, as these are
have moved from individual to Suppose you are rushing to called in architecture and city
References
group, social, and even cultural catch a train. You know the planning—when the trails made
computing, and as communica- train was scheduled to depart by people’s footsteps across
tion technologies have become soon. You run across the city, fields indicates their desire for
as important as computational run up the stairs in the train paved paths.
ones, how well have our design station, and rush on to the I call any physically perceiv-
principles kept up? platform. But there is no train. able cue a signifier, whether it is
One of our fundamental Did you miss it, or perhaps it incidental or deliberate. A social
principles is that of perceived simply has not arrived yet? How signifier is one that is either cre-
affordances: how we know what can you tell? The state of the ated or interpreted by people or
to do in novel situations. That’s platform serves as a signifier. society, signifying social activity
fine for objects, but what about People milling about? The train or appropriate social behavior.
situations? What about people, has not arrived. An empty plat- Thus, although there are many
social groups, cultures? The form? Oops, you missed it. This possible signifiers of wind speed
answer is the same, yet differ- is an example of an incidental, and direction, including flags,
ent. Yes, there are still perceived accidental signifier. It isn’t com- the movement of grasses or tree
affordances, constraints, and pletely reliable, working better leaves, or traveling debris, if
conceptual models, but there’s in small towns with only occa- the signifier is a flag, it is also a
more. There are trails. There sional trains than in crowded social signifier—people placed
are behaviors. We know how to cities where many trains use the that flag in its location, presum-
behave by watching the behav- same platforms, but that is the ably for a reason (which may
ior of others, or if others are not nature of signifiers: often use- have nothing to do with provid-
there, by the trails they have ful, but of mixed reliability. ing an indication of the wind).
left behind. As we move from Social signifiers, such as the
the world of stand-alone objects presence or absence of people on Signifiers, Not Affordances
to social structures, complex, a train platform, painted lines The concept of “affordance” has
intelligent products, and a heavy on the street, the trails that captured the imagination of
dominance of services, then signal shortcuts through parks designers. The term was origi-
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new principles are needed. or across planted areas, are nally invented by the perceptual
Powerful clues arise from examples of signaling systems. psychologist J. J. Gibson to refer
what I call social signifiers. A Signals come in many forms, to a relationship: the actions
“signifier” is some sort of indica- sometimes naturally evolved, possible by a specific agent on a
tor, some signal in the physical sometimes conventions of cul- specific environment. To Gibson
or social world that can be inter- ture. Cues carry evidence, some- affordances did not have to be
preted meaningfully. Signifiers times completely unintentional, perceivable or even knowable—
indicate critical information, as in the emptiness of the train they simply existed. When I
even if the signifier itself is platform. A flag’s fluttering introduced the term into design
an accidental byproduct of in the wind is a clue to wind in 1988 I was referring to per-
the world. Social signifiers are direction and speed, usually ceivable affordances. Since then,
those that are relevant to social unintentional, but nonetheless the term has been widely used
usages. Some social indicators useful evidence to the observer. and misused. The result has
simply are the unintended but Sometimes the evidence is a been confusion and a gold mine

18
OPINION THE WAY I SEE IT

for academic scholars, who get get through.” Electronic book


to write learned articles about readers do not have the physi-
the true meaning of the term. cal structure of paper books, so
People need some way of unless the designer deliberately
understanding the product or provides a cue, they need not
service—some sign of what it convey any signal at all about
is for, what is happening, and the amount of text remaining.
what the alternative actions The traditional browser on the
are. People search for clues, for computer screen provides a
any sign that might help them deliberate social signifier, with
cope and understand. It is the the position of the scrollbar
sign that is important, anything showing how much more of
that might signify meaningful the document remains and its
information. Designers need length showing what propor-
to provide these clues. Forget tion is visible at the moment.
affordances: What people need, Hill, Hollan, Wroblewski, and
and what design must provide, McCandless’s addition of usage
are signifiers. Because most marks—edit wear and read of how they operate. We seek
actions we do are social, the wear—is yet another clever way all possible cues to help in this
most important class of these for designers to add signifiers enterprise, and in this way, we
are social signifiers. to guide readers of electronic all act as detectives, search-
We are all detectives search- documents [1]. ing for whatever guidance we
ing for clues to enable us to The signifier is an impor- might find. If we are fortunate,
function in this complex world. tant communication device to thoughtful designers provide the [1] Hill, W., J. D. Hollan,
D. Wroblewski, and
Whether it is flags waving in the the recipient, whether or not clues for us. Otherwise, we must T. McCandless. “Edit
Wear and Read Wear:
wind, the difference between communication was intended. use our creativity and imagina- Text and Hypertext.”
empty or crowded train plat- From the purpose of surviving tion. (This is the premise behind Working paper. CHI’92,
Monterey, Calif., 1992.
forms, or the desire lines illus- in the world, it doesn’t matter Distributed Cognition [2].)
trated by footprints in the fields, to an individual whether the Social signifiers replace affor-
we search for significant signs useful signal was deliberate or dances, for they are broader and
in the world that offer guidance. incidental: To the recipient, no richer, allowing for accidental
In the social world comprising distinction is necessary. Why signifiers as well as deliberate
people and technology, these should it matter whether the ones, and even for items that
cues are social signifiers. flag was placed as a deliber- signify through their absence,
[2] Hollan, J. D., E.
Consider a bookmark, a ate clue to wind direction (at as the lack of crowds on a train Hutchins, and D. Kirsh.
“Distributed Cognition:
deliberately placed signifier of airports or on the masts of sail- platform. The perceivable part A New Foundation
one’s place in a book. But the boats) or whether it was there as of an affordance is a signifier, for Human-Computer
Interaction Research.”
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physical nature of books also an advertisement or symbol of and if deliberately placed by a ACM Transactions
on Human-Computer
makes them an accidental social pride in one’s country (on public designer, it is a social signifier. Interaction: Special
signifier, for the placement of buildings): Once I interpret the Designers of the world: Forget Issue on Human-
Computer Interaction in
the bookmark tells the reader flag’s motion to indicate wind affordances. Provide signifiers. the New Millennium 7,
no. 2 (2000): 174-196.
how much of the story remains. direction, the flag’s intended
<http://hci.ucsd.edu/
Most readers have learned to usage no longer matters. About the Author Don Norman lab/hci_papers/JH1999-
wears many hats, including cofounder of 2.pdf>
use this accidental signifier to Whatever their nature,
the Nielsen Norman group, professor at
aid in their enjoyment of the planned or accidental, signifiers Northwestern University, and author. It
reading. With few pages left, provide valuable cues as to the should not come as a surprise to learn that
we know the end is near. And if nature of the world and of social social signifiers play a major role in his new
book, tentatively entitled Sociable Dezsign.
the reading is torturous, as in activities. For us to function in He lives at jnd.org.
a school assignment, one can this social, technological world,
always console oneself by know- we need to develop internal
DOI: 10.1145/1409040.1409044
ing “only a few more pages to models of what things mean, © 2008 ACM 1072-5220/08/1100 $5.00

19
Emerging Approaches to Research and Design Practice

User Experience Design


for Ubiquitous Computing
Mike Kuniavsky
ThingM | mikek@thingm.com

I think 2005 was the year Make Tools, Not Platforms oped WineM, our prototype
we began living in the world Like the fashion aphorism that smart wine rack, as an avatar of
of commonplace ubiquitous just because you can wear two a service. The rack uses RFIDs
computing devices. That year things together, it doesn’t mean on each bottle to track where
Apple put out the screenless you should, the ability to do every bottle is and then displays
iPod Shuffle, Adidas launched arbitrary information process- information using glowing LEDs
the adidas_1 shoe, and iRobot ing does not imply the need behind the bottles. When we
launched the Discovery—its sec- to design yet another general- designed it, we treated the rack
ond-generation vacuum robot. purpose device. We have laptops as one way to provide access
Sadly, even though we live in and phones for that. to a service that associated
that world, the user experience It is because CPU power is so a specific bottle with corre-
design of most everyday ubiqui- cheap that ubicomp UX design sponding metadata, which was
tous computing devices—things should concentrate all design in turn part of a system that
you see in gadget blogs—is typi- and processing on a narrowly linked wine producers, distribu-
cally terrible. That’s because we focused set of functionalities. tors, retailers, and consumers
do not address ubicomp user Yes, a single device can be a dic- together in such a way that
experience design as a distinct tionary, a calendar, a notebook, everyone in the chain benefited
branch of interaction design, an alarm clock, a TV, an audio from adopting the technology.
much as we did not treat inter- recorder, play every media for- The rack is a particularly visual
action design as separate from mat, and work as an 8-bit game manifestation of the service,
visual design in the early days machine, but doesn’t that just but the service would be avail-
of the Web. sound like an underpowered able through an API that could
In the last couple of years, I laptop? be accessed through many
have conducted research for and avenues.
designed a number of ubicomp Define Services Before
user experiences. In the process, Designing Devices Don’t Overload Affordances
I’ve seen some of the seams Service design gives to ubicomp Ubicomp UX inverts several
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between industrial design, UX the notion that every object basic assumptions of traditional
interaction design, architec- is more than just a stand-alone screen-based interaction design.
ture, and ubiquitous comput- tool; it’s now the representative While Web and software design
ing user experience design. of a service. A physical, net- aim to represent physical-world
In this article, I have tried to worked object is an avatar of a tasks on a monitor, the goal of
pull together some approaches service that can be accessed in ubicomp devices is to skip rep-
that seem particularly valuable many other ways. This requires resentation and directly enable
in the ubiquitous computing that affordances for the imme- activities in the world. Likewise,
user experience world. None is diate task be included in the while many of the challenges
unique to it: They’re all general design of the product experi- of screen interaction design
design guidelines, but they seem ence, and that the relationship involve using rich general-pur-
to apply particularly well to the between various pieces be taken pose input and output methods
particular design challenges of into consideration. in a novel way, many ubicomp
this field. ThingM, my company, devel- products use narrow-focus, spe-

20
cialized devices.
Mixing the two philosophies
can create confusion. Your door-
knob doesn’t double as a volume
control for your stereo, though
in today’s fly-by-wire world, it
can. For example, when BMW
developed its iDrive system,
which mapped a large number
of different functions to a single
input device, the mismatch in
expectations created interface
havoc that took the company
many revisions to correct.

Don’t Reinvent the Wheel


Although the ubiquitous com-
puting industry is new, the field
itself is close to 20 years old; it
predates the Web. It’s relatively
unusual that a technology takes
as long to leave the research
world and enter the market, and
it’s a situation that provides an
unusually rich backlog of aca-
demic and corporate research
projects to learn from. Virtually
every idea appearing commer-
cially has been tried and docu-
Copyright Tod E. Kurt - Licensed under a Creative Commons License

mented in conference proceed-


ings. When doing background
research for a museum project,
we discovered more than 20
closely related academic and
commercial projects. Reading
those gave us important guide-
posts that let us focus on cre-
ative solutions that improved on
what had come before, without
first having to recreate it. It took
a couple of days of reading and
Emerging Approaches to Research and Design Practice

synthesis—and saved us weeks and large. Too many quickly We designed BlinkM, a smart
of wrong directions. overwhelm vision, our primary LED, with this in mind. It’s
sense, and become a distraction, designed for interaction design-
Respect the Society of Devices rather than a tool. However, not ers, industrial designers, and
Few devices exist in a vacuum. all information is so primary artists to prototype sketch ideas
General-purpose computers that it requires the attention of in hardware. The user experi-
are designed largely to stand our primary sense. ence around it emphasizes its
alone or exist as a hub con- Industrial design incorporates role as a material. We designed
necting a bunch of peripherals. the physical senses of tempera- it to be inexpensive, robust, and
Technology-savvy Westerners ture, texture, and vibration into to offer just enough capabilities
simultaneously carry (or ride devices. Ubicomp UX is essen- to be easy to work with imme-
in) a large number of devices, tially the coupling of these two diately, while still remaining
everything from laptops to sets of ideas to create behaviors openended.
smart key fobs. that match information priority I believe that ubiquitous com-
Riffing off of Marvin Minsky’s with available sensory band- puting technologies are incred-
Society of Mind, let’s call this width and less cognitive load. ibly powerful. However, ubicomp
technology cloud the society of For example, say I’m looking user experience design is still a
devices. Each device does some- for a new apartment in the town very young discipline, without
thing specific, and some are where I already live. I don’t need a track record of obvious best
more powerful than others. How to move, but I’d like to. I set my practices. In its failures, we
do they all work together? How (hypothetical) GPS unit to down- see the inadequacy of applying
do they integrate into the larger load a data stream of apart- older design paradigms to the
set of devices and services out ments that match my criteria of capabilities of new technologies.
in the world? price, size, neighborhood, and If design people first encoun-
On the interaction-design proximity to at least three cafes ter new technologies through
level, this means understanding with free Wi-Fi. As I drive/ride/ design, then careful reflection
users and their needs in light of walk around the city when I on our design processes early
the all of the devices that they approach one of these locations, on is essential for increasing the
may have. For example, while the GPS vibrates in proportion to chances of technology’s positive
it’s possible to get email on how well it matches my criteria. impact. That time is now.
many different devices, present- I don’t need to look at it; I just
ing it in a way that respects the need to feel it to get the crucial About the Author
Mike Kuniavsky is a writer,
unique constraints of a device piece of information.
designer, and researcher
and stays consistent with other exploring the intersections
devices becomes key when help- Use Information Processing of high technology and
ing people transition between As a Material everyday life. People
around the world use his 2003 book,
them. Text email accomplishes When a designer can include Observing the User Experience, to under-
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this using a universal for- information processing in a stand the relationship between people and
mat (text) with a well-defined product for very little cost, the products. He is a cofounder of ThingM, a
ubiquitous computing development studio
structure (To:, From:, etc.). The calculation becomes not one of
and was a founding partner of Adaptive
minute that an attachment is complexity, but of competitive Path, a San Francisco design consultancy.
included or there is HTML in advantage. Including a CPU to His next book will discuss ubiquitous com-
the message, that consistency produce behaviors in a prod- puting user experience design. He blogs at
orangecone.com.
vanishes. uct becomes a line item when
deciding what to make it out of,
Create Physical Behaviors, rather than the expensive core
Not Visual Representations around which to wrap a case.
Screen interface design is And like a material, that infor-
essentially a visual practice, mation processing capability
with some audio. But screens creates some new capabilities,
DOI: 10.1145/1409040.1409045
are expensive, power hungry, and imposes new constraints. © 2008 ACM 1072-5220/08/1100 $5.00

22
FEATURE

Cultural Theory and Design:


Identifying Trends by Looking
at the Action in the Periphery
Christine Satchell
The Interaction Design Group , University of Melbourne | satc@unimelb.edu.au

Cultural theory helps us under- followed by speculation about to focus [4]. For example, one
stand users’ needs and desires; how this type of thinking can of the peripheral groups that
it sheds light on why people are be applied as part of the design have been of most interest to
likely to adopt one trend but not process. cultural theorists is youth.
another and helps indicate what Significantly, cultural theory
[1] “Cellphone Tells the
cultural influences are shap- Application of Theory to Practice provides a holistic critique of World What Mode You
ing society at any given time. A three-year study of mobile everyday social behaviors of Are In.” New Scientist.
23 December 2006.
It points out things like why phones and youth culture youth cultures, not as some sort
our love for the iPod extends revealed that participants’ needs of novelty but as unique, mean-
beyond its functionality as an were not about technology; ingful cultural formations. This
MP3 player and includes our they were about culture, style, is important because innovation
collective embrace of its distinc- fashion, identity, friendship, is often occurring within the
[2] Satchell, C. “Cultural
tive white headphone cords. So and deceit. Translating such subcultures of youth cultures: Theory and Real World
although design practice has complex, subtle user needs into Think hackers and gamers. By Design: Dystopian and
Utopian Outcomes.”
ways of understanding techno- design called for a framework understanding the activities of In the Proceedings of
CHI ’08, Florence, Italy,
logical features—and of eliciting to contextualize these nuances these fringe users, new designs 2008.
user needs—cultural theory of mobile-driven interactions can successfully be brought into
helps to illustrate the symbolic [2]. Cultural theory was ideally the mainstream. The process
value of technological artifacts, aligned to do this because it through which illegal under-
which is often at least as impor- provides an in-depth perspective ground peer-to-peer file sharing
tant to their adoption and use on the ingrained and intangible culminated in the development
[3] Sengers, P., J.
as their instrumental functions. practices that are at the heart of the iPod is a classic example McCarthy, and P.
Dourish. “Reflective
This makes cultural theory a of social communication [3]. of this. HCI: Articulating an
viable way for a designer of new What follows are two key con- When taking this view, the Agenda for Critical
Practice.” Extended
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technologies to produce a well- cepts—“focusing on the action focus of attention is not what Abstracts CHI ‘06, 1683-
received product or service. in the periphery” and “digital properties youth have as a class 1686. New York: ACM
Press, 2006.
The use of cultural theory in identity”—along with an illustra- of users, but rather by what
the design process is not neces- tion of these concepts as found mechanisms youth is constitut-
sarily about telling designers in user data and in a design. ed as a cultural category—not
to “do” something different. so much “what youth is doing,”
Instead, like other theories, it is Focusing on the Action but “how youth is doing it.” This
[4] Eagleton, T.
about thinking differently. The in the Periphery highlights the contrasts between AfterTheory. New York:
use of cultural theory is being Cultural theory looks beyond what the HCI usability special- Basic Books, 2003.

applied in the development of a mainstream culture and ist would look for and what the
mobile phone prototype called focuses on activities occurring cultural theorist would look for.
Swarm, illustrating how dif- on the periphery. This means Another way of considering the
ferent conceptual thinking can that previously unrepresented difference is an emphasis on
lead to actual results [1]. This is groups and practices come goals as compared with experi-

23
Emerging Approaches to Research and Design Practice

Cultural theory
offers an alternative
to traditional teenagers and youth. For these
users, the mobile phone was
and depending on the nature of
the activity, decide not to dis-
central in the construction and turb one another.
usability approaches expression of social existence, Instead of focusing on user
resulting in mobile-phone-gen- goals and tasks, cultural theory

by focusing on the erated spaces becoming the new


place for the digital generation
identified an emerging trend,
and design activities were used
to “hang out.” Could current sys- to capitalize on this trend in the
cultural contexts tems be improved to better meet creation of tangible screens.
their needs?
in which technologies Looking at the signifying ele-
ments of youth culture itself
Digital Identity
A central interest for cultural
provided insights that shaped theorists is the representa-
are put to work. the development of a design tion of identity and how in the
called the Swarm. Mobile users disembodied world of digital
were disconnected physically space, the cues to identity that
but connected digitally. They we have in the real world are
responded to increasingly frag- absent. The result is that digital
mented lifestyles by turning identities have greater fluidity.
ences; traditional ethnographic the mobile artifact itself into For example, Turkle finds that
HCI technique watches work a kind of virtual home base. digital environments allow users
unfold in a very pragmatic This enabled them to continu- to shed the human qualities of
sense. Cultural theory watches ally express and maintain their age, gender, race, disability, and
culture unfold, in a much more identity, albeit a digital repre- even—as in the case of an HIV-
ethereal sense. sentation of it. In response, the positive man who had promis-
Cultural theory, then, provid- Swarm has at its core a virtual cuous online sex—disease [5].
ed a useful lens for understand- lounge room where, through the Furthermore, unlike notions of
ing the needs of young people use of avatars, users can main- identity held within ubiquitous
in the user study and helped tain a virtual presence where computing that aim to reveal
to reveal features of youth cul- they can always be found. where a user is located and what
ture as a social construction. In The avatars depict the user’s their activity is, the use of cul-
doing so, the signifying features, current activity and can be turally informed perspectives
[5] Turkle, S. Life on the
Screen: Identity in the as distinct to those of main- programmed to appear on the into digital identity presents the
Age of the Internet. New
York: Simon & Schuster,
stream society, were revealed. user’s friends’ mobile phones. challenge of allowing different
1995. This analysis demonstrated As the activity changes, the ava- identities to be expressed in a
that for a new generation the tars can be updated accordingly. range of contexts.
mobile phone was integral in the This allows individuals to see at At a time when designers
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formation of fluid social interac- glance what the other members are theorizing about the nature
tions and had accelerated urban of their friendship networks are of user experiences in digital
mobility. Users once restrained doing at any particular time. By environments—and asking, as
by premade plans were able to providing users with this con- researcher Laurel does, “Can we
[6] Laurel, B., ed.
Design Research: spontaneously traverse the city textual information about what create real social depth? [6]”—
Methods and
Perspectives, 196.
and suburbs, swarming between other members of their social these perspectives provide more
Cambridge: MIT Press, friendship groups and activities. group are doing, presence and than academic insights into
2003.
A distinct user archetype was intimacy are maintained. This the ideology of identity politics.
emerging from these mobile- can give serendipity a nudge, They have a practical applica-
phone-driven subcultures—the facilitating interactions with tion, encouraging us to consider
Nomad. While this may have individuals or groups who may the implications as a new gener-
been a predictable finding for be in the same vicinity. In turn, ation extends their identity into
older generations, it represents a users can draw on their sense an increasingly pervasive digital
dramatic shift in thinking about of social and cultural etiquette, sphere. Being digital is not about

24
FEATURE

being anonymous; it’s about abstract user needs such as team, in all likelihood, their
reconstructing identity in digital “identity” and “friendship.” perspectives may not seam-
spaces. What qualities do people If we took an engineering lessly align with the vision of
want to include as they rebuild approach to digital systems, corporate culture. So is there a
their digital self? What do they we would ask questions about middle ground between these
want to leave out? how users or systems worked. options and the direction to go
A major challenge in develop- If we took a usability approach, absorb Baudrillard, Deleuze and
ing a prototype of the Swarm we would ask questions about Guattari, Derrida, and Foucault?
was to allow the user to create how people would understand There is, but it lies not so
a digital identity that, as in real systems and put them to use. much in “what we should do”
life, was not singular or static. However, both approaches and more in sensitizing one’s
Instead, users can take on many leave other questions unasked. self to cultural theory concerns
different personas in accordance How do pages on MySpace or about “what we should recog-
with the nature of the activity Facebook reflect youth subcul- nize” as we go about traditional
they are conducting or the per- tures? How do digital cameras ethnographic approaches. We
son they are interacting with. change the way that people should recognize that digital
Therefore, the Swarm supports think about images? What artifacts are important not so
avatars that simultaneously rep- roles do mobile phones play in much for how they work, but
resent the users’ multiple iden- people’s lives? Reflecting the for what they mean to people
tities. For example, a user can idea that digital media are not and for people. What we need
set a social avatar for friends simply engineering artifacts but to address is not so much how
to see while simultaneously cultural objects, these sorts of people use technology but how
projecting a professional avatar questions are the domain of cul- they live their lives through it.
to colleagues. Furthermore, in tural theory. If there is a take-home message
order to allow greater creativity for design practitioners, then,
when creating digital identities, Applying Cultural Theory it is to be aware that usability
the user can embed their avatar Our experience with the Swarm of information technologies is
with digital content that will be prototype demonstrates that a often secondary to their utility,
revealed when it is clicked on. cultural analysis had relevance and that cultural theory offers
This can act as an incentive for for our project. You might ask, a perspective on the uses that
those not present to join the per- how could it have relevance for technologies and artifacts serve
son or allow for those who can’t yours? By and large, cultural for people in everyday life.
be there to “get the picture.” theory resists easy reduction to
rules of thumb and straightfor- About the Author 
Christine Satchell Ph.D. is a
Situating Cultural Theory in a ward communicable “implica-
senior research fellow with
Broader Design Spectrum tions for design.” There are no creative industries at
Cultural theory, then, offers an simple formulas or slogans. A Queensland University of
Technology and an honor-
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alternative to traditional usabili- cultural theorist could be hired


ary research fellow with the Interaction
ty approaches by focusing on the as part of a commercial design design group at the University of
cultural contexts in which tech- team to provide insights into Melbourne. My research is about under-
nologies are put to work, and it the forces that drive us to adopt standing the social and cultural nuances of
everyday user behavior in order to inform
offers a way to understand not a particular trend. Yet these
the design of new technology. Currently, I
just how they are deployed and insights would be inexorably am part of a team focusing on the relation-
used but how they are experi- entwined with the discipline’s ship between constellations of technologies
enced and understood. These origins in Marxist theory, mean- including mobile devices, social networking
sites, sensors, and shared displays in
glimpses of the complex forces ing they would be arrived at
urban environments.
that drive us to engage with via a searing critique of con-
technologies in a particular way sumer culture. For this reason,
are useful for designers wanting although a cultural theorist
to move beyond “efficiency” and could be an immensely useful
DOI: 10.1145/1409040.1409046
“function” to incorporate more addition to a commercial design © 2008 ACM 1072-5220/08/1100 $5.00

25
Emerging Approaches to Research and Design Practice

Understanding Children’s
Interactions: Evaluating
Children’s Interactive Products
Janet C. Read
University of Central Lancashire | jcread@uclan.ac.uk

Panos Markopoulos
Eindhoven University of Technology | p.markopoulos@tue.nl

[1] Hanna, L., K. Risden,


It was Peter Medawar who wrote, “Today the world sion with children. This advice included:
and K. Alexander. changes so quickly that in growing up we take leave • Make the lab child friendly
“Guidelines for Usability
Testing with Children.” not just of youth but of the world we were young • Use input devices that the children are
interactions 4, no. 5
(1997): 9-14.
in....” The world of interactive technology changes so familiar with
[2] Druin, A., ed., The rapidly that for most adult observers, the interactive • Use recording devices and one-way mirrors
Design of Children’s world inhabited by children is both unknown and, sympathetically
Technology. San
Francisco: Morgan once entered into, under-comprehended. • Give younger children shorter lab times
Kaufmann Publishers,
1999.
Some interaction design researchers have tried to than older ones
[3] Höysniemi, J., P. make sense of children’s interactive technology by • Be aware that children get tired; shuffle
Hämäläinen, and L.
immersing themselves, as much as they are able, in tasks around
Turkki, “Using Peer
Tutoring in Evaluating children’s worlds. In particular, these researchers The authors then made several suggestions for
the Usability of a
Physically Interactive place great emphasis on involving children in the how to make children comfortable. They described
Computer Game.” design and evaluation of interactive technologies, some methods for getting to know the children and
Interacting with
Computers, 15, no, 2 both to learn about the technologies and to learn making small talk with them. They emphasized
(2003): 203 - 225.
about children’s interactions. the need to make children aware that the interac-
[4] Baauw, E.,
M.M. Bekker, and This immersion was, to some extent, a result of tive technology, not the child, was what was being
W. Barendregt. “A the considerable activity in the study of interactive tested. They also stressed the need to ensure that
Structured Expert
Evaluation Method technology for children that took place about 10 the children’s expectations were met (if they came
for the Evaluation of
Children’s Computer
years ago. One product of this era was the seminal expecting fun—they should have fun!). Instructions
Games.” In Human- work by Hanna, Risden et al. on usability testing were included for would-be evaluators about how to
Computer Interaction–
INTERACT 2005., edited with children [1]. This work was published in inter- make the children, and their parents and siblings,
by Maria Francesca
Costabile and Fabio
actions at a time when the emphasis on the design comfortable in the lab and the area of test task
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

Paternò, New York: of interactive technology for children was shifting design—test tasks that can be broken down into
Springer, 2005.
from a concern with educational aspects to a more bite-size chunks—was discussed as well. In par-
[5] Als, B.S., J.J.
Jensen, and M.B. Skov. general interest in designing for children [2]. ticular, it was stressed that the evaluator needed to
“Comparison of think-
aloud and constructive
As it was set in an industrial landscape (the ensure that all children, including those with read-
interaction in usability authors of this work were usability engineers at ing difficulties, could easily understand any instruc-
testing with children.”
Working paper, IDC Microsoft), the paper provided well-considered tions associated with the test.
‘05, Boulder, Colo.,
2005.
advice for “would-be” evaluators of children’s inter-
[6] Read, J.C. and S.J. active technology at a time when the inclusion What Has Changed?
MacFarlane. “Using of children in the testing and design of their own If time stood still, and technology and children
the Fun Toolkit and
Other Survey Methods products was only really just gaining ground. never changed, the original work by Hanna, Risden
to Gather Opinions
in Child Computer
et al. would no doubt still be as valid now as it was
Interaction.” Working So What Did We Know 10 Years Ago? then. But as we all know, nothing stays the same,
paper, IDC ‘06,
Tampere, Finland, 2006. The paper offered practical advice regarding the and in the dynamic area of interactive technology
setup and planning of a lab-based evaluation ses- and children, change is inevitable and rapid.

26
FORUM LIFELONG INTERACTIONS

EDITOR
Allison Druin
allisond@umiacs.umd.edu

Technology has changed. In 1997 the iPod had not ment is needed: these are timing, screening, and
been invented, the Internet was primarily dialup, participation. Also, as there is now new knowledge
the phone tended to have a cable attached. “Mobile about interactive technology and children, there are
computing” referred to heavy laptops, ubiquitous some additional guidelines to be aware of.
computing was still not much more than an idea, In the original work, the researchers held usabil-
and RFID technology was restricted to cows’ ears! ity tests between 30 minutes and an hour long. In
Many new technologies cannot be easily evaluated our experience, and that of many others, this now
in usability labs and as technology has changed, seems rather liberal. Maybe children have shorter
usability is no longer the only attribute of inter- attention spans than they used to, but modern
est. There is now a much greater emphasis on fun, young children can often concentrate for only very
desirability, and user experience. short periods—as short as 10 minutes—and even
Social changes. The world now feels much smaller older children find sessions beyond 30 minutes
than it was. Online communication has grown— problematic. A good rule is to keep evaluations as
children now communicate effortlessly online in brief as possible. It is possible, with short breaks
social networks and chat online in much the same and a sufficiently engaging product (maybe a game),
way as they do face to face. Schools now emphasize to keep children for longer, but this is more of an
collaboration with online learning environments, exception than a recommendation.
and children play online computer games with The screening of children for participation in
other children they will never meet. In these con- evaluations of interactive products might be a nec-
texts, evaluations of interactive technology need essary evil in the time-poor world of commercial
to take account of children working together, over usability testing (in which you really might not
time and across locations. The lone child at a com- want children who cannot read), but in a world
puter is becoming a rarity. where equality and inclusion are center stage, as
Political changes. No longer can children be regard- many children as possible should be allowed to join
ed simply as subjects in user tests. Changes in legis- evaluations, even if their contribution might not
lation and in children’s roles in communities mean be useful to the researcher or test administrator.
that they now have greater social capital than ever Nowadays, the mantra should be, “the child’s expe-
before. Children expect to be included in the design rience matters as much as the evaluators’ results!”
of their worlds; they certainly know about technol- In designing for the child’s interactive experi-
ogy and have a lot to say. When looking at interac- ence, whereas Hanna, Risden et al. advocated
tive technology with children, this confidence can keeping a parent or adult with the child, it is more
unnerve the less savvy evaluator. Twenty-first- common these days to have children
century evaluators need to ensure that children’s paired with a friend (which after
rights are observed while also giving them a voice. all is what generally hap-
New evaluation methods. As would be expected, pens in the real world when
the past 10 years have seen research into the use the children are using
and usability of different evaluation methods with interactive technology),
children. Notable examples are methods like peer with the parent playing
tutoring [3], studies that validate existing methods a more disconnected
[4, 5], and studies that create and validate new tools role. At the same time
for use with children [6]. In planning an evalua- it is necessary, in an
tion, as in all work with interactive technology and era of litigation and
children, we need to take note of what is already concerns for the safety
known—failing to learn from the research of others of children, to warn
can often result in a poor experience for children. against any situation that
places a single tester
Giving the Original Guidelines a Makeover in a room with
The original guidelines are essentially still highly a single
relevant because, after all, a child is still a child. child.
However, there are three areas where it appears, in
the light of the changing times, that some adjust-
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AG5217
FORUM LIFELONG INTERACTIONS

Some Extra Tips functional product that is in part “driven” by an


The new advice given here is in three parts: We unseen assistant) can be very handy when a fully
consider the stage before the evaluation, some tips working system is not available. It should be noted
for during the evaluation, and include guidelines for that Wizard of Oz studies present some ethical
wrapping up the evaluation. issues, especially in relation to the use of deception.
Planning the evaluation. Because children are, at After the event, researchers will need to tell chil-
the same time, predictable and unpredictable, it is dren that deception has occurred and give them the
important to plan well. In particular, carrying out opportunity to withdraw their consent; where at all
a pilot evaluation that mimics as closely as pos- possible, open configurations should be used with
sible the real evaluation is valuable. This pilot will the wizard seen.
demonstrate if the chosen recording methods are Wrapping up. After evaluations, researchers need
sensible, if any test tasks are doable, and if any to thank the children and tell them what they’ve
survey instruments are age-appropriate.Before the contributed. As outlined earlier, the child who par-
real evaluation of the technology, there are often ticipates in an evaluation has some right to know
some design-and-create activities to be completed. what the point was. While thanking the child, the
Logging sheets for evaluators, survey instruments researcher must often thank teachers and parents,
for use with the children, or diaries for the evalua- and the more information that they can share about
tion process might all need designing and piloting. the nature and purpose of the evaluation, the better.
Once these tasks are complete, there will also be a Back at the lab, the modern-day evaluator can
need to fix up transport, obtain consent from the breathe a huge sigh of relief (once any data has been
children and their guardians, book rooms, arrange made anonymous and safely stored and tagged)
refreshments, and carry out a risk assessment. after what is often a noisy, but very enjoyable, day’s
Different locations and different methods. As inter- work. The information gathered about the interac-
active technology has become more mobile, and tive technology should inform better design of prod-
as schools have become more open to interactive ucts for children—the time spent with children will
technology, evaluations in labs are now quite rare. have deeper, less tangible benefits—an understand-
When looking at technology in schools, it is neces- ing of the child’s world, a moment to lapse back into
sary to work within the structure and confines of a space long departed, and a gentle, much-needed,
the school day. The lesson length, for instance, is confirmation that humanity still has possibilities.
often an impermeable feature around which the
evaluator will need to plan. Outdoor evaluations are About the Authors 
Dr. Janet Read is director of the
difficult to control; our advice is to keep the evalu-
Child Computer Interaction Group at
ation as simple as possible, rely as little as you can the University of Central Lancashire
on the use of technology, and carry out a very care- (UCLan) in the UK and Dr. Panos
ful risk assessment. In many locations there will Markopoulos is an associate profes-
sor at the Technical University of Eindhoven in the Netherlands. Dr.
need to be a bad-weather backup plan. Read has a first degree in mathematics from the University of
Four methods that have been studied in some Manchester and a Ph.D. in child computer interaction from UCLan.
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

depth over the past 10 years are diary methods, Dr. Markopoulos studied undergraduate computer science
at the National Technical University of Athens and specialized in
think-aloud methods, surveys, and the Wizard of
human-computer interaction at Queen Mary University of London,
Oz method. Diary methods are well suited to home where he also did his doctorate in formal methods in human-com-
evaluations and those that take place over a length puter interaction. Both authors have been heavily involved in the
of time; think aloud—previously assumed to be Interaction Design and Children conference series. Dr. Markopoulos
co-chaired with Mathilde Bekker the first Interaction Design and
unusable with younger children—has been shown
Children Conference in 2002 and Dr. Read co-chaired the follow up
to be possible with children as young as seven and event in 2003. Together the authors have presented several tutorials
eight; and for surveys, many evaluators now use the and workshops on child computer interaction and interaction design
fun toolkit, which is a validated method for gather- for children and have recently, with Stuart MacFarlane and Johanna
Hoysniemi, written a specialist book entitled Evaluating Children’s
ing children’s opinions of technology. The location
Interactive Products: Principles and Practices for Interaction
and maturity of an evaluation can dictate the meth- Designers published by Morgan Kaufmann.
od used. The use of diaries, for example, can be a
good choice for evaluations at home, and Wizard of
DOI: 10.1145/1409040.1409047
Oz studies (where children interact with a partially © 2008 ACM 1072-5220/08/1100 $5.00

29
Reflections On Innovation

This is Richard Pew’s second Timelines contribution. He describes twists and turns in designing a groundbreaking
digital synthesizer—inspired by Stevie Wonder and built by Ray Kurzweil. Kurzweil is the inventor also known
for pioneering work in optical character recognition (OCR), speech technologies, and predictions that we are bearing
down on a technological singularity. Pew was program chair for the first official CHI Conference in 1983 and
participated on three panels at CHI’86. He has been president of the Human Factors Society and was the first chair
of the National Research Council Committee on Human Factors. —Jonathan Grudin

An Exciting Interface Foray


into Early Digital Music:
The Kurzweil 250
Richard W. Pew
BBN Technologies | pew@bbn.com

The name Raymond Kurzweil is likely to be familiar such an inquiry a “bluebird”—an unsolicited oppor-
to most readers. One of his many inventions, the tunity that just “flew in the window.” Since neither
Kurzweil 250, was the first 88-key polyphonic digital Carl nor I nor anyone at BBN had real experience
synthesizer on which chords could be played and with the packaging aspects of industrial design,
that was capable of realistic reproduction of the we immediately located an industrial design col-
sound of a grand piano and other acoustic instru- laborator, Paul Brefka of Latham, Brefka Associates
ments based on digital sampling and recording in Boston. Both Carl and I could claim human fac-
of real sounds. Stevie Wonder knew of Kurzweil tors expertise, but Carl was trained in music and
because of the latter’s earlier invention of a reading I had no real music experience at all, except that
aid for the blind and interest in building a synthe- I survived listening to my son “percuss” daily on
sizer, Wonder asked Kurzweil if he could create an his drum set in the basement. We acquired a Casio
electronic musical instrument specifically adapted VL-1, almost a toy, for under $30 just to find out
for him. Because Wonder represented the kind of what a keyboard synthesizer was all about.
professional musician Kurzweil wanted to cultivate Together with Brefka, we submitted brief pro-
as a user and advocate for his instrument, he actu- posals, and after a financial negotiation during
ally created a Braille prototype of the synthesizer. which BBN refused to accept stock in the fledgling
With the expected functional complexity and a company with an uncertain future in lieu of cash
target selling price of $1,000, the design of the new payment for our work, we embarked on a brief but
machine presented a significant and very interest- fascinating project.
ing challenge. For BBN Technologies, the opportu- We immediately broke up into two teams.
nity to confront that challenge came in the summer Brefka worked with the mechanical and electrical
of 1982. It all started when I received a phone call engineers on packaging constraints and specifi-
from Aaron Kleiner, a principal in the New York– cations. The human factors team included Pew,
based startup company Kurzweil Music Systems, Feehrer, a rock musician, and two or three Kurzweil
who asked if I would undertake the human factors employees—“software gurus,” one of whom was
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

design and packaging of “a revolutionary keyboard- accomplished both as an electronic and acoustical
based electronic music synthesizer.” The only thing engineer and as a musician. We were given a very
I was not to be responsible for was the piano-like detailed 300-page technical specification for the
keyboard because Kurzweil had a “friend” who had instrument’s functional characteristics and circuit
invented a way to make a keyboard that simulated design that we were told had been written single-
the feel and percussive dynamics of a real piano. handedly by Ray Kurzweil. We visited local music
There was no formal request for proposal. My col- studios and synthesizer repair shops to acquire the
league Carl Feehrer and I were shown a glossy pro- requisite contextual data about the use, program-
spectus that pictured (opposite page) and touted the ming, and repair of such instruments. We had two
features of this unusual machine for the benefit of kinds of meetings at Kurzweil headquarters—week-
potential investors. There appeared to be no one else ly design meetings of the two teams independently
invited to compete for this HCI opportunity. They and, less frequently, coordination meetings of the
wanted a proposal now and a completed, detailed combined staff.
specification within six months. At BBN we called Ray Kurzweil himself attended most of these coor-

30
FORUM TIMELINES

EDITOR
Jonathan Grudin
jgrudin@microsoft.com

dination meetings. He was a friendly, soft-spoken LED display with which to communicate all of these
young man in his mid-30s. He exuded confidence interactive control activities.
and frequently redirected some of our activities. At performance time, the user was given direct
The design problem for this intricate bundle of access to controls needed in the course of a “gig”
electronics hardware and software was twofold. through sliders, wheels, buttons, and foot pedals. A
First, musicians are rarely, and usually don’t want digital number pad was used to call up prearranged
to be, electronics engineers. They want to play. The sequences and keyboard assignments rapidly. For
control panel had to look slick and be perceived as example, the keyboard could be “split” and have
simple to operate at performance time. We needed different instrument sounds assigned to different
to bury the inherent complexity. Second, there were blocks of keys. Some numbers were assigned to fac-
actually three levels of complexity from the point of tory presets and many more to user-defined presets.
view of the musician-user. Besides the performance For setting up keyboards, the time and effort con-
time instrument, there were the pre-performance straints associated with live performance could be
setup requirements. Contemporary professional relaxed. We utilized the display to provide specific
musicians use sequences—repetitive series of notes prompting of what to do next at each step. Preparing
in selected “voices” that are pre-programmed and pre-recorded sequences was handled similarly.
can be selected quickly and introduced into the The more difficult problem was providing access
performance as repetitive background accompani- for purposes of creating new or modified versions
ment. Like organists, the keyboard players want to of the stored keyboard layouts, i.e., the detailed fea-
be able to call up different sound effects while play- tures of stored sequences of notes and the parame-
ing. Some of these to-be-called features were made ters that make up each instrument sound specifica-
directly available on the panel, but others had to be tion. This was accomplished by thinking of the key-
assigned to buttons ahead of time. Besides pre-per- board layout in terms of a spatial, two-dimensional
formance setup, the more sophisticated user was matrix with different keyboard layouts arrayed
also given the capability to record new sounds or to vertically while horizontally, the detailed parameter
modify or adapt a factory-preset library of sounds. specifications of key assignments were provided.
Oh, I forgot to mention an additional design prob- The 16-character display could present only one
lem. Because of cost considerations—remember, cell of this matrix at a time, plus enough informa-
this was 1982—we were told, in spite of protests, tion to identify the context. The user employed the
that we were limited to a one-line, 16-character left-right and up-down arrow keys to move freely

i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

• Artist’s original
conception of the Kurzweil
“Music Machine”

31
Reflections On Innovation

among different layouts and among specifications. original thousand-dollar target price. The version
While in principle these arrays were very complex, introduced appeared, at least superficially, to con-
the use of a spatial layout as a mental model and form largely to our original specifications, but it
maintenance of consistency in the order of param- had capabilities well beyond those we provided for,
eter specifications allowed a simple, predicable way including midi- and Apple Macintosh connections.
of providing access. At some point, the small display was replaced with
We completed our design specification on time a two-line, 48-character display.
and almost within budget and delivered it to In 1990 Kurzweil Music Systems was sold to
Kurzweil in March 1983, fully expecting to hear Young Chang, a large Korean musical instrument
back from them so that we could answer questions company. It remains active as a division of Young
and/or iterate our design. However, as is so often Chang today as one of the market leaders in com-
the case with consulting contracts, especially those puter-based musical instruments, marketed in more
with cash-hungry startup companies, we never than 40 countries.
heard from them again.
About the Author  Dick Pew spent 11 years
The commercial version of the Kurzweil 250 at the University of Michigan and the past 33 years
was officially announced at the 1984 summer at BBN Technologies in Cambridge, MA, where his
show of NAMM, the International Music Products current employment status is “part-time irregular.”
His interests have spanned a range of human factors
Association, with a price of $10,715 plus options
activities, from HCI to human performance model-
—just a bit above Kurzweil’s original price point. It ing. At this stage of his career, history becomes an attractive topic.
was manufactured commercially until 1990 with
several follow-on versions. Of course, comparable
DOI  10.1145/1409040.1409048
synthesizers today are available even below his © 2008 ACM 1072-5220/08/1100 $5.00

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32
OPINION TRUE TALES

Some Different Approaches


to Making Stuff
Steve Portigal
Portigal Consulting | steve@portigal.com

Business case studies are the and clothes washing. Regardless Skywalker and the hand that his
ultimate in reductionism: A of how these products were father sliced off), a mind-control
complex business activity rooted really developed, a significant prosthetic robot arm. This could
in a specific context of people, element of the Dyson brand potentially offer amputees (and
company culture, time, and involves the narrative of the anyone else) a more learnable,
place is boiled down to a few key single individual—a “genius” who precise, and intuitive prosthetic.
ideas. Consultants, designers, brings powerful clarity of vision But current prototypes of Luke
students, and people who read and an ability to execute. evoke “Phantom Menace” more
Malcolm Gladwell are especially In contrast, there’s “Be a than phantom limbs and seem
prone to this form of simplifica- Genius and Get It Wrong.” A to deny the importance of cos-
tion. Don’t get me wrong—these strong example is Dean Kamen’s mesis, where artificial limbs are
simplified stories can be helpful Segway. Kamen’s audacious being made out of realistic-look-
as touchstones. We just need to vision for personal transpor- ing materials. Will Kamen even-
remember that they are often tation in modern cities and tually acknowledge the necessity
apocryphal archetypes more Segway’s amazing technology of partnering form with function
than investigative summaries. captured everyone’s imagina- for our personal technologies?
With that in mind, I propose tion when the device was first With Segway, sheer “genius” still
an incomplete framework for introduced. But the “best” led to a failed attempt at mak-
how companies go about making technology doesn’t always win. ing stuff; let’s hope that Kamen
stuff (products, services, miscel- Literature on innovation is filled avoids that pitfall with Luke.
laneous). In characterizing this with stories of path dependence Another common approach is
as incomplete, I hope to hear and explanations for the fail- “Don’t Ask Customers If This Is
about other approaches that will ures of technologies like Sony’s What They Want.” In 2006 the
flesh out the framework. consumer Betamax, the Dvorak NBA and Spalding introduced a
Let’s call the first approach Simplified Keyboard, or HP’s redesigned basketball. Replacing
“Be a Genius and Get It Right.” 100VG networking protocol. In the traditional leather with the
The poster child for this is James Segway’s case, Kamen failed to latest in material technology
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

Dyson. Dyson famously spent understand the crucial impor- (i.e., synthetic microfiber), the
five years and built 5,127 pro- tance that we place on how we ball was supposed to be easier
totypes in developing his Dual look to others in a new behavior. to grip, more durable, and wear
Cyclone vacuum cleaner. He The gestural language of Segway more consistently. The NBA
reimagined the architecture and didn’t evoke the appropriate did not consult players in the
performance of a commodity response. The gyrostabilized development of the ball or in the
product and built a premium device itself rapidly became a decision to adopt it, and they
brand around his approach to comedy touchpoint on TV shows were understandably put off.
innovation. The company has like “The Simpsons,” reaching an Despite official insistence that
developed other vacuum-cleaner almost-literal tipping point when the new ball was documented to
innovations, such as The Ball, George Bush fell off one in 2003. be measurably better, the play-
and has explored (so far without Meanwhile, Dean Kamen ers gave voice to their objections.
success) other home-appliance has developed another amaz- Eventually, NBA Commissioner
categories, such as refrigeration ing technology: Luke (think David Stern reinstated the

33
Reflections On Innovation

old ball, in a Coke Classic–like into their process, in order to that brushing teeth is seen by
move. There may have been an architect a coherent solution. In people as a way to maintain their
opportunity to improve the ball’s fact, by taking a step back and entire mouth, not just scouring
design, but in refusing to involve looking at the way the tools were the surface of the teeth. This led
users in making a change, that being used, we found some fasci- to Colgate Total, which promises
chance was squandered and nating aspects of trading culture “Superior Oral Health.”
next time could be even harder. that the tools on the market In this article, I’ve proposed
Frequently seen in software, were failing to fully serve. Since an incomplete framework, artic-
especially in enterprise soft- other traders can see all transac- ulating how companies go about
ware where there may be a tions, there is a practice of mis- making stuff:
small number of key custom- direction and second-guessing: 1. Be a Genius and Get It Right
ers, is the “Do Whatever Any Entering a number in a field in 2. Be a Genius and Get It Wrong
Customer Asks” approach. We the software isn’t as straightfor- 3. Don’t Ask Customers If This Is
encountered this recently with a ward as the interface suggests. What They Want
company that provides software The goal may not be to complete 4. Do What Any Customer Asks
for trading in financial markets. a transaction using that num- 5. Understand Needs and Design
These applications present an ber, but to influence others for a to Them
enormous amount of real-time certain period of time. There’s a Examples of all five of these
numerical data (and are often wonderful opportunity to inno- approaches can be found in cor-
used alongside other equally vate here that can’t be addressed porations today, yet not all five
data-dense programs over multi- by simply fulfilling requests: of these approaches guarantee
ple monitors). Our client was the How might this indirect and that the stuff will be successful.
initial player but lately had seen influential behavior be acknowl- We can group this framework
their key competitors launch edged and supported by the tool? into two chunks: the seductive
elegant and easy-to-read updates An organization will need to myth of the genius inventor
to their platforms. This company move beyond implementing cus- (where getting it wrong happens
was very frustrated because they tomer requests in order to take more often than getting it right)
felt they were working hard to be advantage of these insights. and the difficulty of doing the
user-centered and not seeing the The final approach in this right thing for customers (where
expected results. But their ver- framework is “Understand Needs thinking you know best or doing
sion of user-centeredness was to and Design to Them.” Needs, as whatever you are asked is the
respond to customer requests by considered in this approach, can darker side of asking questions
(where possible) implementing be functional, like when a design and designing solutions). If you
changes exactly as requested. firm discovered women shoveling can look at your own organiza-
This company hadn’t really snow more than men and rede- tion and diagnose the approach-
realized that users are not signed the ergonomics of a snow es you see, you are better pre-
designers; that a request for a shovel for this typically smaller pared to help move them toward
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solution is an expression of a user. Needs can also be emo- the final approach: understand-
need. For example, when a cus- tional, such as when Sunbeam ing needs and designing to them.
tomer says, “I want a handle,” studied the backyard-grilling
they’re really telling you that “I process and realized that the grill About the Author  Steve is the
need a way to move this from itself was associated with family founder of Portigal Consulting, a boutique
agency that helps companies discover
one place to another.” In work- moments and social connectivity
and act on new insights about themselves
ing with these traders, we were rather than a set of meat-cooking and their customers. He is an accom-
able to ask for, infer, and ulti- features. Sunbeam then worked plished instructor and public speaker,
mately understand why they with Continuum to design the and an avid photographer who curates a
Museum of Foreign Grocery Products in
were requesting certain changes. Coleman Grill to connote nostal-
his home. Steve blogs regularly for All This
Additionally, we were able to gic camping cookouts. Needs can ChittahChattah, at www.portigal.com/blog.
look at how widespread those deal with shifting mental models
concerns were. We encouraged of common behaviors, too. Work
DOI: 10.1145/1409040.1409049
our client to bring a design step by B/R/S for Colgate identified © 2008 ACM 1072-5220/08/1100 $5.00

34
FEATURE

Design:
A Better Path to Innovation
Nathan Shedroff
California College of the Arts | nathan@nathan.com

Three years ago, I got a call that Apple has. For proof, just appropriate and significant
from an editor of one of the look at Microsoft (and, specifi- innovation, most businesspeo-
biggest business magazines cally, at Vista, Zune, MSN, and ple still need to be convinced
in the U.S. (who shall remain UltimateTV). because of the risks involved
nameless, not to preserve his Microsoft is an interesting and because it’s not an easy
anonymity but simply because I case, in fact. It spends millions thing to do.
can’t remember which magazine of dollars a year on exactly the What most businesspeople
it was). What he said over the kind of user-centric research don’t realize is that everyone
phone was this: “We’re plan- regaled in the industry (you who goes to business school,
ning on writing a book about know, ethnographic research, plus anyone else who’s sim-
how businesses can innovate customer personas and sce- ply paying attention to the
like Apple does, and I was told narios, user testing, etc.), and business press, knows almost
to talk to you about it.” I’m not yet it can’t even create workable exactly what they do. There are
sure if he was asking me to products, let alone innovative only so many paths to stimu-
write it or just wanted feed- ones (at least, on average). This late growth, and almost every
back and leads, but my answer is because it has no support for businessperson on the planet
stumped him: “You can’t write customer experience within the already knows them (and how to
that book.” company that has any power to implement them):
He thought I meant that affect change in process, prod- • Increase operational efficien-
it would be best written by ucts, services, or strategy. This cies (including cutting jobs
another organization. I had won’t change, by the way, until and expenses)
to explain that, no, the book it either hires someone in place • Sell off assets (such as tech-
wasn’t writable. “It would con- of Steve Ballmer who cares and nologies, IP, or divisions)
sist of one sentence: Hire Steve understands about customer • Mergers and acquisitions
Jobs.” I went on to explain experiences, or hires an experi- (which are usually only tem-
that what Apple practiced was ence czar at a senior level in porary and often actually
“expert design,” a type of design the company with the author- result in lower growth once
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perspective and process that ity, backed by Ballmer, to kill they’re completed)
is highly risky, usually disas- projects that don’t measure up • IPOs (if the timing is right or
trous for most companies, and experience-wise. your business is the kind to
works only when you have a which these markets respond)
leader with ultimate author- Why Innovate? • “Rebranding” (again, often
ity who also happens to have a With all of the talk in the busi- temporary)
keen sense of design and amaz- ness press over the past four • Innovation
ingly accurate understanding years about innovation, you What most don’t realize is
of what customers need and would think that it would be that these paths are now the
want. Without this person, clear to businesspeople what cost of doing business. Every
no organization, no matter it means to innovate and why company does them—or should
how much money they had to it’s important. However, while (though not everyone can imple-
spend, was going to be able to engineers and designers have ment them successfully)—but
pull off the kind of innovation an innate appreciation for there are no mysteries or dif-

35
Reflections On Innovation

Should I Get an MBA?


On a panel in San Francisco this past June,
this very question was posed to four leaders,
including myself. All agreed that while an MBA
wasn’t a requirement, what was necessary was for
ferentiable strategies among term, lasting advantage) but,
developers (designers, engineers, managers, etc.)
them. Only the last two create certainly, significant innova-
to have a better understanding and appreciation
an opportunity to differentiate tions create short- and medium-
for all business functions as well as the ability to
products, services, experiences, term advantages that last far
use the vocabulary of business to describe design
brands, or companies, and only longer than other solutions.
and innovation concerns in relation to traditional
innovation creates lasting, Appropriate innovations
business issues.
organic growth (including forg- create opportunities for both
This is the imperative behind the creation of ing new markets, not merely customer and company that
California College of the Arts’ (CCA) new MBA in new offerings). And as the mar- provide value for both. The
design management. While it’s a business degree, kets become ever more global, technology field, for example,
not a design degree, its perspective comes from competition from even more is continually awash in solu-
design thinking and processes. The purpose isn’t players makes innovation that tions brought to market that are
to create the next generation of leading designers much more critical. novel, well designed, and well
(that’s the purpose of CCA’s design MFA), nor is it engineered (take the Segway,
to create a generation of managers of the design What Is Innovation? for example) that nonetheless
function (like the many design-management Innovation can take several fail because they don’t satisfy
degrees around the world). Instead, the focus of forms: a real customer need. Some
this program is to create the next generation of • Better offerings and experi- innovations are hidden from the
innovation leaders, whether from a design or other ences (in other words: prod- customer (or, often, other stake-
business background, who can lead organizations ucts, services, and events) holders such as suppliers or
through innovation at any level. • Better processes (internal and partners, competitors, and com-
external) munities), as in the case with
The program is structured around traditional MBA
• Better organizations (struc- WalMart’s restructuring and
courses, though it’s focused entirely on innovation.
tures and functioning) streamlining of operations and
Students interested in MBAs focused on real estate
Each of these can create an relationships with manufactur-
management, international trade, or international
advantage and, oftentimes, one ers throughout their entire,
finance will, undoubtedly, go elsewhere. However,
that is both differentiable and and multiple, supply chains.
this program seeks to attract those wishing to
protectable (to ensure that it’s Other innovations are visible to
understand how to implement innovation in the
not one others can quickly use everyone engaged to buy, use,
best possible ways and in a variety of contexts.
to relevel the playing field). interact, deconstruct, etc., such
Every course is infused with the best thinking,
Innovation can also serve to as Method’s line of less-toxic
perspectives, and tools of meaning, innovation,
create better markets, not only cleaning products. Not only are
and sustainability.
better solutions, and, ultimately, these innovative products but
Though the program is small (limited to 30 people even a better world. Before you Method is positioning them in
per year) and new (the first students started this think that sounds too lofty, con- the marketplace in innovative
fall), it has already attracted a surprising interest. sider how innovations in clean ways, which is mostly about
With only a bit more than four months’ notice, we energy, new materials, new effective messaging in packag-
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received 90 applications for the 30 openings. Next services, and new investment ing, ads, and online.
year we project at least 250 applications. solutions are serving to send us
down a more sustainable path— Why Can’t Most Organizations
In the near future, we plan to launch an executive
one that is direly needed. Innovate Effectively?
certificate program for those who already have a
One of the missteps that Innovation isn’t a big mystery
business degree or extensive business experience
many businesses make, how- either. There are already plenty
as well as workshops for shorter, more intense
ever, is to equate innovation of books, workshops, consul-
learning that reach even more people.
simply with “new.” The most tants, and programs to help
To further help people navigate the intersection of successful innovations are not organizations innovate effec-
design and business, we’ve created a resources merely novel, but meaningful tively. But most organizations
center on the program’s website that lists the and significant. It may be too are still finding it difficult to
best articles, books, resources, blogs, and other much to think that any innova- innovate. Some of the reasons
programs that address design-led innovation, tion can be sustainable (in the include:
meaning, and sustainability: www.designmba.org. sense that it will create a long- • They lack the right context

36
FEATURE

“The MFA Is the new MBA”


—Dan Pink, 2004,
Harvard Business Review

“Tomorrow’s B-School?
• They don’t have the right industry, market, etc., and PR,
culture sales, advertising, etc., are the
It Might Be a D-School”
• They aren’t “creative” exhale. It’s what and how you —Special Report, 2005,
• They don’t have the courage communicate to the rest of the
• They don’t understand world. Many marketers will tell
BusinessWeek
sustainability you that they already inhale,
• They don’t understand through “market research.”
meaning But most traditional market
“CEOs Must Be Designers,
• They don’t have the right research is worthless for inno- Not Just Hire Them”
process vation because it emphasizes
None of these is a complex the quantitative over the quali-
—Bruce Nussbaum, 2007,
problem to solve, but without tative, and the techniques often BusinessWeek
the will, attention, tools, and employed are laughably inaccu-
commitment, it simply can’t rate and misleading. To distin-
be changed. In addition, some guish traditional tools from new
of these issues are difficult to tools, some use the term “mar- clients, employees, distributors,
shift (particularly those dealing ket insight,” which refers to eth- wholesalers, retailers, suppliers,
with culture, management, and nographic and other techniques partners, creditors, stockhold-
leadership—which is to say, all to uncover qualitative attributes ers (shareholders), communities,
of them). that are otherwise invisible or government courts and depart-
unmeasurable (such as cus- ments (city, state, federal, and
What’s the Right Context tomer needs that operate at the international), banks, media,
for Innovation? level of emotions, values, and institutional investors and
One of the most fundamental meaning). These are techniques fund managers, labor unions,
handicaps that organizations of that many designers understand insurers and reinsurers, NGOs,
all sorts don’t realize they have better than their peers and, as media, business groups, trade
is that they don’t understanding such, are often the best people associations, competitors, the
marketing. At its most basic defi- in an organization to connect general public, and the envi-
nition, and this could be a book these learnings with corporate ronment (local, regional, and
itself, marketing is not messag- strategy. global).
ing to customers. Most compa- To be sure, the best marketers Different stakeholders can
nies position marketing within use both qualitative and quanti- exercise different types of
their organizations as the mech- tative techniques, but they do so power and be impediments
anism they use to tell their cus- with only the best tools. To date, or partners to innovation.
tomers, partners, competitors, most marketing departments Engaging them helps organiza-
markets, and the world what inhale only competitor and tions operate effectively and
they want them to know about industry data effectively and make better decisions (both
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their products, services, mission, find many reasons to discount strategic and tactical).
vision, and organization. They the need for qualitative custom-
often lump in marketing with er understanding—especially What’s the Right Culture
sales, advertising, PR, and other technology-focused organiza- for Innovation?
departments, further erasing the tions. Yet this is where every- Most organizations don’t under-
distinctions. But these functions thing needed to truly innovate stand that their culture makes it
already have their own disci- effectively lies. easier or more difficult to inno-
plines, namely: sales, advertis- It’s also important to look not vate effectively and requires a
ing, PR, promotion, etc. only at customers but also at all different approach for success
A better way to think about of the stakeholders who have than what might work at their
marketing is to think of it as influence over your business. competitors. Consultants, too,
breathing. Marketing is the That’s stakeholder, not share- often fail to understand their
inhale. It’s what you learn from holder, and there are, poten- clients’ culture, which drastical-
your customers, competitors, tially, a lot of them: customers, ly affects their ability to develop

37
Reflections On Innovation

successful solutions for them. In designers or those in the “cre- to business leaders—or even
2006 Cheskin identified five dif- ative department.” It’s a skill threatening to their control,
ferent types of innovation cul- regularly employed by manag- stature, or perspective (which
tures common to organizations: ers, leaders, and workers in is why they’re often discarded).
• Structured Innovators all aspects of an organization, However, despite all of this,
• Creative Innovators include engineering, operations, innovation can be exhilarat-
• Dynamic Innovators marketing, and finance. ing and rewarding, and it must
• Ad Hoc Innovators Until creativity is restored be done in order to succeed.
• Innovation Outsourcers with an understanding that Conditions often require whole-
Each requires a different everyone has a duty to be cre- sale change in an organization’s
approach to engage innova- ative in their job, creativity will strategy, including the aban-
tion—in some, like innovation be wielded (if at all) as a kind of donment of old approaches,
outsourcers, it’s probably not last-ditch, heroic effort when all understandings, and offerings.
even worth trying to innovate else fails. Organizations can’t Innovation can enable this kind
from inside the organization. To wait for everything else to fail. of change, but it takes courage
be successful, an organization Creative solutions need to be to follow this road.
must honestly know itself and part of standard operating pro-
choose a path that works for it. cedure, not emergency, extra- What Does Innovation Have
curricular, or offsite procedure. to Do With Sustainability?
Why Aren’t Organizations Very briefly, and according to
Creative Enough? Why Aren’t Organizations the authors of Natural Capitalism,
It’s not that companies Courageous? sustainability is the successful
aren’t creative, it’s that most Innovation isn’t easy or obvi- management of four kinds of
don’t realize that that are. ous, and it’s often messy. It cer- capital:
“Creativity,” as a term, has tainly isn’t guaranteed. So many • Financial Capital (monetary
been so poorly defined that it’s organizations already think assets and financial value)
now confused with “wild and they’re innovating, and yet most • Manufactured Capital (IP plus
crazy” approaches, wacky ideas, are failing miserably in their other organizational assets)
and frivolous effectiveness. efforts. This makes innovation • Natural Capital (environmen-
However, creativity is simply the look risky—and it is. But it’s a tal assets)
ability to create new and appro- risk that no organization can • Human Capital (people and
priate solutions to challenges, fail to take. sociocultural expectations)
and people throughout organi- It may feel like things aren’t Why is sustainability impor-
zations do that every day (when going forward at times, and tant to all organizations (as
given the opportunity). It’s not the most successful techniques opposed to merely those serv-
the exclusive skill or domain of for innovation are unfamiliar ing “green” markets)? Because
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Structured Creative Dynamic Ad Hoc Innovation


Innovators Innovators Innovators Innovators Outsourcers
(18 percent): (26 percent): (39 percent): (10 percent): (8 percent):

• Formal process • “Big Ideas” inspire • Strategy guides process • Accidental innovation • Relies on consultants

• Led from the middle • Led from the top • Led from top • Innovation not valued • Acquires innovation

• Low collaboration • Often haphazard process • Cross-functional teams • Creativity not valued • Focus on marketing/PR

• Analytic evaluations • Focus on creativity • Collaborative • Haphazard process

• Iterative • Risk taking is accepted • Creative environment

• Risks minimized • Rational inspiration

• Risk taking is accepted

38
FEATURE

we no longer have the luxury significance that customers con- people understand the world
of ignoring it, as organizations, nect between offerings and their around them. Though core
individuals, or as a planet. The lives. Along the same spectrum meanings are universal—across
competition for resources in all of significance as emotions and all cultures—our prioritization
of the forms of capital listed values, and meaning is the most and expression of them repre-
above is now so fierce that all powerful aspect of customer sent opportunities for organiza-
organizations need to address experience. It can transcend tions to forge connections with
how their strategy intersects traditional and “rational” price customers at the deepest and
with sustainability. However, and performance decisions. It strongest point possible. This
this is not merely a safeguard surrounds all products, ser- becomes a metric with which to
against scarcity or competi- vices, and events, whether we measure the appropriateness of
tion. Besides being a business acknowledge and address it innovative solutions.
imperative, sustainability is a or not. And it can be the most The most effective innova-
source of tremendous opportu- effective guide for organizations tion focuses past price and
nity. Most businesspeople only to use in determining whether performance and instead starts
truly understand the first two an idea or solution is truly valu- at meaning, working outward
types of capital, and the impor- able and not merely “new.” toward the details most com-
tance of conserving, expanding, Before you think that meaning panies begin with. In this way,
and caring for them. One of the (and values and emotions, for organizational strategy can align
problems in the business world that matter) are applicable only all efforts at the deepest con-
is that we measure success only to “consumer” offerings, let me nection point with customers,
in terms of money. This is often remind you that despite protests allowing the rest of the tactical
liberating of larger responsibili- to the contrary, all customers, decisions to better support these
ties but can lead to irresponsible even “business” customers, are connections. Not only does this
behavior and results—many of people and, as such, issues of create more significant innova-
which come back to haunt orga- emotions, values, and meaning tions, but it does so in less time
nizations anyway. are just as powerful players in with fewer resources—since
As Hunter Lovins, one of the these relationships. My father, the focus is always on meaning,
authors of Natural Capitalism, a swimming-pool contractor throughout development.
likes to say, “we’re managing for most of his life, used to say “Meaning research” should be
the planet’s resources like a fire that “you can sell anything to an integrated part of customer
sale.” There are both ethical and a salesperson.” He meant that research. This is key data that
operational reasons why orga- people in sales who built rela- should affect corporate strategy
nizations of all types (including tionships by triggering emo- for your organizations and cli-
nonprofits and governments) tions, values, and meanings in ents. Then, corporate strategy
need to be paying more atten- their customer were often the can start reflecting customer
tion to all capital resources most susceptible to these very meaning. This is the first step
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available to us. And, we don’t same elements. Just because a toward specifying the right
have to become experts in sus- customer is another business- offerings (the right business to
tainability before we start oper- person, this doesn’t insulate be in). As meaning becomes an
ating with this mind-set. them from being influenced by integrated, accepted part of the
the often subconscious and irra- development process, organiza-
What Does Innovation Have tional aspects of evaluation and tions can naturally focus on the
to Do With Meaning? decision making. Many business- right offerings and make them
One of the challenges most people, in fact, can easily cite as great as possible.
organizations struggle with is in examples where decisions were
differentiating novel innovation made that either downplayed What’s the Right Process
from meaningful innovation. or downright ignored rational for Innovation?
Meaning is a specific attribute issues of price and performance. Lastly, most organizations don’t
of customer experiences that Meaning is an attribute of know how to approach innova-
represents the deepest level of experience that describes how tion and integrate it into their

39
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40
Models of
Reflections On Innovation

Customer Experience
FEATURE

ers is often shallow and off the


Six Dimensions of Experience:
mark.
Breath (consistency across touchpoints)
Implementation and
Intensity approach, of course, depend on
Duration (time) an organization’s innovation
Triggers (how sensorial and cognitive choices are interpreted by customers) culture (described previously).
But since innovation hasn’t been
Interaction
the focus of most organizations,
Significance (diagram) their processes often prevent
the possibility of innovation.
Also, most business functions,
Five Levels of Significance
from accounting to operations
Meaning (Reality) How does this fit into my world? and even marketing, are focused
Status/Identity (Values) Is this me? on optimization and standard-
Emotions (Lifestyle) How does this make me feel? ization. Innovation is entirely
different from these and most
Price (Value) Does this meet my expectations of value?
often needs to be shielded from
Function (Performance) Does this do what I need done?
other business processes and
measurements within an orga-
nization. For example, Six Sigma
15 Core Meanings:
can be a highly effective tool
Accomplishment Justice
for optimizing quality within a
Beauty Oneness supply chain but it is probably
Creation Redemption the surest way to kill innovation
within an organization. Trying
Community Security
to apply the same management
Duty Truth
processes to every department
Enlightenment Validation and every activity within an
Freedom Wonder organization is, perhaps, the
Harmony biggest failure of organizations
trying to innovate.
In this way, the entire con-
established processes. In try- before requirements are solidi- cept of design can be described
ing to control and optimize the fied. In addition, developers as the process of meaningful
experience, they make it nearly have an opportunity to play innovation.
impossible to innovate. In addi- a role not only in the product
tion, the lack of understanding development realm but also in About the Author 
Nathan Shedroff is the
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from managers at all levels the boardroom, where orga-


chair of the ground-break-
often kills off the products of nizational strategy is set (and ing MBA in design strategy
innovation (and often the pro- needs to reflect better customer at California College of the
cess, too), even when truly inno- understanding). The fruit of Arts (CCA) in San
Francisco, CA. This program melds the
vative solutions emerge. design and user research is unique principles that design offers busi-
Design-led innovation has often more valuable at the ness strategy with a vision of the future of
an edge on other approaches strategic-management levels of business as sustainable, meaningful, and
truly innovative—as well as profitable. He is
because of its history of user- an organization than even at
a pioneer in information, interaction, and
centered research, prototyping, the product-development level. experience design and author of several
critique, iteration, and embrac- Unfortunately, like the often books on design, meaning, and interaction.
ing of constraints. Unlike other inadequate market understand- For more information, visit him at www.
nathan.com.
development processes, it ing available to leadership and
makes room for meaning and senior management, their “deep”
DOI: 10.1145/1409040.1409050
other questions to be addressed understanding of their custom- © 2008 ACM 1072-5220/08/1100 $5.00

41
FORUM SUSTAINABLY OURS

EDITOR
Eli Blevis
eblevis@indiana.edu

A Call for Pro-Environmental


Conspicuous Consumption in
the Online World
Bill Tomlinson
University of California, Irvine | wmt@uci.edu

Biological researchers have suggested that the conspicuous consumption. It must be obvious, so
phenomenon of conspicuous consumption [1, 2] that other members of the target community can
can be an evolutionarily viable survival tech- easily recognize it. It must be accurate; commu-
nique. Conspicuous consumption can enhance an nity members must be able to use it to evaluate
organism’s fitness because it demonstrates that the relative merits of different individuals. And it
the organism has sufficient resources to live, and must be unfakeable; that is, it must be easier for
then some. This abundance of resources suggests the organism to exhibit the attribute or behavior
[1] Zahavi, A. and A.
to other members of the organism’s community than to exhibit an indistinguishable facsimile of Zahavi. The Handicap
Principle: A Missing
that he or she may be a valuable social or sexual that behavior [1]. Piece of Darwin’s
partner, with sufficient resources to squander Like many other animal species, humans Puzzle. New York:
Oxford University Press,
some on goals beyond mere survival [1]. exhibit a tendency for conspicuous consumption 1999.
Two forms of conspicuous consumption are [3]. To an evolutionary biologist, a BMW looks a
particularly notable. “Sexual handicapping” lot like a peacock’s tail. The bird’s tail is obvi-
involves an individual exhibiting resource-inten- ous; so too is the Beemer’s logo and characteris-
sive behavior or morphology in order to commu- tic body shapes—visible on the highway, in the
nicate his or her (but usually his) good genes [1]. driveway, and on a date. The bird’s tail requires
For example, the brightly colored tails of many the expenditure of significant resources. So too
birds are a significant handicap to those organ- does the BMW; no resource-poor losers here. [2] Roberts, G.
“Competitive altruism:
isms; the tails require a lot of energy to produce Finally, the bird cannot attach a fake tail to itself; from reciprocity to the
handicap principle,”
(since bright pigments are energy intensive), neither is it viable to manufacture a fake BMW, Proceedings of the
and make it harder for the organisms to survive with glossy paint and carefully tuned engine. Royal Society B:
Biological Sciences
(since predators can see them). A bright tail con- Thus, a BMW has a lot in common with a brightly 265, no. 1394 (1998).
veys unequivocally that the bird sporting it is a colored tail; in both cases, the owner is clearly an
“winner,” with sufficiently abundant resources to excellent mate choice.
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have reached maturity despite the encumbrance Similarly, people engage in competitive altru-
of the tail, and is therefore a prime mate. ism in a range of ways. The high-end grocery
A second form of conspicuous consumption is store Whole Foods has begun selling an organic
“competitive altruism [2]”. In this behavioral pat- cotton and burlap bag with a large logo reading
tern, organisms behave in prosocial ways, issuing “Feed the Children of the World” on it. To own [3] Veblen, T. The
Theory of the Leisure
alarm calls or saving the offspring of other mem- this bag, a shopper must pay $29.95, $10 of which Class: An Economic
Study of Institutions,
bers of their community, in order to demonstrate will be donated to the World Food Program’s 1912.
their abundance of resources. Similar to sexual Rwanda School Feeding operation. This amount is
handicapping, competitive altruism is a drain on sufficient to provide 100 meals to school-age chil-
the resources of the individual and marks that dren in Rwanda. This demonstration of resource
individual as a high-quality social or reproductive abundance may not only make the bearer feel
partner. good, but it may also cause others to consider
There are several characteristics that make an them worthy social or sexual partners. (While
attribute or behavior a good vehicle for exhibiting one might find charity irrelevant to sexual ends,

43
Reflections On Innovation

The world would be


more sustainable
if the human urge to have it as their primary goal and the corpora-
tions must satisfy the consumers. Nevertheless,
the world would be more sustainable if the
squander resources human urge to squander resources could be
piped into socially beneficial efforts rather than

could be piped into corporations’ bank accounts.

Online Tools
into socially beneficial Many behavioral patterns that people exhibit are
being enhanced by online tools. We are able to
efforts rather communicate over great distances, play games
with millions of people, and spawn fast-spreading
grassroots political movements. There are also
than into corporations’ a variety of environmental efforts that seek to
harness the strengths of information technology,
bank accounts. using social networking systems, blogs, mobile
devices, and new design techniques. However,
there are few if any online systems that seek
to achieve environmental ends by explicitly
encouraging people’s evolved desire to squander
resources. If people are going to engage in con-
spicuous consumption, they may as well do it in
a group of psychologists recently found that a way that is sustainable. We need online social
“although mating motivation did not lead women tools that can help enable pro-environmental
to conspicuously consume, it did lead women to conspicuous consumption.
spend more publicly on helpful causes [4].”) An awareness of the characteristics of a good
Whenever resources are squandered, there medium for conspicuous consumption—one that
must be some “sink” into which those excess is obvious, accurate, and unfakeable—can help
resources are poured. For example, when a spe- inform the design of these online tools. The Web
cies of birds tends to have long colorful tails, is very good at making projects obvious—the
their resources are being poured into the popu- popularity of some websites grows so rapidly
lations of snakes and other predators that are that it becomes problematic to scale fast enough.
better able to catch and eat the birds because “Accurate” and “unfakeable,” though, are a bit
[4] Griskevicius, V. et al.
“Blatant Benevolence
of their highly visible tails. When people drive trickier. Accuracy is difficult because what con-
and Conspicuous BMWs and other luxury cars, the resources are stitutes “value” may vary across communities;
Consumption: When
Romantic Motives being poured into the corporations that produced monetary expenditures, time, skills, or other
Elicit Strategic Costly
them. (When people drive luxury SUVs, the factors may be the key to social status within a
Signals,” Journal of
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Personality and Social resources used to buy the gas needed to move given group. Making the display of conspicuous
Psychology 93 (2007):
85-102. so much metal around ultimately end up poured consumption unfakeable requires the commu-
into the atmosphere as carbon dioxide and other nity to settle on an inherently hard-to-duplicate
pollutants.) Snakes and corporations serve the medium, to agree on some standard through
same role in this system; they are the keepers of which to verify authenticity, and/or to enact ways
the unfakeability needed to make a trait costly. of punishing fakers. Reputation-management
Corporations, like snakes, are not evil. They are systems may be able to help with both accuracy
simply tasked with a single purpose—maximiz- and unfakeability to some degree, as can connec-
ing shareholder value. Unless there is a profound tions to existing institutions with credibility and
shift in the corporate law in the U.S. and many longevity.
other capitalist countries, we can reasonably This article is a call for readers of this maga-
expect that environmental sustainability will zine to design and build systems that enable
never be the primary goal of corporations. At communities to engage in conspicuous consump-
best, it will be an indirect goal, when consumers tion in ways that recycle resources into the same

44
FORUM SUSTAINABLY OURS

local community and/or serve environmental its charm if one toots one’s own horn about it.
ends. To provide some unimplemented examples However, there are clear examples that this does
of how these systems might work, consider the not need to be the case. The “I Gave Blood” or “I
following project ideas: Voted” stickers often seen around college cam-
• Wickedly Expensive Local Green Products and puses and other communities demonstrate that
Services. Each local community maintains some it is not necessarily frowned upon to wave a flag
directory of the greenest members of that com- for civic engagement. While it would certainly be
munity, anyone from farmers to manufacturers important to remain aware of this potential chal-
to recyclers. These individuals are reimbursed lenge, it is certainly not an unsolvable problem.
for their services well beyond the sheer financial This article draws inspiration from human
need, in exchange for explicit acknowledgment biology and social behavior for the design of
of the purchaser via a website or other medium. novel technological systems that can help us live
The green community members benefit from the together more sustainably. While we are smarter
increased prices, and the conspicuous consumers than monkeys, the Earth has begun to suffer
are honored for their contributions. from the success enabled by our intelligence.
• Integrated Environmental Action and Dating. Human technology has looked to biology many
While organizations such as the Sierra Club times for inspiration, from robots to AI to flying
already have “singles” events, few if any of them machines (including the airplane in which I’m
explicitly celebrate their most vigorous volun- flying right now). Perhaps we can look to biology
teers in an obvious, accurate, and unfakeable for inspiration once again and design systems
way. An online dating system could be designed that satisfy our evolved needs. Systems that let
such that, for each time a person spends a day us engage in conspicuous consumption (as we
planting trees, his or her profile could be listed appear to need to do in order to demonstrate our
higher in the site’s search results. quality as social or sexual partners) but that do
• Craigslist-to-Credit-Card Ratio. Craigslist could so without wasting resources unnecessarily could
team up with credit card companies to enable be the basis for new social interaction styles.
people to have an officially sanctioned score of An understanding of the biological and cultural
what percentage of their purchases are made issues underlying these phenomena could help
through Craigslist (or other recycling venues) inform the creation of a range of new technologi-
rather than through providers of brand-new cal systems that support these novel interactions.
goods. The system could provide people with a
dynamically updating widget that they could Acknowledgments
include on their blog or website. Used IKEA The author would like to thank Eli Blevis, Richard
table—$40. Sustainable capitalism—priceless. Anderson, Jon Kolko, Rebecca Black, Katie
Each of these examples may have conceptual Clinton, Linda Ward, and Steve Price for their
problems or implementation challenges, but per- feedback and discussions that contributed to this
haps they can initiate a conversation about how article.
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to enable conspicuous consumption in ways that


are more environmentally sustainable than cur- About the Author  Bill Tomlinson is an
assistant professor of informatics at the University
rent online systems. By tracking, analyzing, and
of California, Irvine, and a researcher in the
sharing the pro-social squandering of resources California Institute for Telecommunications and
that a community cares about, systems such as Information Technology. His research focuses on
these may provide pathways for people to engage the intersection between the field of human com-
puter interaction and the world’s growing environmental concerns.
in conspicuous consumption in ways that match He holds an A.B. in biology from Harvard College, an M.F.A. in
their ideologies. Doing so can help people find experimental animation from CalArts, and S.M. and Ph.D. degrees
friends, business associates, and romantic part- from the MIT Media Lab.
ners who belong to similar communities, and
who share similar values.
A concern that has been raised involves the
possibility that these systems could be seen as
DOI: 10.1145/1409040.1409051
gauche or tacky. Volunteerism, for example, loses © 2008 ACM 1072-5220/08/1100 $5.00

45
Reflections On Innovation

Of Candied Herbs and Happy


Babies: Seeking and Searching
on Your Own Terms
Elizabeth F. Churchill
Yahoo! Research | churchill@acm.org

A friend asked me to buy some died.” I tried various combina- ing to the shop that my friend
candied herbs for her while I was tions of “sweet” ”sugar” ”herb” referred me to. There in the
in Italy. I had never heard of such ”plant” ”eat” ”cook” ”tourist” amazing sweet shop cum apoth-
a thing. It sounded dubious— ”gift” ”edible,” and various herb ecary store, circa 1836, lay the
and entirely likely, therefore, to names—all of which sounded fabulous prize.
be some foreign delicacy that I disgusting when combined with So what does this all have to
would in fact turn out to adore. “sugar” or “candy”—sage, basil, do with design? To pose the ques-
And that was the case. But before borage….and so on. Still no luck. tion differently, what does this
getting there, I needed to find Since I was looking for a for- have to do with person-centered
out where to buy said “candied eign food in a foreign language [1] interaction design? A lot.
herbs.” My friend had thoughtful- and would not have been able Internet search has become
ly sent me a link to a shop where to recognize a candied herb if the dominant paradigm of
they were apparently available. one bit me on the nose, I was not information seeking for many
But while the shop was easy to really surprised that I was having of us. However, the paradigm of
find, every time I went, it was this problem. But, I also suspect- Internet search is in its infancy,
closed, windows shuttered. ed there must be a way to find and search as an Internet experi-
So I figured I would try to this elusive information—if only ence is often construed very nar-
find another source. What bet- I could just enter the right combi- rowly. There is much discussion
ter way to do that than to search nation, the correct incantation of about matching query terms,
the Internet? The world is, after words into that little search box. indexing, and ranking relevant
all, at my fingertips via a query There is a nice term called results, and determining which
in a box. “Candied herbs buy “gaslighting” that means a willful are the best algorithms to deter-
torino” yielded no results, at undermining of someone’s sense mine which content is delivered
least none I could make sense of. of reality in order to drive that back as a result of a query. These
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So I translated “candied herbs” person mad. I was feeling a little are, of course, crucial factors in
into Italian: canditi erbe. I typed less sane as I tried to semanti- the design of good search expe-
[1] “person” could be
this into a search box and got cally link previously unconnected riences. Search engines have
“user” or “human” or
“agent”. I suggest pick- back many (many) pages in concepts to generate possible personalities based on how these
ing one that acknowl-
edges a human is pres- Italian, a language I don’t speak relevant query terms and review processes are prioritized and how
ent in the transaction. or read. I translated said pages. the results —so much informa- results are presented.
No luck. I tried Yahoo! Answers tion, so little of use. The search But as the example above
and found recipes for candied engine asserted dominance, shows, seeking and finding
everything-you-can-imagine. But, drawing me out and then under- involve (many) keyword queries.
as to where I could buy them in scoring my linguistic (perhaps And a lot more than a page and
Torino? Still no luck. conceptual) inadequacy: I was a query box is involved. For just
Getting truculent, I start typ- free associating and getting pun- that scenario, I opened at least
ing in broader terms—perhaps ished for my efforts. 20 browser windows over two
the problem was the word “can- In the end, I just kept return- days, interweaving my search

46
OPINION
Ps AND Qs

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47
Reflections On Innovation

for “candied herbs” with alterna- Carnegie Mellon University and I recovery searches), the known
tive activities, including searches have spent this summer conduct- but unnamed (discovery and rec-
for other things: “candied herbs ing field interviews, collecting ognition searches), the undefined
torino,” “longboard sales,” “united stories of the hard-to-find-on- (recall, describe, and name), and
airlines flight information,” the-Internet—from people not the unknown and unnamed (dis-
“Brahmin handbags,” “turin knowing the words for things, covery and/or name).
shroud,” “Taryn Rose shoes,” to things for which there are Clearly, we are not all done in
“spime” (I have spared you my no words. We have been chart- this research and design world
crude translations and the typo- ing examples of how people of Internet search. There are
graphical and spelling errors.) search when they don’t know the open questions about what is the
Often I had many windows open specific words or terms for the appropriate unit of analysis. To
at one time. I copied and pasted things they are seeking (domain be concrete, did my search “ses-
content I found that might be language/literacy), when they sion” above start and end in one
relevant into a text editor. I book- don’t know how to articulate browser? Across several brows-
marked potential sites for my the concepts (not named and/ ers? Did the search begin with
friends to look at and translate or complex concepts), and when the request and end with the
for relevance. I looked at images the content or learning need purchase? Or did it end unsuc-
of what could be candied herbs; I involves visual, kinetic, or physi- cessfully with the failure to find
even found a video showing how cal knowledge in the pursuit of a second source? Has it ended
to candy things at home. I asked an embodied skill, such as screen yet? What are the boundaries
friends by email and instant mes- printing, bodycasting, or looking of the search experience, and
senger; I posted photos to Flickr; for yoga poses like “Happy Baby” what different kinds of tools
I searched YouTube. My friends when you know what it is but not are needed to support these
Twittered to ask their friends. I what it is called. Our investiga- different activities? What are
[2] http://devel- spoke to people by phone. tions have followed people as the applications that will blur
oper.yahoo.com/search/
boss/
That was a lot of surf, send, they triangulate between differ- the boundaries between seek,
and sift. I should say it was thor- ent media (words, pictures, vid- search, browse, recommend,
oughly enjoyable—a treasure eos) and social search sites and remember, and augment? How
hunt—and ultimately worth it to forums such as Yahoo! Answers can we give the search experi-
find and finally experience can- and Flickr, where there are many ence some continuity, over time
died rosemary. examples of images that are and place? Observing people
My story is not unusual; posted with the title “What is engaged in ongoing inquiry and
it’s mundane, even. We rou- this?” We have begun to char- discovery over time, my group
tinely engage in human-human, acterize searches by first under- has designed an application for
human-machine, human­- standing people’s term, concept, project-oriented, multi-media,
multimodal representation, and domain familiarity, and their iterative searches, so people can
human-place (digital and physi- willingness to expend energy garner and glean in collaboration
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cal) interactions and use multiple becoming search strategy liter- with others.
browsers, devices and displays, ate and/or to turn to collabora- But we need a lot more
text editors, bookmarking ser- tive seeking. And we have been research. Examples of rich areas
vices and applications, notepads looking at whether that which include personalization and what
and pens. Search is also social— is sought has a name at all. that means to people, and consid-
we use the phone, email, social Without getting too linguistically ering how mobile search differs
networking sites, and services to relativist, there are some things from desktop search. We need
seek knowledge from others and for which there are simply no to design more effectively for
to get people to look for things on words in one language or domain domain-specific search. In this
our behalf. of expertise but an abundance regard two of my favorite sites of
Fascinated by the wealth of in another language or domain. late are Octopart (http://octopart.
design and engineering chal- Suffice it to say, there are many com/) and Shazam (http://www.
lenges in this world of informa- strategies that people use to find shazam.com/music/portal).
tion finding, Cristen Torrey of the known and named (recall and Octopart is a search site special-

48
OPINION Ps AND Qs

ized for electronics. It embodies sentation, surfacing information part of Yahoo!’s open search Web
what librarians have been saying so it is comprehensible, readable services platform [2]. Designers
about the differences between in context; 3. the design of inter- and developers are invited to
generalized search versus vertical action and information flows, build on top of the existing infra-
search, offering deep cataloging understanding information in structure to create new search
and deep linking, as well as nice use over time and foundationally, experiences.
experimentation with features 4. ontologies and information As a field-based designer/eval-
for refining queries in the elec- architecture, considering the uator who likes to observe tech-
tronic domain. Shazam is a music ways in which information struc- nologies in action, I often feel like
discovery engine that helps you tures underlie and drive informa- my work is to point out anoma-
find that elusive, hummable, but tion flows and interaction over lies and to bring about paradigm
unnamable track from your past. time—addressing questions of shifts that are not just changing
Yes indeed, these are exciting what constitute data and meta- the look but that are pointing
times—there is much design and data given different orientations, to a shift in the way in which
engineering work to be done. As tasks, activities, practices, and the problem is constructed and
a result, I get a little irritated worldviews. therefore the way in which the
when an otherwise perfectly nice It is important that designers solution is engineered. Thomas
person told me that the “real” of interactive artifacts take an Kuhn, in his work on scientific
work of search is what happens active role in shaping the ways in revolutions, talks about anoma-
at the engineering level and that which information is gained from lies as instigators of change, of
designers are really involved only the user in an interactive way paradigm shifts. He defined an
in the “fluff.” This guy under- and an active role in understand- anomaly to be a violation of the
scores a sad fact of life: that there ing how that information is used “paradigm-induced expectations
is a productive but not always systemically—by the engine, that govern normal science.”
comfortable relationship between under the hood. Because it is here If we want a paradigm shift in
design and engineering. However, that some notional “user” with information seeking and find-
if we think Internet search is only some model of their “intent” is ing, it is up to us to bring about
about the underlying engine— being tacitly or explicitly con- that revolution by more deeply
what goes on under the hood structed. Human-centered design understanding human informa-
(the “back end”)—then we are is about providing tools that tion seeking and finding, by chal-
mistaken. And of course, design allow people to acquire and use lenging assumptions that exist
is more than generating graphics knowledge over time. Therefore, about information production
for an interface. The interface is design professionals are perfectly and consumption, and showing
the broker between the person, placed to work with engineers that information can morph and
the “user,” and the underlying to consider conversational and make itself known to us in more
algorithms, and that involves ideational aspects of enquiry and artful ways.
many levels of understanding. knowledge exploration, as well as
About the Author  Dr. Elizabeth
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Here are the things I person- to help people create knowledge


Churchill is a principal research scientist at
ally and informally associate that is searchable and ultimately, Yahoo! Research leading research in social
with design thinking, analysis, to develop the dynamic ontolo- media. Originally a psychologist by training,
and practice, and all of these gies that are part and parcel of for the past 15 years she has studied and
designed technologies for effective social
are needed to move the search a responsive, reactive, evolving
connection. At Yahoo, her work focuses on
experience forward: 1. aesthet- information-seeking experience how Internet applications and services are
ics, which, as Don Norman’s that utilizes domain-centric, woven into everyday lives. Obsessed with
book Emotional Design: Why We advanced search features. Recent memory and sentiment, in her spare time
Elizabeth researches how people manage
Love (or Hate) Everyday Things sug- developments mean it is increas-
their digital and physical archives. Elizabeth
gests, are more important than ingly possible for great design rates herself a packrat, her greatest joy is
one might think. It is easier to be to couple with excellent engi- an attic stuffed with memorabilia.
patient with the worst of tools if neering and prove this point.
it looks good and feels good; 2. SearchMonkey and BOSS (Build
DOI: 10.1145/1409040.1409052
graphics, and information repre- Your Own Search Service) are © 2008 ACM 1072-5220/08/1100 $5.00

49
Cultural and Personal Impact

Experiencing the International


Children’s Digital Library
Benjamin B. Bederson
University of Maryland (UMD) | bederson@cs.umd.edu

We all know what a book is. It’s and broadly accessible informa- ing and reading books online [1].
made of paper; you hold it in tion of all kinds. The Web is There are currently more than
your hands; it contains words easy to change and inexpensive; 2,500 full books online from 59
and sometimes pictures. We it is these characteristics that countries in 48 languages.
know that books have certain encourage different behaviors The access afforded by the
affordances such as ruggedness, and attitudes about content on site presents a risk. Do we gain
ease of reading, portability, and the Web in the minds of readers. breadth and access? Or do we
are relatively expensive (at least lose focus and depth because of
compared with electronic forms). What Is It About Books? the form? The answer, of course,
But perhaps most important, We can find so much, so fast on is both.
[1] Hutchinson books afford deep attention. the Internet. But when we find By deploying a live and widely
et al. “Supporting They engage and focus. They are that content, do we focus on it used website, we have studied its
Elementary-Age
Children’s Searching relatively unchanging, and so and engage deeply? Or do our use both informally and through
and Browsing: Design
and Evaluation Using
they become cultural references. minds wander as we interpret a variety of academic studies.
the International And these same characteristics and envision our own lives in the We have partnered with institu-
Children’s Digital
Library.” JASIST 58, no. also encourage writers and pub- stories we read? Do children do tions such as the World Bank,
11 (2007).
lishers to invest a lot in their cre- the same? the Government of Mongolia,
ation—knowing that they may It was from these questions and One Laptop Per Child and
well not have a second chance. and many more that a growing have learned what the library
A children’s book is all that, realization emerged: Despite can mean through deployments
and more. This is true not only the breadth of the Web, and the in developing countries.
because of the pictures and diversity of our world, something
larger format printing, but also was getting lost when looking Children and Adults
because of the impact these at online content. Do children Children are not just short
books can have. There is poten- concentrate on the Web with adults [2]. Their interests and
tial to be unlocked in every the same degree of attention as abilities differ from ours, and
[2] Montemayor et al., child—if only he or she can be books? My colleagues and I often they change over time. Children
“PETS: A Personal
November + December 2008

Electronic Teller of
exposed to rich and diverse saw children engaging with com- are often more physical and con-
Stories,” University of experiences and ideas. We want puters and the Web in ways that crete than adults. This becomes
Maryland, 1999. http://
hcil.cs.umd.edu/trs/99- our children to grow into every- were so much less meaningful clear when they search. Younger
25/99-25.html
thing we envision the world than the books that were being children, especially, are likely
should be. From board books to replaced. to want to search by physical
the rich pop-out books of Robert In 2002 this led me, with my characteristics of the book such
Sabuda, from the obscure titles colleagues Allison Druin and as the length, size, and even
to the Harry Potters, children’s Ann Weeks (and a cast of many color of the cover. They also are
literature has a rich history of more), to build the International more likely to focus on concrete
many forms that support this Children’s Digital Library characteristics of the book while
vision. (ICDL)—a website of exemplary,
interactions

And then there is the Web— freely available children’s books


To experience the ICDL visit:
also somewhat magical in our from around the world with a
www.childrenslibrary.org
idealized cultural vision of free child-friendly interface for find-

50
Cultural and Personal Impact

older children start thinking desks—occasionally, upside color search works. But we get
about more abstract issues [3]. down. When talking with these very few questions from children.
We worked closely with chil- kids, we discovered that some- Of course they are likely to have
dren throughout the design, times they just want different less access and ability to contact
implementation, and deployment physical experiences. us, but still, the lack of questions
[3] Druin, Allison. “What of the ICDL through a process Therefore we built differ- from children is striking. This
children can teach
us: Developing digital called Cooperative Inquiry [4]. ent ways to read the book. We is backed up by our lab observa-
libraries for children.”
Library Quarterly 75, no.
We have children come to our always start by showing an tions of first-time users of the
1 (2005): 20-41. lab regularly and work with overview of the book by initially library. Children are just much
us as design partners. For the displaying thumbnails of every more accepting than adults. They
ICDL, we went further and even page (that are magnified on are more likely to use the inter-
had the “kidsteam” children mouse-over). The book can then face without question, and inter-
visit libraries to observe and be read in order or starting at estingly, they are also more likely
interview other children as they any page by clicking on it. My to start reading whatever book
[4] Druin, Allison.
“Cooperative Inquiry: used the library. Our intergen- daughter’s favorite ICDL book is they stumble upon.
Developing New
Technologies for erational efforts responded to Axle the Freeway Cat, and strange
Children With Children.” these concerns, resulting in the as this may seem to a logically Challenges and Opportunities of
Working paper, CHI
1999, Pittsburgh, Pa., current interface. Children can oriented adult, she always reads Thinking Worldwide
1999.
search not only for traditional it by first looking at the picture Where the ICDL really gets inter-
genres, but also other search of Axle eating breakfast in the esting is when we start to look at
parameters such as the color of car. Then, laughing, she begins how it affects the children who
the book cover, how the books again at the beginning of the use it, and what the challenges
make you feel, and more. book. We also implemented a and implications are of deploying
[5] Druin, Allison et An ICDL weblog analysis con- spiral book reader that presents a technology like this for such a
al. “The International
Children’s Digital
firms the academic research the pages in a more playful basic activity as reading. These
Library: Description with practice. For example, our manner: They flow across the questions get even more complex
and Analysis of First
Use.” First Monday 8, youngest users (indicated by screen in a spiral (but the form when we think about its use in
no. 5 (2003) <www.first- self-reporting during an optional still supports reading by pre- the developing world.
monday.org/ISSUES/
issue8_5/druin/index. registration process) search more senting the current page very Let’s start by looking at how
html.>
for the categories “rainbow,” “real large in the center). An early children use the ICDL. We ran
animal characters,” and “make study of these book readers [5], a longitudinal four-year study
believe books,” Twenty-year-old confirmed by recent weblog observing how 12 children used
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users, on the other hand, search analysis, shows that kids like all the ICDL in Germany, Honduras,
more for the categories “short the book-reader styles—and the New Zealand, and the U.S. [6].
[6] Druin, Allison et al. books,” “award winning,” and match isn’t usually by kid, but The children read at least one
“Children’s Interests
and Concerns When
“true books.” rather by mood. That is, some- ICDL book per month, created
Using the International We also know from our early times a child prefers the simple drawings and book reviews
Children’s Digital
Library: A Four-Country observations that children page-at-a-time book reader, and about those books, and partici-
Case Study.” Working
often select books (and start sometimes he or she prefers the pated in an interview with an
paper, JCDL 2007,
Vancouver, Canada, their reading process) by flip- animated spiral reader. ICDL researcher (along with their
2007.
ping through the pages to get a Another interesting trend we teachers and librarians) once
sense of how long it is, and what see is that there are a fair num- per year. To reduce technical
kind of pictures are in it. We ber of questions from adults challenges, we gave the children
observed them reading in every about very specific features of the Tablet PCs with a version of
imaginable physical location—in ICDL website—about issues such the ICDL running locally. This
chairs, on desks, on floors, under as exactly how the book-cover- enabled them to have consistent

52
FEATURE

and fast access to their library, a request from the World Bank push technology forward in a
even when their Internet con- and the Government of Mongolia variety of domains.
nections were unreliable. to create a Mongolian version And so it was with this con-
We observed a number of of the ICDL, aiming to sup- text that the ICDL received
interesting trends in this study port rural use. This somewhat rights to all 200 Mongolian
relating to how children read unusual opportunity came about books, translated the website
and feel about reading. To begin because the Mongolian children’s into Mongolian, and even set up
with, the diversity of available publishing industry collapsed an ICDL mirror server in Ulaan
books was greatly appreci- when the country became inde- Baatar (at www.read.mn). I liter-
ated. Children, their parents, pendent about 20 years ago. ally carried a Dell PowerEdge
and librarians all reported With almost no new children’s server with me on my first
that the easy access to a broad books being published, the cul- trip there, and it remains hap-
set of books from many cul- ture of children’s reading for pily installed at a local hosting
tures intrigued them, and they pleasure largely disappeared. facility—offering much faster
frequently found themselves The World Bank chose to access to the 50 percent of the
reading books that they hap- fund a general literacy program, country that lives in the capital
pened upon—even though they which included commissioning region. My second trip focused
very likely would never have 200 new picture books for grades on the first pilot of the ICDL
searched them out. This general 2-6 that were to be distributed in the countryside. Travelling
trend resulted in many children throughout the country, along with UMD graduate student
reading an increasing number with teacher training and other Sheri Massey, we set up local
of books over time. And some activities. They wanted a digital ICDL servers in three very rural
children used the easy avail- library of those books as well. pilot schools that recently had
ability of books to reread the It may at first seem a question- computer labs set up. The Web
same books over and over again. able choice to spend money server ran on the teacher’s com-
Interestingly, the single stron- on this kind of technology in a puter, and a local network gave
gest finding in the data was that developing country where much all the classroom computers
the children showed increased of the countryside has unreli- access to the library through
interest in exploring different able electricity and little or no their standard Web browsers.
cultures. Finally, most of the Internet connectivity. However, Ironically, these local servers
children reported that while upon closer examination we and fast local connections gave
they very much liked the ease of saw that only a small part of these children faster access to
November + December 2008

access to the digital books, they the overall literacy project was the ICDL than anyone in this
still preferred physical books for spent on technology. Further, country who accesses it over a
reading. In explaining this, they they know that computers are regular Internet connection.
referred to ease of navigation, coming throughout the country. We ran into a wide range of
ease of carrying (since the Tablet They wanted to make sure that deployment challenges that you
PCs were significantly heavier there are good activities for might expect from a develop-
than most books), and the risk children on those computers, ing country novice like myself
of carrying expensive computers and to encourage an increase installing a complex technol-
around in sometimes dangerous in technological capacity in the ogy in such a place. Everything
urban neighborhoods. countryside. They also saw the
With this increased under- economic impact that technol-
interactions

standing and generally posi- ogy has had on many of their For extended essays about the
tive feedback, we were ready Asian neighbors (such as Taiwan
ICDL trips to Mongolia visit:
www.cs.umd.edu/~bederson/mongolia
to respond when we received and Singapore), and want to

53
Cultural and Personal Impact

tripped us up. We were plagued to explore what it had to offer worse? These fears are founded,
with viruses, power problems, them. And so when I returned, I and quite possible. But technol-
network configuration issues, redoubled my efforts to improve ogy is becoming a central part
missing drivers, scratched CDs, the technology to match the of children’s lives almost every-
and even a lost private key (need- real-world challenges of deploy- where. We can ignore it and hope
ed for encrypting some of the ment scenarios I saw. We have that children find good things to
books) that I managed against since improved readability on do with computers on their own,
all odds to leave in Maryland— small screens, added support for or we can dive into the reality
requiring an extra eight hours of transcription and translation, of our children’s lives and build
rural driving to get to an Internet eliminated the need for browser the best technology we can to
connection. But those were just plug-ins, and now we’re even give them exciting and valuable
“stupid engineering hurdles” we starting to explore how we can things to do when they are using
got past. And then we were able support reading books on mobile that technology.
to focus on the amazing situa- phones. It is time to deploy the ICDL
tion of working with teachers And so, this brings us back to and other educational technolo-
and children in rural Mongolia, where we started. What does it gies widely throughout the rural
many of whom had very little mean for children to read books developing world. Many places
exposure to computers and none on computers? have computers but no content,
with digital books. and they need resources such
In the months before this Lessons and Conclusion as the ICDL. For those without
rural trip, my biggest fear was Perhaps my favorite anecdote computers, it may not yet be cost
that the people I would be try- that explains what I’ve come to effective to buy them just for the
ing to help would be uninter- think about children reading books. But computers are being
ested in this technology. What, books online is from our four- deployed for other reasons, and
I wondered, would these people country study. At the beginning initiatives like the One Laptop
who spend most of their time in of the study, we asked children Per Child project are making
exceedingly remote farming situ- to draw a picture of themselves them much less expensive. Now
ations see in modern computer reading a book in the ICDL. One is the time to start experiment-
technology? Would they see an little girl drew a picture of a ing and learning about what is
American imperialist, unaware tablet computer in her lap. A required to make projects like
of their needs and actual lives? year later, we asked them to do the ICDL function effectively.
Would they see technology as the same thing. This same girl The ICDL needs your help. Visit
something foreign and beyond drew a picture of a paper book in the website to see what you can
understanding? Or would they her lap. She wasn’t playing with do to volunteer.
be interested in engaging in this a computer anymore. She was
alternative world? Much to my reading books. About the Author 
Dr. Ben Bederson is an
delight, it was clearly the lat- And this goes to the essence
associate professor of
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ter. The teachers in the training of the potential of technology computer science and the
workshops in every school that for children. After the novelty is previous director of the
we visited were deeply engaged. gone, people go about their busi- Human-Computer
Interaction Lab at the University of
They skipped lunch breaks and ness doing what is important to Maryland. His work is on mobile device
kept us on well past the planned them. And to children, reading interfaces, information visualization, inter-
ending times. The schools had stories and understanding the action strategies, digital libraries, and
accessibility issues such as voting-system
welcoming ceremonies with song people and world around them
usability. He is also cofounder and chief
and dance. And the children is always going to be important. scientist of Zumobi, a startup offering a
were thrilled to have a seeming- The more access to books and mobile widget platform based on Ben’s
ly unending supply of books and stories we give to children, the research. For more information, visit him at
www.cs.umd.edu/~bederson
technology, all rolled up togeth- more they will engage in them.
er. They clearly saw the broad But are computers distract-
potential that computers could ing, and is there the potential for
DOI: 10.1145/1409040.1409053
have in their lives and wanted children wasting their time, or © 2008 ACM 1072-5220/08/1100 $5.00

54
FEATURE

Taken For Granted: The Infusion


of the Mobile Phone in Society
Rich Ling
Telenor and University of Michigan | richard.ling@telenor.com

It is sometimes interesting to If we fast-forward 100 or 130 who we are and what we want to
look at the parallels between years, we see the difference. be. If we do not need it directly,
the development of the mobile There are parking lots, paved then the wares that we purchase
phone and the automobile. roads, service stations, and all in the shop were delivered using
In the century since the late the standard automobile-related the automobile/truck-based sys-
1800s the automobile moved features of life. While there are tem. Perhaps the most telling
from being a odd contraption often downtown areas in the indication is that it is difficult
on the edge of society to being towns and cities, the automobile to think of carrying on our daily
a taken-for-granted factor in has also spawned strip malls life in the absence of the auto-
everyday life. In the late 1800s and shopping centers. It is often mobile.
none of the major elements easier to drive a few hundred All of this has resulted in an
of today’s automobile culture yards from one strip mall to over reliance on the automobile.
were in place. Cars were rick- another (and belch out the con- In effect, we have a system of
ety contrivances. There were sequent pollution), since walk- reasoning that assumes access
rarely cabs for the passengers, ing involves detouring around to and use of the automobile. It
cars needed constant prodding multilane streets that are more has moved from being a some-
and maintenance, and they car than pedestrian friendly. In what risky curiosity to being a
were more often seen as the addition, there is a whole sector central part of everyday life. It
hobby of determined tinkerers of society that is oriented toward can be said that, with our willing [1] The inspiration for
this article arose out of
or eccentric millionaires than servicing the automobile and acceptance, the automobile has a discussion with my
colleague Jonathan
as an item of daily necessity. As the passengers within. There restructured society in its own Donner as well as the
if to ensure cars’ marginaliza- are not just “filling” stations but image. Bringing this back to the insightful comments of
James Katz.
tion, the roads were poor, and service areas where the nutri- mobile phone, we can ask if we
there were few gas stations and tional needs of both the car and are in the process of developing
even fewer automobile-repair the passengers can be attended a similar logic on that front.
shops. If you were an early user, to and where we can also buy
it was almost in spite of their music, kitschy art, and reading The Structure of a Mobile Society
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usefulness. Society was clearly material. The ownership of the mobile


oriented toward other forms of Unlike the early motorists, our phone is not—at least not
transportation. This had conse- lives are in many ways defined yet—ubiquitous. The landline
quences for the way that people by access to the automobile. We telephone has been a part
organized their lives. Work, need it to get to work, to deliver of the scene and indeed has
shopping, and schooling were the children to after-school established its own logic. We
often within walking distance. activities, or to go shopping. have ordered Chinese takeout,
Daily activities did not require Serious courting takes place in swapped numbers with poten-
the individual to move about the car. Our vacation habits are tial boy/girlfriends, and then sat
to the degree that we often see often tied to driving, automobile- by the landline phone awaiting
today. Neither the automobile friendly hotels, and automobile- their call.
nor the culture of the automo- accessible sights and locations. Following the example of the
bile had gained the purchase The cars we drive are, for some automobile, however, we can
that they have today [1]. more than others, a reflection of speculate that the mobile tele-

55
phone will develop its own logic. mobile phone in first the devel- Individual Addressability
The story of the mobile phone is oped and now in the developing One of the most striking aspects
shorter than that of the automo- world. Indeed, in many parts of the mobile phone is that it
bile or the landline phone. While of the world, mobile telephony makes each user individually
various forms of mobile radio is taken for granted as part of addressable [3]. That is, with
[2] Farley, T. “Mobile contact have been possible since daily life. Mobile communication the mobile phone we call indi-
Telephone History.”
Telektronikk 3, no. 4
the early 1900s [2], the popular devices are available from dedi- viduals, not locations. This
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(2005): 22-34. adoption of the cellular-based cated stores, kiosks, in grocery basic characteristic means that
mobile telephone system is and convenience stores, and over we have an alterative way of
more recent. To draw somewhat the Internet. They let us chat interacting. We need not take
more clearly the parallel with with friends, send and receive into consideration where our
the automobile, until recently text messages, order goods and interlocutor is since he or she is
mobile communication was the services, find the address of a always reachable. In addition,
[3] Ling, R., and
J. Donner. Mobile province of either the rich or the restaurant, take a photo, listen the rise of texting means that
Communications.
technically determined. Mobile to music, and keep a calendar we do not need to engage in
London: Polity, in press.
phone devices were heavy and of appointments. Interestingly, extensive forms of greetings and
required inordinate amounts of the development of so-called monopolize one another’s time.
power to use. They were quirky, m-marketing challenges some If we need only a short bit of
and the coverage was spotty. of the dynamics of traditional information, texting allows us a
From the mid-1990s, we have store- based (and strip-mall- discrete form of contact. Because
seen the rapid acceptance of the based) marketing. of these characteristics—ubiqui-

56
tous and yet discreet reachabili- nated our meetings by referring friend is too full, we can sug-
ty—this technology has become to our watch and assumed that gest an alternative. If we do not [4] Ling, R. New Tech,
New Ties: How Mobile
a tool of the intimate sphere [4]. the other meeting partners also remember if our spouse wanted Communication Is
Reshaping Social
Research indicates that we are did the same, with a device that cheese or milk from the store, a
Cohesion. Cambridge:
mostly using the mobile phone was in good working order. If quick call will clear up the issue. MIT Press, 2008.

to talk to our closest family and they had forgotten to wind their The ability to micro-coordinate [5] Ling, R., and B. Yttri.
“Hyper-coordination
friends. watch, if it was running fast or may indeed be the most pro- Via Mobile Phones in
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One of the main effects of slow or, in more contemporary found social consequence of Norway.” In Perpetual
Contact: Mobile com-
the mobile phone is that it times, the battery of their watch the mobile phone. It provides munication, private talk,
public performance,
changes the way that we micro- was dead, the efforts at coordi- us with a simple way to keep in edited by J. E. Katz and
coordinate our everyday affairs nation were frustrated. touch with one another and to M. Aakhus, 139-169.
Cambridge: Cambridge
[5]. Previous to the rise of the The mobile phone changes make, and re-make, arrange- University Press, 2002.
mobile phone, we most often this process. We can negotiate ments. [6] See A. M. Townsend,
coordinated activities by agree- both the time and the place via It is wrong, however, to think “Life in the Real Time
City - mobile telephones
ing to a time and a place where the mobile phone in real time that the mobile phone is used and urban metabo-
lism,” Journal of Urban
we would meet. In this regime, [6]. If one partner is a bit late only for instrumental interac- Technology 7 (2000):
there was—and indeed often because of traffic, for example, tion. It is also a channel through 85-104; and R. Ling, The
Mobile Connection: The
still is—the assumption that he or she can simply call or text which we express our emotions cell phone’s impact on
society. San Francisco:
all participants have access to to the others in order to rear- (“I love you so much John, but
Morgan Kaufmann,
a correctly synchronized time- range the meeting. If the cafe I still need to divorce Harry”), 2004.

keeping device. Thus, we coordi- where we were to meet our we experience power relations

57
Cultural and Personal Impact

(“Smithers! I want that report govern our copresent interac- problem for us, then, as James
on my desk by Monday”), and tion. However, since people from Katz reminds us, it presents
we work out our feelings about our intimate sphere have direct a problem for others [9]. This
others (“I saw Frank at the party, access via the mobile phone, we means that we not only take
and he was being an absolute are faced with an awkward situ- our own phone for granted, but
boar”). We can give a friend what ation. In some cases, we may more important, others take for
Ito and Okabe call a discrete “tap have to choose between using granted that we have one. There
on the shoulder” [7], or we can the mobile phone to speak to is a developing web of recipro-
carry on a full-blown impas- those who are emotionally close cal expectations with regards to
sioned argument. Thus, in addi- to us or to put them on hold our ownership and use of mobile
[7] Ito, M., and D.
Okabe. “Intimate tion to its function as a coordi- while we maintain our copresent communication. Not having a
Connections:
Contextualizing
nation device, the mobile phone interaction with individuals who mobile phone can be seen as a
Japanese youth and is a channel through which we are perhaps more peripheral. sign of independence, but it also
mobile messaging.” In
Information Technology maintain and develop the rela- Because of this we are in the means that others increasingly
At Home, edited by R. tions in our intimate sphere. We process of developing strate- have to make special consider-
Kraut, 235-247. Oxford:
Oxford University Press, can tell jokes via the mobile just gies with which to limit mobile ations with regard to the phone-
2006.
as we can gossip, nurture, flirt, access. We are also working out less individual.
quarrel, condole, assuage, and how to deal with our more inti- The automobile and the
scheme. In the process of doing mate interactions that take place mobile phone are curiously
this, we work out—or perhaps in the public sphere. Different linked. The automobile gave
destroy—our sense of trust with types of barriers are used to us a certain radius of travel.
one another, and by and large we work out the degree to which the The adoption of the automobile
cement our relationships [8]. moral logic is applied. resulted in the expansion of
The very accessibility afforded cities, the dispersion of travel
by the mobile phone also means The Reciprocal Taken-for- and commuting, and increased
[8] This is not to say
that we often need to manage Granted-ness of Mobile complexity in daily transport.
that we can not also our communications in differ- Communication In many ways, the mobile phone
argue and bicker via the
mobile phone. ent situations. Using the mobile There are various ways in which completes the automobile revo-
phone can disturb well-estab- the mobile telephone is estab- lution. Given the automobile-
lished routines and assump- lishing its place in our lives. It induced diffusion of individuals,
tions about accessibility and has become a quasi-indispens- the mobile phone reconnects
who is able to speak to whom able part of our daily kit. Perhaps us with our closest family and
at different times and places. Is the way to best understand this friends. In that process it is
talking with our children dur- is to think about what it is like becoming an assumed part of
ing an intense business meeting to do without the device. Leaving daily life.
just as inappropriate as talking without our mobile phone is
to a business partner when we somewhat like leaving without About the Author 
Rich Ling is a sociologist at
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[9] Weiner, E. (2007).


are at home intensively reading a wallet; it’s the occasion of
Our Cell Phones, Telenor’s research institute
Ourselves [Electronic a bed-time story to the child? a short panic. Forgetting our near Oslo, Norway and a
Version]. National
Public Radio website. Because of these considerations, phone also means that others guest professor at the IT
Retrieved 31 January romance, courting, the courte- must work around our forgetful- University of Copenhagen.
2008. He has been the Pohs visiting professor
sies of working life, and family ness. Given other’s assumption at the University of Michigan in Ann Arbor,
interactions have taken on new that we can plan—and re-plan— where he holds an adjunct position. He is
dimensions as a result of the our meetings with friends, not the author of New Tech, New Ties (MIT)
and The Mobile Connection (Morgan
mobile phone. having a mobile phone means
Kaufmann). Along with Scott Campbell he
While the device helps to that we are cut off from oth- is the editor of The Mobile Communication
maintain our interactions with ers. Being without a telephone Research Series.
those in the intimate sphere, means that we do not know the
it can also be a threat to our latest changes in the plans of
sense of local sanctity. We are our eventual meeting partners.
DOI: 10.1145/1409040.1409054
attuned to rules of courtesy that If being phoneless it is not a © 2008 ACM 1072-5220/08/1100 $5.00

58
(P)REVIEW

EDITOR
Fred Sampson
wfreds@acm.org

How Society was


Forever Changed: A Review
of The Mobile Connection
Brian Romanko
frog design | brian.romanko@frogdesign.com

I found myself reading Richard Ling’s The Mobile


Connection in the discomfort of an airport terminal
gate. When I say discomfort, I refer not only to
the hard vinyl seat and poor lighting but also to
the multitude of fellow passengers chatting loudly
on cell phones. The audible barrage of one-sided
conversations is a distraction to which society is
reluctantly growing accustomed. We soon may
not imagine a world without it. While the book did
little to quiet the Bluetooth-equipped gentleman
sitting next to me, it did provide an illuminating
and enjoyable understanding of how and why we
arrived in this cell-phone-rich society.
Truly disruptive technologies are rare. New
products that fundamentally shake the status
quo don’t just grow on trees. Even more rare are
technologies that disrupt society and fundamen-
tally alter interpersonal communications. With
rapid advances of technology, the mobile phone
has done all this with unprecedented speed. The
astounding pace has fascinated researchers and
businesspeople alike. Rich Ling is one of those fas-
cinated researchers, and he has documented the
rise of the mobile phone in captivating detail in For instance, Ling describes how mobile tele-
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the Mobile Connection. phony enables a new level of “microcoordination.”


Ling has the appropriate background for the This is “the redirection of trips that have already
task. His career as a research scientist for Telenor started [and] the iterative agreement as to when
(Norway’s largest telecom company) provides a and where we can meet friends.” We are no longer
foundational body of experience. His work there required to agree on meetings with a fixed time
focuses on the interplay between technology and and place. Coordination is fluid.
society. The Mobile Connection appears to be a cul- These five chapters don’t focus entirely on
mination of his research findings as applied to the enablement offered by mobile devices. Equal
mobile telephony. time is spent discussing the ways in which the
At a tactical level, the book is logically orga- technology has become a sociological pain.
nized into eight chapters across 200 pages. A Unfortunately, for every person who finds benefit
historical perspective of mobile phone adoption from cellular phones, at least one other has the
is provided, followed by five chapters dissecting opposite response. My time at the airport is evi-
the impact that cell phones have had on our lives. dence of this.

59
Cultural and Personal Impact

The final chapter recognizes the fact that a larly interject interesting stories from his myriad
book about mobile technology’s impact on soci- interviews. These often funny, regularly insightful
ety can quickly become outdated. Ling takes a interludes keep the book well paced and interest-
broad, forward-looking glance at everything that ing. For example, take teens Anders and Harald
mobile technology has already accomplished and discussing the aesthetic considerations of their
prods the reader with provocative questions about cell phone choice:
what society is and how we are all tied together. Anders: The model has a lot to say, you know. A
It’s a logical conclusion, but I can’t help feeling Philips “Fizz” from 1995 is nothing that you show off.
that something is missing. With the popularity of Harald: I think that blocks of cement are cool.
smart-phones like the Blackberry and iPhone, addi- The same position that cellular phones are seen
tional mobility features will become mainstream. as a statement of fashion could easily have been
Mobile Internet, location-based services, and other presented with survey results or questionnaire
new technologies are already prevalent. A discus- samples. It’s the personality and humor present
sion of the impact of these technologies would in these interviews that gives The Mobile Connection
be a much-welcomed addition. Nevertheless, it’s charm.
worth mentioning how well Ling is able to stick Ling provides a compelling, easily digested
to topics that are likely to stand the test of time. overview of the important research into the cell
The mobile phone industry’s product life cycle is phone’s impact on society. Ultimately, The Mobile
measured in 18-month intervals. Considering that Connection is a great book for anyone working in
The Mobile Connection was published in 2004, I was the mobile industry or interested in the impact
expecting more of the content to seem irrelevant. this device has had on society. It’s a quick read
Ling avoids the issue by sticking with capabilities that you’ll likely find yourself using as a refer-
at the core of mobile telephony. ence book in the future. We now take for granted
Throughout, The Mobile Connection is full of both the fact that cellular phones have penetrated our
quantitative and qualitative research findings. culture deeply. This book is an interesting dissec-
The data sources referenced are distilled from tion of exactly how the roots were planted and
almost a dozen primary research studies from disseminated.
the likes of Telenor, The Pew Research Center, and
Rutgers University. Insights provided are backed About the Author Brian Romanko is a
technical architect with frog design in Austin, TX
by verifiable data and are incredibly relevant for
where he acts as a technology strategist, leader,
design decision making. and visionary responsible for software application
However, the most compelling aspect of The architecture, use case discovery, and the recom-
Mobile Connection is the anecdotes from various mendation of appropriate technology platforms and
practices. Brian has worked in the industry for more than a decade
research subjects. Research-related books often creating innovative products for clients such as Hewlett-Packard,
feel dull and impersonal. Distilling facts to their Cisco, and several startups. He holds a bachelor’s degree in infor-
essence has the unfortunate side effect of los- mation technology from the Rochester Institute of Technology and
is pursuing his MBA at the University of Texas.
ing the details that make individuals interesting.
November + December 2008

While trends and patterns provide evidence for


decision making, they don’t make for compelling
reading.
DOI: 10.1145/1409040.1409055
Ling recognizes this and makes sure to regu- © 2008 ACM 1072-5220/08/1100 $5.00
interactions

Also by Richard Ling


The recently published New Tech, New Ties is available from MITPress.

60
FORUM UNDER DEVELOPMENT

EDITOR
Gary Marsden
gaz@acm.org

Audiophoto Narratives for


Semi-literate Communities
David Frohlich
University of Surrey.| d.frohlich@surrey.ac.uk

Matt Jones
Swansea University | always@acm.org

It is widely assumed that the Internet is a global mobiles employ a menu-based style of interac-
information resource. This is not true. For many tion with textual labels. In contrast, we used
people in the poorest parts of the world, the culturally sensitive icons developed with our vil-
Internet is both technically and psychologically lage population to control simple multimedia and
inaccessible through lack of infrastructure, file-handling functions. StoryCreator was used to
[1] Frohlich D.M.
money, and the requisite forms of textual and author short audio-photo narratives, comprising
Audiophotography:
computer literacy. The StoryBank project has a storyboard of up to six still images synchro- Bringing photos to life
with sounds. Springer
been tackling some of these issues by using the nised to a voice-over of up to two minutes long Verlag, 2004.
fast-growing infrastructure of mobile telephony (see Figure 3). Users are led through a story-
to support an alternative form of information creation process to fill media slots in a template,
sharing in pictures and sound. either image first or sound first. Once the media
Situated in the Indian village of Budikote and elements in each stream are recorded, users are
inspired by developments in audiophotography prompted to synchronise the streams by replay-
[2] Sarvas R., M. Viikari
and mobile imaging [1, 2], we have been explor- ing the sound clip and tabbing through the imag- M., J. Pesonen, and H.
ing the possibility of semiliterate communities es at the time they want them to appear. The Nevanlinna “MobShare:
Controlled and immedi-
using the camera phone as a new kind of pen only editing supported is to review and delete ate sharing of mobile
and paper for creating and sharing audio-visual media elements or their synchronisation. images.” Proceedings of
Multimedia 2004, 724-
stories. The system design has been described Despite the creative limitations of this design 731. New York: ACM
Press, 2004.
in a recent conference paper [3], and we are and a very slow response time on some of the
currently preparing a full write-up of the trial actions, rural Indian users were able to use it
results. Here we want to promote the simple in a one-month trial to record a variety of story
story format arrived at in the research, and point content with minimal training. One hundred and
to some of the interaction design challenges of thirty-seven stories were recorded by 79 people,
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supporting it in this context. using 10 phones, on topics ranging from agricul- [3] Jones M, W.
Harwood, D.
The mobile is undoubtedly a transformative ture and health to education, self-help groups,
Bainbridge, G.
technology for development work. Networking and entertainment. The average number of imag- Buchanan, D. M.
Frohlich, D. Rachovides,
and power-management innovations and large- es used was 4.5, with a mean voice-over length M. Frank, and M.
scale investment mean that even very remote of 66 seconds. A typical story is shown in Figure Lalmas. “Narrowcast
yourself: Designing for
rural locations are getting connected. But a word 1, with the local Kannada language voice-over community storytelling
in a rural Indian con-
of caution: One cannot necessarily deploy in- translated and transcribed below the picture to text.” Working Paper.
built phone interfaces and applications for popu- which it relates. A young boy describes the chal- DIS 2008, Capetown,
South Africa, 2008.
lations that do not have our exposure to comput- lenges of rearing cows in a short agricultural
ing or the levels of textual literacy we assume. story lasting 1 minute 50 seconds; this plays
Hence, three non-textual applications were back full-screen like a PowerPoint slideshow with
written for the Nokia N80 camera phone: spoken narration. A range of creative effects
StoryCreator, StoryPlayer, and StorySender. This were demonstrated across the corpus, including
was a considerable challenge, since all existing the use of song during activities, the unfold-

61
Cultural and Personal Impact

ing of procedures, the sequencing of landmarks “I am speaking


in route directions, the illustration of different about rearing cows.
We maintain three
products, benefits or problems with individual cows. We need two
images, and the demonstration of yoga positions. people to look after
In some ways, this format can be seen as a them. They have to
be washed every
simpler (non-textual) form of multimedia mes-
day. Then we milk
sage than those currently in the marketplace them twice every
or proposed as future extensions [4]. However, day.”
we prefer to see the audio-photo narrative as
kind of stand-alone digital story [5], capable of “We receive 10
interpretation by a wider audience than an MMS Rs for a liter. There
is expenditure for
and providing a different structure and aes- the fodder and this
thetic than a mobile video clip. This is because and that. We make
it builds on a more accessible practice of talking a little profit. If we
[4] Jokela T., J. T. feed farm grass.”
Lehikoinen, and H. and pointing to things and can be shared more
Korhonen. “Mobile widely and cheaply by uploading to a community
multimedia presentation
editor: Enabling creation repository (or “StoryBank”). Hence, in the project
of audio-visual stories
on mobile devices.”
we avoided the cost and bandwidth limitations
Proceedings of CHI of MMS by supporting Bluetooth P2P sharing “Then the milk
2008, 63-72. New York: yield is more and
ACM Press, 2008. between phones and Bluetooth/cable connectiv-
better the profit.”
ity to a digital library repository in the village
ICT Centre.
Stories could be played through a direct
manipulation interface to a changing story col-
lage presented on a touch screen display [3].
This was a second design challenge because
stories had to be accessible without recourse
to the usual text annotation and search facili- “It is not easy
rearing cows.
ties found in other multimedia repositories such Just as man eats
as YouTube. So we made use of a combination three times, we
of other techniques, including ambient recom- have to feed the
mendations, unique story numbers, and filtering cows three times
and look after
by topic and phone icons. In ambient mode, the them.”
[5] Lambert J. Digital
display presented about 10 initial index photo-
Storytelling. Capturing graphs corresponding to 10 stories, any one of
lives: Creating com-
munities. Digital Diner which could be played full screen with a touch.
Press, 2003. These photos grew and shrank in size while • Figure 1. Example farming story of up to
six photos with the corresponding voice-
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drifting around the screen and were system-


over translated and transcribed (#1268).
atically replaced by others from the total set.
When playing full screen, each story displayed
a unique number that could be memorized or
noted for direct re-entry later on via an on- mation would be most useful to share on the
screen keyboard. The collage itself could also be system. Topics include student, entertainment,
filtered by pressing combinations of phone and farming, health, legal, news, Panchayat (local
topic icons down each side of the screen. Phone council), self-help groups, and education.
icons referred to one of 10 phones on which sto- The potential value of audio-photo narratives
ries were recorded, while topic icons referred to for information sharing in this context is sug-
one of nine topics by which stories were clas- gested by an analysis of trial story content and
sified at the end of the creation process. These preference. Stories were recorded across the
were developed collaboratively with villagers full range of designated topics, confirming the
and reflected their “best guess” as to what infor- initial categorization. No one category of story

62
FORUM UNDER DEVELOPMENT

“Oh beautiful dear While the first two types of story are related to
children who have economic “development” issues, the third is not,
blossomed in yards
of each home. relating more to a form of personal and cultural
Tomorrow you will expression. Such content included mythical
be running this tales, moral stories, festival recordings, advice to
land. You have
children and the community, and the occasional
to do as told by
your parents.” song such as that translated in Figure 2. This
was recorded by a teacher in a children’s dance
practice session.
“You have to learn In many ways the content of these stories
the lessons taught was similar to that of news items on a commu-
by the school-
teacher. You have nity radio station run in Budikote village called
to respect the Namma Dwanhi (“Our Voices”). In contrast to
elders. You have the Internet, Namma Dwanhi is a popular and
to be truthful in
effective way of sharing information in the area
speech and action.
Oh beautiful dear [6]. However, in contrast to radio broadcasts, the
children” audio-photo narratives of the StoryBank system
are shorter, illustrated, and easier to create by a
“Dear children” broader section of the community, including chil-
dren. They are also accessible at any time from
the community display and open to new forms
of mobile circulation and distribution between
people and places.
From a development perspective we have
[6] Pringle I. and S.
begun to see this medium as an extension and Subramanian, eds.
“Experiences in ICT
complement to community radio, rather than as Innovations for Poverty
a new form of Internet access as we expected. A Reduction.” UNESCO
• Figure 2. A song sung during a Report, 2004.
future challenge is to bring these two perspec-
children’s dance practice (#1229).
tives together by reintroducing wide area or even
global communications into our architecture
and considering how spoken narrative content
can transfer outside the language speaking area
in which it was developed. We believe this will
involve the kind of mobile and situated device
ecology used in StoryBank, with new connec-
tions to paper-based information such as book-
lets, magazines, and posters. The mobile phone
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• Figure 3. Cameraphone is critical to this ecology because it forms the


interface to story-creation bridge between large distributed information
application
repositories and local people, places, and things.
It can also serve as a new kind of multimedia
was significantly favored over others because pen and paper as we have shown.
people tended to watch stories related to their Because of price sensitivity and the community
own interest or profession, leading to a spread orientation of life in developing communities,
of preferences. However, a small number of phones and other technologies will continue to
functionally similar forms of story dominated be shared resources rather than personal ones
the corpus, indicating particular value to the for some time to come. So another challenge for
community. These included advertisements for Western designers is to shift from a user-centered
local produce and handicrafts, farming and busi- design approach to what we have called a “com-
ness problems or processes (such as that shown munity-centered design” approach, involving dif-
in Figure 1), and community news or advice. ferent elements of a community in the design of

63
Cultural and Personal Impact

shared technology for community benefit. Looking Frank, Dorothy Rachovides, Will Harwood,
over the shoulders of the crowd of villagers using Mounia Lalmas, Roger Tucker, Paul Palmer,
the StoryBank repository for the first time, we Arthur Williams, and Kiriaki Riga.
began to see the great potential of this approach
for the rural Indian context in which we were About the Authors David Frohlich is the
director of Digital World Research Centre and a
located. In a culture founded on extended family
professor of interaction design at the University of
and community living, this very public interface, Surrey. He worked at HP Labs for 14 years before
with its noise and color, seemed to be an alto- joining Digital World in January 2005 to establish a
gether more fitting form of Internet than we usu- new research agenda on user-centred innovation
for the consumer market. As part of this work, he was principal
ally think of in the West, and a perhaps a lesson investigator on the StoryBank project. David also teaches a new M.
in how far we still have to go in making it more Sc. module on interaction design for the department of computing.
accessible and culturally appropriate in other
Matt Jones is a reader in computer science at
parts of the world. Swansea University where he is helping to set up
the Future Interaction Technology Lab. He has
Acknowledgements worked on mobile interaction issues for the past 13
years and has published a large number of articles
This work was supported by a grant from the
in this area including Mobile Interaction Design
Engineering and Physical Research Council in (Wiley & Sons, 2006) with Gary Marsden. He has had many interac-
the UK. Thanks to our NGO partners Voices tions and collaborations with leading industry partners and is cur-
and Myrada for facilitating our contact with the rently a visiting fellow at Nokia Research, Finland.

people of Budikote village, and to colleagues on


the StoryBank project, including Eran Edirisinge,
DOI: 10.1145/1409040.1409056
Dhamike Wickramanayaka, Ram Bhat, Maxine © 2008 ACM 1072-5220/08/1100 $5.00

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64
FEATURE

Think Before You Link:


Controlling Ubiquitous
Availability
Karen Renaud
University of Glasgow | karen@dcs.gla.ac.uk

Judith Ramsay
University of West Scotland | judith.ramsay@uws.ac.uk

Mario Hair
University of West Scotland | mario.hair@uws.ac.uk

The survival of the species order.” The kinds of issues that emailers, we forecast a gradual
depends upon communication might preoccupy people at the withdrawal from electronic
between its members. The mech- highest level are: which com- communication based on the
anisms underlying human com- puter to buy, whether to go on fact that people obviously are
munication have long been scru- holiday, or whether to purchase unable to be sensible about their
tinized, from Darwin’s examina- an iPhone. Communication, email interactions. For example,
tion of the role of emotion, to according to Maslow’s model, continually thinking about
later studies related to the ways becomes a need to be satisfied and monitoring email, just in
in which people form attach- only when physiological and case something interesting has
ments. Of particular interest are safety and security needs have arrived, is not productive. This
studies about how individuals been satisfied. However, experi- is exacerbated by the multitude
and groups communicate. Whole ence tells us that people have of other information we have to
journals are dedicated to human the need to communicate even deal with on a daily basis as part
communication and communica- when their lower-order needs are of our working day.
tion disorders. not satisfied, as evidenced by the Several studies have foreshad- [1] Nonnecke, B. and
J. Preece. “Lurker
Although survival is depen- behavior of people in concentra- owed this. Nonnecke and Preece Demographics:
Counting the Silent.”
dent upon communication, as tion camps. It is also well known found that the very great major-
Working paper, CHI
a species, we need to do more that solitary confinement is the ity of the members of online 2000, The Hague,
Netherlands, 2000.
than simply survive. Maslow most dreaded form of discipline technology and health support
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attempted to enhance under- in prison. We argue that despite groups were non-active members
standing of this with his pro- interaction being such a basic (“lurkers”) [1]. In this context,
posal of a number of “human need, the glut of communication people are refraining from inter-
needs,” which start off with media has overloaded us to such acting; however, we have not
the most basic, physiological an extent that the biggest luxury observed this kind of restraint
needs and progress to self- of all is to choose not to interact when it comes to emailing
actualization at the apex of the with others. behavior. What we have found is
pyramid. Only once a person The explosion in communica- that emailing behavior is often
feels that Maslow’s lower-level tion in the past few years has characterized by a kind of com-
needs have been satisfied can been facilitated by a number of pulsion, with emailers not even
they enjoy an “enhanced sur- innovations such as affordable being aware of how often they
vival status,” in which those mobile phones, social networking engage with their email client.
aspects of daily existence that sites, email, and BlackBerries. Individuals need to retreat
preoccupy them are of a “higher Based on our observations of from interaction, to engage in a

65
Cultural and Personal Impact

process of self-renewal and rein- or mobile phones. Many of us bility for tasks, informing those
vigoration so that they can cope check our email first thing in the who have little interest in the
with a hectic and demanding morning, regularly throughout topic of current developments,
world. The need for solitude is the day, last thing at night, and generally filling up inboxes with
undisputed [2]. Naturally, people during our holidays. Research impunity and with no thought
differ and have varying solitude that we have conducted over as to the consequences for those
requirements. Unfortunately, the past three years signals an who have to spend valuable time
not everyone feels empowered to urgent need to develop proto- dealing with the emails. The
make the decision not to interact. cols for managing interpersonal phrase “the tyranny of email”
There are institutional impera- interaction if the power of these is not so much humorous as
tives for communicating. Email communication technologies to it is tragic. Even worse are the
comes with your PC at work; you distract, interrupt, and pressur- senders who bully, terminate
can access it from home, and the ize is to be controlled. relationships, and deliver bad
pressure to check email is strong, Although the clear benefits of news by email. It is too easy to
ubiquitous, and attentionally email are apparent (person-to- send email; it aids and abets
demanding. Yet how many job person, personalizable, almost the avoidance of independent
descriptions explicitly mention instantaneous, archivable, with thinking and problem solving. A
the need to engage with email, ability to attach text and pic- commonly cited example in aca-
and how often is time formally tures, etc.) the research that our demia is the case of the student
allocated to it? team has conducted over the who reaches for a staff member’s
past three years has indicated email address before reaching
Problem No. 1: Unbidden Email- that user engagement with inter- for a textbook.
[2] Cramer, K. M. and R.
Related Thoughts, a “Recipient action technologies has now Many people have their email
P. Lake. “The Preference Generated” Phenomenon reached the high watermark. client running in the background
for Solitude Scale:
Psychometric proper- Email usage requires us to invest Partly, we suspect that the while they work on other tasks.
ties and factor struc-
ture.” Personality and
a significant amount of time and problem is their misuse. How Anecdotal reports have sug-
Individual Differences energy in reading, acting upon, much of the content of what gested that growing pressure
24, no. 2 (February
1998): l92-99. making decisions about, remem- we communicate is really truly to send, respond, and manage
bering, and removing emails. necessary? Often, we commu- increasing volumes of email
This takes place in one of two nicate simply because it makes has a potentially deleterious
ways. First, in the same way that us feel connected. What we call effect upon users. By tracking
alcohol researchers investigate small talk or gossip is the vitally the onscreen application-related
“alcohol-related cognitions,” we important grease of social life, behaviors of six volunteers, we
posit the existence of “email but not every technology and found that individuals switched
related thoughts” —unbid- every context, for example work- between other applications and
den thoughts that compel the place email, is appropriate for their email client continuously.
individual user to check email. this type of interaction. In fact, what appeared to be
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This reflects the wider debate happening was a monitoring of


about whether Internet addic- Problem No. 2: Unbidden incoming email, which super-
tion should be recognized as a Email Interruptions, a “Sender seded all other work. Continuous
clinical phenomenon. Email was Generated” Phenomenon monitoring of emails reflects
initially the plaything of aca- Unlike paper correspondence a high level of email-related
demics and technophiles, but it or telephone calls, email is thoughts, which may impact
has quickly become the de-facto unusual in that it imposes a task performance. Unbidden
communications technology of disproportionate amount of the email interruptions, on the other
choice for business, academia, cost related to communicating hand, make demands upon both
and personal users. It is ubiqui- onto the recipient, rather than limited memory and attentional
tous: available at work, at home, requiring the sender to carry the resources and time. Famously,
from “third party” locations such bulk of the cost. Some senders in 1956, Miller ascertained that
as Internet cafes, from mobile scatter emails as a sower scat- people can hold only a little
devices such as BlackBerries ters seed—transferring responsi- less or a little more than seven

66
FEATURE

separate items of information ences of email, the findings were higher self-esteem. Those with a
in mind (in what is termed revealing: a worrying mismatch stressed orientation find email
“working memory,” which is between what we had seen hap- more distracting than other [3] Cowan, N. “The
magical number 4 in
where information currently pens (study one) and what users forms of asynchronous com- short-term memory:
being used is temporarily held). are aware of (study two) [4]. munication such as letters or A reconsideration of
mental storage capac-
Recently, Cowan has suggested We concluded that while users instant messaging, for example. ity.” Behavioral and
that this number might be as believe themselves to be in con- This makes sense if we accept Brain Sciences 24, no. 1
(2001): 87-114.
low as four items [3]. Working trol of their email, they appear that the positive side of email is
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memory, being so limited, is to be in its thrall—mesmerized that we are in semi-continuous [4] Renaud, K.V., M.
very vulnerable to interrup- by the idea of incoming emails contact with other people, often Hair, and J. Ramsay.
“You’ve got email. Shall
tions. When an email interrupts awaiting perusal. like-minded, often geographi- I deal with it now?”
International Journal
an ongoing task, the person We developed a typology of cally disparate. We are commu- of Human-computer
focuses his or her attentional orientations to email [5]. Three nicating. Now, human beings as Interaction 21, no. 3
(2006): 313-332.
resources in an either “alternat- dimensions emerged: relaxed, a species need to communicate
ing” or “simultaneous” manner driven, and stressed. Those indi- to survive, but, even so, com- [5] Hair, M., K. V.
to the email. These modes of viduals with the orientation that munication is more important to Renaud, and J. Ramsay.
“The Influence of Self-
Photograph by Amancay Maahs

operation are far less effective we labeled driven also appear to some than to others. Those with esteem and Locus of
Control on Perceived
than focused attention. Just how have low self-esteem. In other low self-esteem often define
Email-related Stress.”
aware are email users of the words, those who suffer from themselves in terms of their Computers in Human
Behaviour 23 no. 6
price they are paying? lower self-esteem are impelled acceptance by others; they des- (2007): 2791-2803.
When we asked people around to engage with their email more perately need the communica-
the world about their experi- than those individuals who have tion fix. Those with higher self-

67
Cultural and Personal Impact

esteem are more self-contained; immediately, some when they day into tiny slices of activ-
they can take it or leave it. get the chance, and others will ity, interspersed with frequent
purposely not reply so as not to interactions with others, leaving
Solutions: Technical or Societal? seem too eager! Others deliber- you exhausted and unfulfilled
Solutions can be either techni- ately delay opening emails when by the end of the day. At the
cal or societal. In the case of they suspect the sender receives moment, only you can act to
email, we believe that both are “read receipts.” This latter behav- master your communication
required, that a two-pronged ior is a clear case of the attempt behavior and bring it under con-
approach is the only viable to manage sender expectations, trol. Communication technolo-
approach to the problem. For further confirming sender-recip- gies need to be tools, subjugated
example, current email clients ient inequity. Moreover, every- and made to work for you rather
such as Microsoft Outlook allow thing and anyone can appear in than being controlling tyrants,
users to request notification your inbox, and at any time. No preventing you from enjoying
upon arrival of every email. one inbox has the same traffic your day and invading your lei-
This appears to encourage on any two days, meaning that sure hours. Finally, linking with
and facilitate the monitoring we are constantly upgrading our others is positive and conducive
behavior we observed, which, in email behavior. to happy and healthy relation-
light of our research findings, ships but it is very important for
is detrimental. There is plenty What Can You Do About It? you to think before you link!
of evidence as to the negative Having considered our research
effects of continuous interrup- evidence, we believe that the About the Authors 
Dr. Karen Renaud is a
tions which cause stress and long-term solution will be a
senior lecturer in the
exhaustion and interfere with mixture of better business-wide department of computing
a person’s ability to complete communication policies linked to science at the University of
other tasks. On the other hand, a better software. However, in the Glasgow. She has a strong
software engineering background and has
business-wide email policy could meantime, how can the individ- an interest in making technology usable
state that employees need not ual users take ownership of the and useful to end-users. She is particularly
monitor their email all day but problem, since they are the ones interested in the use of email within organi-
zations and the effects of ubiquitous con-
policy makers are likely to find who are primarily affected? The
nectivity on individual employees.
that email is so enticing that this first step is for users to acknowl-
kind of policy is not adhered to, edge that communication tech- Dr. Judith Ramsay is a lec-
turer in the division of psy-
and might well prove counter- nologies are not only a great
chology at the University of
productive if enforced. So, for and good thing but can also be the West of Scotland. She
example, the implementation of a tyrant, and to understand that is a chartered psychologist
email-free Fridays by companies this can not only interfere with specializing in the psychol-
ogy of human-computer interaction. At
such as Intel may simply result their ability to do their jobs, home in interdisciplinary teams, her
in most of Monday being spent but also exacerbate their stress research is driven by the need to under-
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catching up. Part of the problem levels, increase their blood pres- stand individual differences in Internet-
based communication.
stems from the fact that email sure, and cause them to be more
is still an evolving communi- tired and irritable than neces- Mario Hair is a statistics
cation technology. Unlike the sary. In the case of email, users lecturer at the University of
West of Scotland and is
well-established norms related to should stand up (metaphorically)
also an active researcher
dealing with letters, memos, and and admit “my name is Jo and and consultant within the
phone calls, we are still in the I’m an email addict.” Once they Statistics Consultancy Unit
infancy of developing email eti- have acknowledged this, they based at the university. He is a fellow of the
Royal Statistical Society. His research inter-
quette. This leads to people hav- need to implement a personal ests include the use of mediated communi-
ing their own idiosyncratic email email management policy. cation technologies and the psychology of
behaviors. Some people archive Communication technologies survey response.
every email, others delete reli- can work either for or against
giously, still others let their inbox you—helping you to be more
DOI: 10.1145/1409040.1409057
fill to overflowing. Some reply productive or fragmenting your © 2008 ACM 1072-5220/08/1100 $5.00

68
Cultural and Personal Impact

HCI, Life and Death,


and Randy Pausch
Fred Sampson
wfreds@acm.org

with Keith Instone


IBM.com | keith2008@instone.org

When Carnegie Mellon University professor Randy children, embellished with brief stories to illustrate
Pausch passed away on July 25, 2008, millions of numerous of Pausch’s life lessons. For anyone who
people—most of them non–HCI community mem- spends time at all contemplating their mortality,
bers—knew and took inspiration from his story. Pausch’s approach to ensuring that his young chil-
How is it that a teacher of computer science, dren will feel connected to and instructed by their
usually a low-key position of little consequence to father is meaningful. But ultimately, the book’s pop-
the general public, becomes such a figure of rever- ularity must be evaluated in light of the exposure
ence? In the age of instant communication, of wide that YouTube, ABC News, and the Web provided for
distribution of media in varying qualities, it’s been Pausch’s story.
said that everyone is famous to 15 people. Randy A few statistics help tell the story:
Pausch was famous to millions. On the morning • 10 million views on YouTube
that Pausch’s death was announced, his Wikipedia • 2 million-plus books in print, translated into at
entry was updated faster than his own website least 17, possibly 30, languages
(maintained by friends and family). ACM TechNews • 18-plus weeks on Publishers Weekly non-fiction best-
distributed the news before noon. I learned of his seller list, at no. 1 since it appeared April 21, 2008
passing from a Twitter post by Jared Spool, in less • ABC’s rerun of the Diane Sawyer interview and
than 140 characters. profile, presented the Tuesday after Pausch’s death,
Word of mouth has become word of electrons: scored a 2.4 rating, 7 share, with more than 7 mil-
Twitter, FriendFeed, Facebook, instant messaging, lion viewers—the third-best ratings of that evening.
texting, all make the world a smaller place and “Don’t tell people how to live their lives; just tell
enable communities to rise and disappear as quick- them stories, and they’ll figure out how the stories
ly as a few passionate observers can type or text. apply to them,” Pausch said in the lecture. So his
Thus it was that Randy Pausch’s “The Last Lecture” book is all stories, some brief, some longer, all mak-
to CMU students was recorded and distributed and ing a point. Maybe that’s part of its appeal: The
became a phenomenon. reader can digest it in bits and pieces, pausing when
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

Pausch himself used the Web to communicate a passage hits a little closer to home. Likewise, the
about pancreatic cancer, the disease that ultimately video clips (“The Last Lecture” excepted) can be
killed him, in gut-wrenching detail. And when the viewed in chunks, out of order, rewound and rerun.
video “The Last Lecture” became popular, Pausch ABC’s story and interview billed it as a love story.
collaborated with a professional writer to record the Pausch himself revealed at the end of “The Last
lecture and additional stories in a book. That book, Lecture” that it was not about his audience, it was
The Last Lecture, appeared for more than 18 weeks (at for his children; and ultimately, it was not about liv-
this writing) at the top of the nonfiction book charts ing your dreams, but living your life in a way that
and went through multiple printings, all the more allows your dreams to come to you: karma.
remarkable in an age of shorter attention spans At first contact, Pausch frequently came off as
and declining sales. I will not speculate here on the proud and arrogant; perhaps these impressions
book’s appeal, other than to acknowledge that it derived from the passion Pausch brought to teach-
includes heart-wrenching stories that are especially ing, to the study of HCI, to life. Randy knew that
effective for those of us with spouses and small but didn’t let it slow him down. In a Time magazine

70
(P)REVIEW

EDITOR
Fred Sampson
wfreds@acm.org

interview published April 10, 2008, a reader asked: to selling more widgets on the Web and instead
“From your lecture, you seem like a very mod- put our collective might into helping to solve the
est person. How are you handling the adulation?” energy crisis, AIDS, or even developing better user
—Vernon Hines, Columbia, Md. interfaces for scientists searching for a cure for
Pausch: “First off, I reject the premise. Anyone pancreatic cancer. How we as a profession should do
who knows me well will tell you that arrogance is more story-telling, to touch our stakeholders at an
one of my flaws. . .” emotional level. How we are neglecting our duty to
Information architect Keith Instone took a stab leave a legacy to the next generation of user experi-
at writing this review and found himself immersed ence professionals.”
in the emotion of Pausch’s story (see sidebar). It’s I couldn’t say it any better myself, so that’s the
hard to be clinical and scientific—looking at it as an review. Your experience will vary, but you will not
“engineering problem,” as Pausch puts it—when the go away unmoved. We encourage you to translate
subject himself chokes up on camera. that emotion into action; don’t let Randy’s story be
If Pausch’s story in all its forms achieves any- just about the passing of one life and his legacy for
thing for the field of HCI, it can be seen to human- his family. Passion pays huge dividends.
ize computer science, to reveal the passion at heart
of our work. We wouldn’t be doing this if we didn’t About the Authors  Fred Sampson is a staff
information developer for the content management
believe that we could make living in this world bet-
and discovery team at the IBM Silicon Valley Lab,
ter, easier, more rewarding; that good design can where he helps user experience designers create
make technology less intimidating (see Pausch’s self-documenting user interfaces; he dreams of grow-
VCR-smashing story), can ensure that the research ing up to be an information architect. Fred is vice-
president for finance of ACM SIGCHI, a senior member of the Society
we perform makes more usable products, that the for Technical Communication, and a member of the Information
products we create are useful, usable, and desir- Architecture Institute and the Usability Professionals Association.
able. Because we believe, like Randy—with deep and Keith Instone is the information architecture lead for
authentic passion—that ultimately it’s not things ibm.com, where he works on strategic projects (like
that make life worth living, it’s the people on whom personalization), day-to- day navigation (with a story
behind every link), and many things in between. He
we have some impact.
has been an active member of the user experience
Keith suggests that the answers to his questions community for more than a decade—receiving ser-
go something like this: “I had some suggestions for vice awards from both SIGCHI and UPA—and is now devoting his
future issues of interactions showing how popular volunteer time to the User Experience Network.

culture views our designs and vice versa. A call


DOI: 10.1145/1409040.1409058
to action for us to stop paying so much attention © 2008 ACM 1072-5220/08/1100 $5.00

Objective? Not When it Comes to Randy Pausch


As distanced community, make the world a better was watched by millions, who appeared
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

as I was—I met place? How do we make sure the on national TV, lobbied Congress, and
Pausch once, products, services, and solutions we authored a best-selling book. All while
found him to be design improve people’s quality of life? battling one of the most severe forms of
both passionate How do we leave a legacy of work that cancer.
and arrogant—I enables the next generation to solve Go watch the videos, read the book,
found that humanity’s problems? How do we affect find the TV segments. A clinical clipping
sections of the the changes necessary to really solve of Randy’s story does not do it justice—
book raised my own emotions: about our most difficult social, environmental, you should experience it yourself.
children, about love, about living one’s and economic crises? Just realize that if you run into me at a
life, about disease and death and loss, With those questions in mind, I tried conference and start to talk to me about
and about life being what happens while to take an objective, scientific review of Randy’s story, I will not be able to retain
you’re making other plans. the “Randy Pausch story,” that of a CS/ my composure. Give me a hug and help
How do we, as a user experience HCI professor whose campus lecture me through it. —Keith Instone

71
Interactions Cafe

On Mobile Communication,
Cultural Norms…
Jon: Late this summer, we met up in New York City mobile society that Ling does discuss, but as reflect-
to discuss interactions. We spent a bunch of time in ed in the changing faces and moods of the restau-
an office and a bunch of time wandering around the rant staff, it was not within their cultural norm.
city. While we certainly got a fair amount done in Jon: But what is in their cultural norm is a sense
the office, I can’t help but feel like the time spent in of a community and sharing, and a large, boisterous,
pubs, shops, galleries, and cabs had more impact on drawn-out dinner—which we certainly enjoyed. The
the future of the magazine. technology enabled it, and like it or not, that tech-
Richard: Though those office meetings, some with nology is now a part of their restaurant culture and
several other people and all facilitated by invaluable a part of the dining experience. This same technol-
whiteboards, were critical, I feel the same as you. ogy is firmly embedded in the museum experience,
To me, this was due, at least in part, to our in- where text messages help coordination within a
person “mobile communication,” facilitated and fed seven-floor building, even while the security guards
by a richness of the shared experience of NYC. That frown in displeasure, and in the hotel experience,
differs from the mobile communication described where the check-in counter has more screens than
so nicely by Rich Ling in this issue and in his books. people.
However, it too is an important part of our mobile Ben Bederson’s work embraces technology as inev-
society, though one not always adequately acknowl- itable; the work of Karen Renaud and her colleagues
edged or supported. suggests we are killing ourselves with email.
Jon: But it was something more than that—it What about you, who worked happily for a few
was the feeling of technical culture intermingling hours in a pub on your laptop but rarely touched
with the traditional analog spirit of a big city. For your mobile phone?
example, I was astounded to see how omnipresent Richard: As we interact here in our magazine’s
LCD panels have become; they are, for example, not cafe, many thousands await a text message from
just in cabs but on top of them too, and it seems like Barack Obama to be “the first to know” the identity
even an elevator ride up three floors can’t be com- of his running mate. While some smirk at this, I
plete without a Fox News feed. think that says all sorts of positive things about the
Yet at the same time that the city has become candidate. But for Barack to include me among the
overcome with technology, the culture of the city first to know, he might need to send me an email for
was alive with more traditional human interactions: me to read via my laptop.
Sixth Avenue, closed to automobile traffic; a “pay My phone sits in my pocket, mostly ignored.
what you want” art exhibit; people playing chess in Perhaps I have more in common with the restaurant
i n t e r a c t i o n s   N o v e m b e r + D e c e m b e r 2 0 0 8

Washington Square Park. This combination—the staff and the museum security guards than I might
old and new, digital and analog—is, I think, what like to admit.
Christine Satchell is talking about when she alludes Jon: And so do I. To be completely honest, I despise
to the periphery. my cell phone, and not just because the interface is
Did you feel this sense of “seeing culture” in the awful. I cringe from how the phone forces a life of
periphery, as I did? haste, and introduces a lack of personal space, and
Richard: I enjoyed watching the staff of the old pushes demand to be always in the know.
neighborhood Italian restaurant we ate in one eve- In a way, I agree with Renaud, and Satchell, and
ning as you and a former student of yours exchanged Ling too. I wonder if our focus on a small screen has
text messages with other former students of yours, pushed us to lose sight of the vast periphery and
inviting them to join us. Some of those other stu- richness of culture?
dents eventually arrived to share our table, but did —Richard Anderson and Jon Kolko
so at different times such that everyone’s order-
DOI: 10.1145/1409040.1409059
ing and dining was staggered. This is a part of the © 2008 ACM 1072-5220/08/1100 $5.00

72
Professional Master in
Human Computer Interaction

Applications for the 2009


edition: 31 of January
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in Europe and the United States
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tory for Usage-centered Software Engineering (Lab:USE) at the University of Madeira are proud
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