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Volume XVII.

1 | JANuARY + FeBRuARY 2010

Tangible Interaction =
Form + Computing
Cover Story By Mark Baskinger & Mark Gross
Association for
Computing Machinery
Copyright 1996-2009 Infragistics, Inc. All rights reserved. Infragistics and the Infragistics logo are registered trademarks of Infragistics, Inc.
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UNIVERSITY
eXPeRIeNCeS | PeoPle | TeCHNoloGY

The Tactile Experience


• PAgE 6 An intimate and satisfying relationship between a
person and a designed artifact.

COVER STORY

6 Tangible Interaction =
Form + Computing
Mark Baskinger, Mark Gross

The Critical Role of


Co-Creation by Users
User participation needs to go well beyond the
passive role of “spectator” in all sorts of contexts.

THE WAY I SEE IT

12 The Transmedia Design


• PAgE 40 Challenge: Technology that Is
Pleasurable and Satisfying
Don norman

BETWEEN THE LINES

16 The Art of Editing: The New


Old Skills for a Curated Life
Liz Danzico

(P)REVIEW

20 Of Memories and Memorials:


A Conversation with Jake Barton
about the Make History Project
Alex Wright

FEATURE

24 Operationalizing Brands
with New Technologies
Denise Lee Yohn
• PAgE 44
FEATURE

28 The Social Life of Visualization


Jeremy Yuille, hugh Macdonald

• On the COver: Designers meld lessons from the first


tool with today’s latest devices to form tangible interaction
design. The cover story presents new paradigms in comput-
ing created when physical form and computing merge. This
left-handed Lower Paleolithic hand ax captured within today’s
iPhone dates back 1.2 million – 500,000 years ago.

• PAgE 62
VOLUME XVII.1 JANUARY + FEBRUARY 2010

Societal/Cultural Clarifying Interactions


Consciousness and Change Meeting and benefiting from the challenge and nature
Attending to and altering cultural constraints. of communication and community.

UNDER DEVELOPMENT Ps AND Qs

32 Beyond the Benjamins: Toward 62 Socializing at Cross Purposes


an African Interaction Design elizabeth Churchill
n.J. Bidwell, h. Winschiers-theophilus TIMELINES
FEATURE 66 Reflections on the Future of
36 Social Change: Women, iSchools from a Dean Inspired
Networks, and Technology by Some Junior Faculty
natalie Quizon Martha e. Pollack

INTERACTINg WITH PUBLIC POLICY ON MODELINg


40 Interacting with Public Policy 70 The Language/Action Model of
Jonathan Lazar Conversation: Can Conversation
SUSTAINABLY OURS Perform Acts of Design?
44 Reclaim Peter Jones
eli Blevis FEATURE

76 Is Wellness Informatics
a Field of Human-Centered
The Important Role of User Research Health Informatics?
Examples of, and discussions about, the role user rebecca e. Grinter, Katie A. Siek,
research can and should play. Andrea Grimes

FEATURE

48 User-Research-Driven Mobile INTERACTIONS CAFE

User Interface Innovation: 80 On Designers as


A Success Story from Seoul Catalytic Agents…
Jon Kolko, richard Anderson
Jay Chaeyong Yi

FEATURE

52 Why Marketing Research


Makes Us Cringe
Dan Formosa

Why Designers Sometimes


J a n u a r y + F e b r u a r y 2 0 10

Make Me Cringe
Klaus Kaasgaard

LIFELONg INTERACTIONS

58 Let the Experts Talk:


An Experience of Tangible
Game Design with Children
Javier Marco, Sandra Baldassarri,
eva Cerezo, Diana Yifan Xu, Janet C read Read articles from this issue
interactions

and previous issues online at


http://interactions.acm.org
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Welcome

Interactions:
Information, Physicality, • Richard Anderson

Co-Ownership, and Culture


Tangible computing has a long history of interest tion” in our efforts to train those who will engage
in technology circles; like augmented reality and in design and information. Peter Jones responds to
computer-supported cooperative work, it has long Hugh Dubberly’s thoughts on conversation, with his
been the focus of research studies in academic own ideas on this method of information transfer;
institutions, and not ironically, the focus of a large Jones reflects on the relationship between conver-
quantity of science fiction movies, too. sation and design, and calls attention to a deep
It is only in the past half-decade, however, body of knowledge related to this topic.
that the stars have aligned to support tangible And many of this issue’s contributions address
computing in practice. The low cost of technical the increasing importance of the ongoing role of
components, a more ubiquitous approach to rapid user as co-creator and co-owner, such as in the • Jon Kolko
prototyping, and introductory behavioral memes operationalization of brands (see Denise Yohn’s
(such as touch-based computing, made popular by article) and even in the creation—and ownership—
the iPhone) have pushed tangibility to the forefront of a museum (see Alex Wright’s interview with Jake
of actually shipping consumer products and have Barton, the designer of the September 11 Memorial).
encouraged the development of product ecologies We think you will benefit from how the articles
as related to systems, services, and the blurring of in this issue thread together a story of information,
lines between physical and digital computing. physicality, and culture. And we think you will be
Timely, then, is Mark Gross and Mark Baskinger’s delighted with the addition of two members to the
cover story describing the opportunities—and interactions staff: Liz Danzico and Jonathan Lazar.
challenges—of tangible computing in normal life. Danzico replaces Steve Portigal as a columnist.
They introduce the new and old, and emphasize the She is cofounder and chairperson of the MFA
importance of product form in bringing tangibility Interaction Design Program at the School of Visual
to life in an appropriate and reflective manner. Don Arts. Her column will always provide an insightful
Norman builds on the premise of “transmedia”— look “Between the Lines” of issues of vital impor-
technological media solutions that aren’t just func- tance to design and practitioners. Jonathan Lazar
tional, but are also pleasurable and satisfying. joins us as editor of a new forum on policy and
From the tangible to the intangible, several interaction. He is a professor of computer and infor-
articles describe human problems facing society mation sciences at Towson University, where he
that require a much more theoretical approach to founded and is director of the Universal Usability
J a n u a r y + F e b r u a r y 2 0 10

design. For example, J. Bidwell and H. Winschiers- Laboratory and serves as director of the undergrad-
Theophilus pull no punches in their outstanding uate information systems program.
exploration of the topic of design for Africa by We thank Steve Portigal for his two years of
Africans, which narrows in on the problem and outstanding columns and welcome him as a new
how it distorts designing in developing countries. contributing editor. We’ll try to squeeze an article
Another theme of this issue describes curation or two out of him as well.
and the increasingly vague—and important—role Welcome to our first issue of our third year as
of information, socialization, and data visualization editors in chief.
in our lives. A third and final segment in our mini- —Richard Anderson and Jon Kolko
series on iSchools is presented by Martha E. Pollack, eic@interactions.acm.org
interactions

dean of the School of Information at the University


of Michigan. She describes the need to embrace—
DOi: 10.1145/1649475.1649476
and potentially, better define—the word “informa- © 2010 ACM 1072-5220/10/0100 $10.00

5
The Tactile Experience

Tangible Interaction =
Form + Computing
Mark Baskinger
Carnegie Mellon School of Design | mbasking@andrew.cmu.edu

Mark Gross
Carnegie Mellon School of Architecture | mdgross@cmu.edu

Interaction design melds tradi- behavior and experience that it tangible enough? Why do avid
tional methods and approaches guides the design of form and texters prefer phones with phys-
from other established dis- establishes the roles an artifact ical keyboards? Does a vibrator
ciplines. Many immediately will play. Tangible interaction motor provide enough feedback
think of digital technology or designers use their work to ques- to make a virtual keyboard seem
software, but the concepts of tion and reflect on the integra- “real”? Asking questions like
“interaction” are deeply rooted tion of technology and its effects these is important in designing
in classical industrial design— on human experience. tangible products. Such ques-
products are designed to active- tions challenge us to reflect
ly engage people and mediate the First interaction Designers? upon how artifacts facilitate
their relationships with systems, The Lower Paleolithic interaction and help us connect
activities, information, and (Acheulian) hand ax (see Figure with people on deeper levels.
with each other. Today interac- 1) discovered in northern Africa
tion design includes services, was designed with obvious Convergence, Synthesis,
systems, and strategic planning intent and made specifically and new Paradigms
and reflects core principles of for a left-handed individual. It The hand ax reminds us that
human-system/human-object tells the story of how our hands design has always been about
interaction. inform our brains during inter- interaction, and interaction has
Within the diverse landscape action. Primitive humans (Homo always been tangible. What’s
of interaction exists a special- ergaster) from eons ago were new is that physical interac-
ized area where physical form among the first to consider ergo- tion is becoming computation-
and computing combine to yield nomics and fit—they were early ally mediated—or conversely,
new paradigms of interaction. pioneers of good design, and yes, that computational media are
This area, “tangible” interac- interaction. It was great product becoming physically embodied.
J a n u a r y + F e b r u a r y 2 0 10

tion design, broadens scope, design and great interaction Designers of physical things
relevance, and application, design all rolled into cutting- and places must consider how
linking interaction designers edge technology of the time, to embed software; designers
more directly with product and it was intended to endure. who work in software alone
development. It provides a new This left-handed hand ax is must leverage the constraints
arena for industrial designers, an important example of how and affordances of the physical
transdisciplinary thinkers, and the physical form of our hands world. New paradigms are aris-
experimenters to develop arti- guides how we shape things and ing through the investigation of
facts that behave, react, and/or how we interact with and expe- new embodiments of technology
interact with people. More than rience the world. that achieve seamless integra-
interactions

computation or embedded intel- What products today will tion of form and interaction.
ligence alone, tangible interac- endure? Will the iPhone have the Integrated form and computa-
tion design focuses on human same impact as the hand ax? Is tion that enhances our experi-

6
COVER STORY

ences with systems, objects, • Figure 2: Primitive tool-like


forms focus on expressing
and places will resonate on
cues for interaction in physical
deeper visceral levels, tapping form. Hand ax and scraper by
into emotions and sparking new Nathaniel Paffett-Lugassy.
relationships. This integration
leverages form to influence
human behavior in richer ways.
Adaptive, responsive, thinking—
yet physical—objects induce a
dialogue through gestures and
physical touch. They implore
us to relate to them as if they
were more “alive” than toast-
ers and toothbrushes. Looking
through this lens reveals a
renewed outlook on traditional
industrial design that revisits
aspirations of early pioneers. It
positions designers as catalytic
agents for broader impact rather
than mere stylists for commodi-
ties. And it shifts the design
discourse again, as computa-
tion enables designers to make
objects do things they simply
couldn’t do before. A few years
ago, interaction design meant
solely screen-based digital
interactivity. Today interac-
tion designers are called on to
be cross-platform, multidisci-
plinary problem solvers.
Tangible interaction is the
physical embodiment of com-
putation. Tangible interaction
practitioners, researchers, and
educators integrate knowledge
from many areas. They draw
upon traditional design, engi-
neering, computing, and robot- • Figure 1: (left) This left-handed
ics in a mashup of skills and Lower Paleolithic (Acheulian)
bifacial hand ax found at an
methods—thinking and making
exposed site in northern Africa
in physical form, electronics, dates back 1.2 million–500,000
and code. As the field develops, years ago. The purposeful design
those who are adept in working of contoured surface and place-
ment of indentations for the
simultaneously in code and in
hand demonstrates design to
physical form will synthesize afford grip and guide interaction.
new processes for developing Source: www.paleodirect.com
products. They will see and
work across the old disciplinary
boundaries.
The Tactile Experience

Form tion, and physical manipulation.


Form is an important element in Throughout the curriculum, stu-
tangible interaction, as it visually dents engage with mechanical,
signals and physically embodies embedded, intelligent, and/or
functionality, expresses cues for adaptive systems that encourage
understanding, and provides the new forms of interaction (see
script for interaction. Carnegie Figure 4). They learn to use form
Mellon’s School of Design focuses language, aesthetics, ergonom-
on physical embodiment through ics, and the traditional methods
projects about people’s relation- of industrial design in making
ship with objects and systems. interactive products under-
Students explore the role and standable and appropriate.
impacts of object forms with the
intention of developing artifacts Computing
that are useful, usable, desirable, Form connects with computing
and that exhibit permanence. through sensors and effectors.
We encourage our students to Sensors provide input. The sim-
look past cosmetic aspects of plest and cheapest sensor is a
form to consider objects as com- switch; today, buttons dominate
municators that will elicit a con- our interaction with electro-
tinuing dialog with people. mechanical products. Well-
• Figure 3: Top, forms in vari-
In one exercise, students positioned switches can sense
ous materials invite touch and
manipulation (Mark Baskinger). design a set of simple hand how an object is being held.
The wooden forms were found tools that facilitate and express Sensors abound—for tempera-
in a lakeside market in Taiwan. a function. Students struc- ture, movement, pressure, force,
Bottom, “interactables” that
ture semantic cues and form moisture, chemicals, stretch
encourage form development,
construction, and physical language to visually inform and strain, and so on. Effectors
manipulation (Mark Baskinger the mind, physically engage provide output. Long popular
and Jason May). the body, and guide the hand as indicators, LEDs mounted
for interaction (see Figure beneath a translucent skin can
2). Drawing inspiration from change an object’s color. And
Neolithic hand tools, they con- there’s audio: Everything beeps
sider body position, movement, and buzzes, but what do these
ceremony, and utility to guide sounds tell us? We could do so
form development. This exercise much more with sound design.
is a primer for interaction and Motors, too, are effectors, pro-
subsequent study in the indus- viding motion and other physical
trial design curriculum that action. For example, vibrator
J a n u a r y + F e b r u a r y 2 0 10

emphasizes the role and impact motors in cell phones bring a


of form in shaping people’s physical quality to digital inter-
behavior and experience. action. Touch and light make a
Students are given design simple and compelling combi-
problems that require them nation: The Hit Me interactive
to use physical form to medi- light (see Figure 5) lights up in
ate and facilitate interaction. different patterns, depending
They develop sensitivity to on how it is touched or grasped.
form through experiments Less common are effectors such
with materials and purpose- as the nitinol muscles in Greg
interactions

ful play. The specimens shown Saul’s paper robots or the ther-
in Figure 3 engage students in mochromic paint that colors his
form development, construc- lamps (see Figure 6).

8
COVER STORY

• Figure 4: “Re-routed Radio”


projects by industrial design
students (a) Nadeem Haidary,
(b) Josh Finkle, and (c) Gavin
Stewart. These music players
were designed to establish new
forms of interaction using stan-
dard electronics combined with
non-traditional materials and
expressive physical forms.

A C

• Figure 5: The Hit Me interac-


tive lighting device responds
to touch with an LED display. It
affords various interactions with
the hand. Designed by Carnegie
Mellon students Henry Julier,
Justin Rheinfrank, Amanda Ip,
and Michael Cruz-Restrepo;
directed by Kees Overbeeke
(TU/e). Image source: www.hen-
ryjulier.com

• Figure 6. Interactive designs with


J a n u a r y + F e b r u a r y 2 0 10

unusual effectors by Greg Saul


(Carnegie Mellon and Victoria
University of Wellington): Left:
family of paper robots, folded
paper boxes actuated with nitinol
shape-memory alloy muscles.
The simple devices can be
programmed to respond to
light, sound, or online chat; their
motions are alternately graceful,
silly, and playful. Right: Paper
interactions

lamp colored with thermochro-


mic ink changes appearance as
its bulb heats its shell.

9
The Tactile Experience

The new element in design community, new hardware tool objects that work together. Take
is software, a fundamentally kits and platforms make it eas- the robot construction kit in
abstract and disembodied way to ier to build and program work- Figure 7. Microprocessors in each
prescribe behavior. In the past, ing prototypes of products with block communicate with neigh-
industrial designers set the stage embedded electronics. An early bors, giving the robot ensemble
for interaction and behavior by well-known kit was Phidgets; emergent behaviors: Form and
making decisions about physi- popular today in the design program are one. As compu-
cal form and materials. Now community is the Arduino tation becomes more deeply
the designer also programs the family of microcontroller embedded in form, program-
object’s interactive behavior. The boards, including the Lilypad, ming ensembles will become as
simplest program relates inputs engineered for embedding in important as programming the
directly to outputs (“When the textiles. Hardware design envi- behavior of single objects.
door is open, the lights blink”). ronments such as Fritzing and
Usually, though, software is a a host of programming environ- Where Do tangible
more subtle model of the design ments such as Pd and Funnel interaction Designers Fit?
in use. For example, a state- invite designers to work directly Many first-generation tangibles
machine model looks at different with electronics and code. Tool have been whimsical and artis-
states of the design in use and kits and platforms are crucial, tic explorations of what new
transitions between states. In and as tangible interaction technology can do. Some are
one state, a clock displays the design moves forward, we will simple; some, more complex.
time; in another state, it can see more “designerly” languages Some are elegant embeddings
be set. A sensor on the clock— and tools for hardware proto- of display and projection. Some
typically, but not necessarily, typing and programming. celebrate new materials. Some
a button—triggers transitions Soon tangible interaction add sensing in clever ways. The
between the two states. design will come to encompass field is still wide open, but one
Fueled by the enthusiasm of not only individual products thing is clear: We’re likely to
artists, hobbyists, DIY hackers with embedded computation, but see more, not less, program-
and by the interaction-design also ensembles of computational ming in things, and a lot more
experimentation.
Faced with the integra-
tion of form and computation,
researchers and practitioners
are asking new questions about
the aesthetic qualities of inter-
action and the impact of form
on human behavior. As tangible
interaction design matures,
designers will focus more on the
J a n u a r y + F e b r u a r y 2 0 10

meaning and impact of form on


people. This, of course, echoes
traditional human-centered
design approaches, but compu-
tation provides the opportunity
to design adaptive, responsive,
and highly interactive products
and systems.
Tangible interaction design-
ers are the new “Leonardo/
interactions

• Figure 7. Eric Schweikardt’s toy blocks snap together to construct working robots. Black
Edison” types. As makers
blocks are sensors; white blocks, effectors; and colored blocks operate on data. The
configuration of blocks determines the robot’s behavior. Modular Robotics LLC is bring- they are equally at home in
ing the kit, designed at Carnegie Mellon, to market. the worlds of material and

10
COVER STORY

physical design, mechanical The first schools to embrace tion design daring. Yet it is the
engineering, electronics, and tangible interaction design in seamless integration of form
programming. Already they are the 1990s included the Royal and computation that makes it
in demand, precisely because College of Art, the MIT Media magical. We must keep the thrill
they transgress the traditional Lab, and NYU’s Tisch School of of experiment while evolving
disciplinary boundaries that the Arts. Programs have since design vocabularies and pro-
characterize (and limit) our sprung up around the world. cesses that integrate code, prod-
schools and firms today. Their Perhaps because of the inher- uct form, behavior, information
diverse range of ability is what ently interdisciplinary nature and interaction. In this way, we
enables them to be creative in of tangible interaction design, will enable a new genre of prod-
this new design space. As firms many universities teach this ucts to achieve relevance and
embrace the new integration of form of design in a distributed connect with people in mean-
form and computation, tangible manner across schools, depart- ingful ways.
interaction designers will play a ments, and programs. For
About the Authors
more prominent role in product example, Carnegie Mellon’s new
Mark Baskinger is an asso-
development, bridging the gulf master’s of tangible interaction ciate professor in the
between traditional design and design program leverages the School of Design at
programming. university’s strengths in design, Carnegie Mellon University,
where he teaches courses
The growing tangible interac- robotics, and engineering, in industrial design with an emphasis on
tion community meets at several human-computer interaction, form and interaction. His interests include
conferences that explore design, architecture, and the arts. exploring new paradigms for interactive
objects and interpretive environments, and
technology, and societal impact.
methodologies of design drawing and visu-
DesForM (Design of Semantics toward a tangible Future al thinking to promote collaboration. An
of Form and Movement) gath- We have painted a rosy view international speaker and workshop leader,
ers academics and professionals of tangible interaction design, Baskinger also conducts “Drawing Ideas®:
A Field Guide to Visual Thinking” courses in
in a forum that embraces the emphasizing two different and
conference and business contexts where
diversity of design approaches. equally important aspects of he makes design drawing methods and
It focuses on the meaning of the field. On one hand, tan- visual thinking techniques accessible to a
products and how designers gible interaction designers are broader audience and demonstrates strate-
gies for using sketching to foster collabora-
communicate information, func- experimenters, playing purpose-
tion in design processes. Parallel to his
tions and ideas to enable these fully in a new space of form and appointment at Carnegie Mellon, he co-
to be perceived and understood computing. The vocabulary of directs The Letter Thirteen Design Agency
by people in their everyday form, function, and behavior of (www.letterthirteen.com).

lives. TEI (Tangible, Embedded, computationally enhanced prod- Mark D. Gross is a profes-
and Embodied Interaction) is a ucts is still very much under sor at Carnegie Mellon
demo-friendly conference about construction; this yields some University’s School of
Architecture where he stud-
human-computer interaction, work that is an engineering tri-
ies and teaches tangible
design, interactive art, user umph yet awkwardly made, or interaction design. His MIT
J a n u a r y + F e b r u a r y 2 0 10

experience, tools and tech- work that is elegant and clever Ph.D. dissertation, “Design as Exploring
nologies. And of course there’s but without apparent function. Constraints,” is in design theory and meth-
ods. Gross is interested in computational
CHI, which in 2009 showcased On the other hand, tangible
tools to support designing, and ways in
tangible interaction design interaction designers aim to which computing can be embedded in
with a new “Design Vignettes” make things that elegantly inte- things and places. He recently co-founded
venue. Other pertinent confer- grate form, computation, and Modular Robotics (http://www.modrobotics.
com/) to build computational construction
ences include DIS (Designing behavior. Bringing these two
kits for children.
Interactive Systems), UIST together is the challenge for
(User Interface Software and individual designers, and also
Technology), IDSA (Industrial the challenge for the field. The
interactions

Designers Society of America), spirit of experimentation with


and DUX (Designing for User new materials and processes is
DOi: 10.1145/1649475.1649477
eXperience). what makes tangible interac- © 2010 ACM 1072-5220/10/0100 $10.00

11
The Critical Role of Co-Creation by Users

The Transmedia Design


Challenge: Technology that is
Pleasurable and Satisfying
Donald A. norman
Nielsen Norman Group, Northwestern University, and KAIST | don@jnd.org

I agreed to give a keynote address the whole body in movement, different parts of our experi-
at the 21st Century Transmedia rhythm, and purpose. ence—corporations, companies,
Innovation Symposium (www.21ctis. In the bad old days we learned profit making, and ownership.
or.kr/). Traditional dictionaries do that thinking—cognition—was Transmedia today is the new
not include the word “transmedia,” king; emotion was bad. We were emergence of multiple media
but Wikipedia does. Its definition encouraged to memorize, to in common pursuit of a story
introduced me to many other words study, to think in words: reading, or experience. It mainly speaks
that neither I nor my dictionaries had writing, and arithmetic prevailed. of how companies tie together
ever before heard (for example, “nar- But that is not how people have movie releases with videos,
[1] Jenkins, H. ratological”). Strange jargon aside, evolved. We are living animals, games, books, and websites.
“Transmedia
Storytelling: Moving I do believe there is an important creatures with bodies, with legs Blogs and tweets, social net-
Characters From
idea here, which I explore in this and arms, eyes and ears, the abil- working, and telephone calls.
Books to Films to Video
Games Can Make column. (Intelligent discussions ity to taste and smell, vestibular Yes, this is a clever use of mul-
Them Stronger and
More Compelling.” can be found in the books and and feeling systems. We use our tiple media, but it is still based
Technology Review articles of Henry Jenkins [1,2]). bodies to understand the world. upon a distorted view of com-
(2003); http://www.
technologyreview.com/ We learn from concrete experi- merce: We make it, you consume
Biotech/13052/
We live in exciting times. ences, not from abstractions— it. The media moguls think of
Finally, we are beginning to abstraction comes last. this as a one-way transmission:
understand that pleasure and Games are the natural way we They would have their compa-
fun are important components explore the world. Modern games nies producing, with everyday
of life; that emotion is not a bad are engaging, entertaining, and people consuming. Why the
thing; and that learning, educa- filled with learning experiences. asymmetry? We should all be
tion, and work can all benefit They require thinking and act- producers. We should all have a
from pleasure and fun. Up to ing, cognition and emotion, body say in what we experience.
now, a primary goal of product motion and mental creativity. My form of transmedia has
J a n u a r y + F e b r u a r y 2 0 10

[2] Jenkins, H. and service design has been to Games ought to be how we learn nothing to do with companies
Convergence Culture:
Where Old and New provide useful functions and in school. Teachers should learn and formal media channels. It
Media Collide. New
York: New York
results. We should not lose track along with students. If cognition has everything to do with free,
University Press, 2006. of these goals, but now that we is about understanding the world, natural, powerful expression. Let
are well on our way to doing emotion is about interacting with transmedia stand for those multi-
that for an amazing variety of it: judging, evaluating, and pre- sensory natural experiences:
goods and services, it is time paring to engage. The key term trans-action, trans-sensory. Let it
to make sure they are pleasur- here is “engagement.” stand for the mix of modalities:
able as well. Not only does this Transmedia, on the other reading and writing, speaking
require emotions to be a major hand, is a strange beast. It and seeing, listening and touch-
interactions

component of design think- comes from the world of com- ing, feeling and tasting. Let it
ing, but we must also incorpo- merce, where different people stand for actions and behavior,
rate actions; actions that use and companies used to own thought and emotion.

12
OPINION THE WAY I SEE IT

There is another side of this


new transmedia: co-develop-
ment, co-creation, co-ownership.
In this new world, we all produce,
we all share, we all enjoy. Teacher
and student learn together
achieving new understand-
ing. Reader and writer create
together. Game player and game
developer work together. This is
the age of creativity, where every-
one can participate. Everyone can
be a designer. Everyone can be
involved.
The personal computing revo-
lution has been both liberating
and restricting. We have gained
access to powerful technologies
for communicating with one
another, for creating art, music,
and literature. Everyday people
could now do extraordinary
things. At the same time, we
became trapped by the confines
of a keyboard, mouse, and screen.
Instead of actively engaging the
world, we spent our days in front
of keyboards and screens, typing
and pointing.
Today we are moving beyond
the constraints of the mouse,
screen, and keyboard. Now we
can merge all the benefits of the
information revolution with the
benefits of movement and activ- power. If functions are equated There is nothing the matter • Most IKEA
furniture is
ity. We can post notes on build- with cognition, pleasure is equat- with being an audience member,
designed to be
ings where only the intended ed with emotion; today we want a consumer, or a spectator. It is assembled by
receiver can see them, or we can products that appeal to both cog- how we have come to enjoy the the consumer—
an effort that
J a n u a r y + F e b r u a r y 2 0 10

let everyone see them, whatever nition and emotion. great works of art and literature.
reflects the
we wish. We can play games or We go to galleries to view, the-
creativity of the
hold meetings with people all Consuming versus Producing: aters to watch, libraries to read. manufacturer,
over the world, moving, gestur- Spectator versus Creator We can be casual or engaged, not the user.
ing, and acting. There is a major difference watching from a distance or
Products were once designed between the experience of con- becoming deeply embedded
for the functions they performed. suming and producing, or if you in the events of music, opera,
But when all companies can will, between being a spectator a painting, a video, or a book.
Photograph by Niklas Pivic

make products that perform and being a creator. In the tradi- We can become emotionally
their functions equally well, the tional view of media, most of us involved, weeping or laughing as
interactions

distinctive advantage goes to are consumers. Artists and com- the scenes unfold.
those who provide pleasure and panies produce, while the rest of But there is a great difference
enjoyment while maintaining the us consume. We are spectators. when we are actually engaged in

13
The Critical Role of Co-Creation by Users

New technologies
allow creativity to
blossom, whether for The same holds true for the
objects of our lives. We can pur-
themselves, they spend consider-
able time and thought specifying
chase them in stores, bring them just how the finished bike should
reasons silly or sublime. home, and either display or use look and behave. Similarly, many
them. They may give pleasure. home electronics can be cus-

Simple text messages or But contrast this with objects


that we ourselves have created or,
tomized with “skins,” adjustable
features, add-on components,
perhaps, co-created. and hand-painted exteriors. So
short videos qualify as Consider the old story so too with automobiles. One could
beloved in marketing 101 courses argue that part of the popular-
production, regardless about the invention of cake
mix. When the Betty Crocker
ity of social sites is that they are
personal: One is sharing personal
Company first introduced a cake ideas and thoughts.
of their value. This mix, so the story goes, it was sup- But how much of this is cre-
posed to revolutionize the mak- ative? How much requires com-
new movement is ing of cakes. Instead of toiling for mitment and concern, deep
hours, one had only to open the thought and effort? Most of this
package of mix, add water, and involves the simple following of
about participating bake. The result was a simple, instructions, whether for a cake
satisfying cake. But the product or a chair. Or customizing an
and creating, invoking was not a success. Housewives (at automobile by choosing among
the time, the target audience— predefined options such as color

the creative spirit— college students and single people


were not then considered a mar-
and fabric. Adding an egg to a
mix that didn’t really need one
ket) rejected it. After a bit of mar- makes clever use of psychology,
this is what the ket research, the Betty Crocker but it is not what I call being truly
Company realized that they had creative. The cake mix, with egg

transmedia experience made the mix too simple: There


was no pride of ownership. The
or without, is mindless. Read the
instructions and follow them:
cake could have been purchased Everyone’s mix produces the
should be about. at a store. It tasted fine, but it same result. Following instruc-
wasn’t truly made at home, even tions to assemble furniture does
if it was baked at home. not qualify, but mixing and
The solution was to modify matching furniture parts to cre-
the activity, whether as producer, the recipe to require the addi- ate something personal, some-
participant, or creator. When tion of an egg. This worked: Sales thing special does. So too with
playing a musical instrument, I soared. Requiring a bit of extra the customization of the Harley.
am producing, and all the senses labor gave the cook some feeling Even though the customization is
J a n u a r y + F e b r u a r y 2 0 10

are involved. I feel the sound of accomplishment, a feeling of actually done by the specialists
pulsating through my body. My being the producer. in the shop, the specification and
mind is completely engaged Today a reasonable number of design relate to the specific needs
with the music, not only with products are designed to require and aspirations of the bike owner.
the emotional aspects and the work and effort on the part of None of this is truly creative;
sound, but also with the physical their possessor. The purchaser none of this is truly meaningful.
and cognitive complexities of the must assemble IKEA furniture. Music mashups qualify. Here
mechanics of playing. To me it is Harley-Davidson aficionados one takes samples of existing
simultaneously frustrating and often customize their motor- music and mixes them to create a
pleasurable. To the listeners, it cycles—many take their bikes truly novel experience. The result
interactions

is probably awful, but I am not straight from the dealer to the may sound awful or wonderful,
playing for them; I am playing custom house, and even though but that is not nearly so impor-
for myself. they do not do the customization tant as the act of creation. The

14
OPINION THE WAY I SEE IT

world of “DIY” or “make” relishes the form of game—athletics meaningful, thoughtful creation
in creativity and imagination. and sports, cards, board games, and participation.
Mashups work across all media, video, or computer—the players Jon Kolko examined this point
sometimes producing spoofs and are simultaneously creating the in a thoughtful essay in this mag-
satire, sometimes truly useful experience. Perhaps this is why azine [3]. Assembling IKEA furni-
and valuable results. they are so engrossing. They pro- ture is not a display of creativity,
Here is a simple example of vide a transmedia experience in nor are any of the standard selec-
a mashup that, although not which people are simultaneously tions of items from a menu that
profound, does reveal a sense of spectator and performer, and in go along with simple personal-
humor, creating a clever spoof the case of many games, using all ization or customization choices
of two very different events. of the senses, all of the body. offered by manufacturers or
The first event occurred dur- New technologies allow cre- websites. A mindless tweet is not
ing the televised presentation of ativity to blossom, whether for creative. True creativity requires
an MTV Video award. Just after reasons silly or sublime. Simple some thought, some work, some
one award had been announced, text messages or short videos effort. It has to be reflective, even
Kanye West jumped on to the qualify as production, regardless if only after the fact. Mindless
stage and interrupted Taylor of their value. This new move- creativity has its place, but the
Swift’s acceptance speech to ment is about participating and real challenge before us is to
complain that a better perform- creating, invoking the creative unleash the substantive creativ-
er, Beyoncé, had been passed spirit—this is what the transme- ity inside most people.
over. The second event was a dia experience should be about. The new design challenge
major speech on health care by All of these experiences allow is to create true participatory
President Obama to the United people to feel more like producers designs coupled with true mul-
States Congress. Obama’s speech and creators than passive con- timedia immersion that reveal
[3] Kolko, J. “On
was interrupted by a congress- sumers or spectators. new insights and create true Creation and
man who shouted, “You lie!” novel experiences. We all partici- Consumption.”
interactions 16, no. 5:
An enterprising mash-upper the Design Challenge: Active, pate, we all experience. We all 2009, 80.
recognized the similarities of Participatory transmedia design, we all partake. But much
the two incidents and quickly Transmedia experiences are of this is meaningless: How do
combined components of the not particularly new. Consider we provide richness and depth,
two videos so that the complaint an opera, a musical comedy, a enhanced through the active
about Beyoncé was inserted into Hollywood (or better, Bollywood) engagement of all, whether they
President Obama’s speech. As a extravaganza, or an amusement be the originators or the recipi-
result, now one can watch presi- park. All of these experiences ents of the experience?
dent Obama delivering a speech cut across media—sight and How will this come to pass?
on health care with a heckler sound, motion and emotion. But What is the role in everyday life?
interrupting to say, “Imma let all of them involve a transmitter Will this be a small portion or
you finish, but Beyoncé had one of the experience and a passive will it dominate? Will it even be
J a n u a r y + F e b r u a r y 2 0 10

of the best videos of all time!” to audience. permitted within the confines of
which Obama calmly responds, Creation is not new. Artists contemporary commercialism?
“Not true.” That is mashup as and craftspeople create. Those are the significant design
satire. Mashups don’t have to Amateur artists and musicians challenges.
be satirical, of course: When create. Game players create. But
someone takes census data, in all of these activities, there About the Author Don Norman
wears many hats, including cofounder of
overlaps it with police reports, are still creators and viewers.
the Nielsen Norman group, professor at
and enters all on to a city map, Moreover, the creativity is often Northwestern University, visiting professor
that is mashup with meaning limited, much as it is limited in at KAIST (South Korea), and author. His lat-
and import. so-called “personalization” of est book is The Design of Future Things. He
interactions

lives at jnd.org.
Good games can also create software or IKEA furniture—it
meaningful participation, mean- is limited by the desires of the
DOi: 10.1145/1649475.1649478
ingful experiences. Whatever manufacturer. What is needed is © 2010 ACM 1072-5220/10/0100 $10.00

15
The Critical Role of Co-Creation by Users

The Art of Editing: The New


Old Skills for a Curated Life
Liz Danzico
School of Visual Arts | liz@bobulate.com

In a workshop led by Ira Glass, Whether we accept it or not, ences. “Curate,” a term once
host of public radio’s “This we have a new responsibility. reserved for an elite group,
American Life,” I heard him This promotion came about is being adopted by people as
admit, “We edit out people’s without warning, without train- far-flung as musicians and
breaths and pauses in the inter- ing, without org charts or man- chefs to fashion designers and,
views before they go on air.” uals. As both creators and con- indeed, interaction designers.
Referring to those ums and sumers, now we’re all “editors.” Rather than strict altering and
stammers, this well-known We often hear the term selecting as editors do, curators
personality admitted to a group “information overload” tossed are culling and selecting col-
of aspiring storytellers that his about—most likely as we skim lections. However the editor’s
renowned radio show might Google Reader, or perhaps while legacy, and venerable history
not be as unvarnished as it had we discuss multitasking as we of the editorial process, give
once seemed. Editing out pauses delete our way toward Inbox today’s curators visible models
makes the story flow better—a Zero. Yet, more so than infor- to build upon.
measure designed to improve mation overload, we may be fac- In the Gutenberg era, the
his audience’s experience. Even ing a “filter failure.” Clay Shirky, one-to-many relationship, in
the non-frilly is edited. author and New York University which an editor dictated the
As the Information Age bar- instructor, pointed out in a 2008 content for the masses, was
rels forward, a new role has talk at O’Reilly Web 2.0 Expo common. In the post-Gutenberg
emerged. While platforms from that information overload is not era, our reliance became more
Facebook to Twitter to Tumblr a new problem and therefore democratic: We sought out edi-
have turned consumers into does not accurately describe tors who could sift through the
creators, they’ve given way to what’s at issue today. The criti- staggering amount of informa-
more writers, more content, cal issue is simply a failure of tion for us, signal where to
and (as we’re painfully aware) filters. look, what to read, and what to
more choices. But there’s some- Enter the editor. There has pay attention to. Now there’s
thing else. Content creators are long been an invisible tribe, a another shift at play; in fact,
not passing content through mysterious group, who trans- you may have seen it reblogged
J a n u a r y + F e b r u a r y 2 0 10

traditional editorial channels, form scattered thoughts into or retweeted recently. With new
nor should they be. The job and compelling stories, who splice tools allowing an unlimited
the cost of filtering content hundreds of hours of video into degree of flexibility and free-
has passed from the hands and feature-length films, who seg- dom, we’ve gained comfort in
pocket of the publisher way regate the semicolons from the controlling our own media. We
downstream to the consumer. em dashes. These are editors are, for the first time, accepting
As a result, consumers are left working across media sectors— the role, and by exhibiting these
in the position of having to publishing, film, music, more— qualities outward are becoming
decide for themselves who and to deliver transformative stories curators in our own right. We’re
what is worth their time. Which with clarity and grace. gaining followers and pointing
interactions

content is exceptional and The editorial role has evolved the way forward for others. But
what to tune out? Whom to pay into one that involves shap- without any training, how are
attention to? Whom to ignore? ing conversations with audi- we doing it?

16
OPINION BETWEEN THE LINES

Like many products and ser- splicing together of different nowhere to be found; publish-
J a n u a r y + F e b r u a r y 2 0 10

vices, the modern construct of shots. It wasn’t until the early ers and authors communicated
editing has had predecessors 20th century, with films such without an intermediary. It
of sorts. Scene changes were as “The Great Train Robbery” wasn’t until the 20th century,
already taking place in live (1903), that filmmakers discov- when author reputation became
theater, flashbacks had already ered that editing could contrib- important to publishers and the
existed in the novel, and nar- ute added depth to storytelling. rules of grammar and language
rated sequences had been part Likewise, by the 1850s book garnered increasing attention
of visual culture as far back as publishing had taken root, that the demand for editors
Photograph by Angela Moran

medieval altar triptychs. Yet in with texts being published arose. In other words, when the
the nascent era of film, film- in many formats—from love service experience mattered,
interactions

makers were hesitant to edit. stories to textbooks to fiction, editors were introduced.
They were afraid audiences from Hawthorne to Thoreau Even though an editor’s
would become confused by the to Melville. But editors were responsibility is widespread,

17
The Critical Role of Co-Creation by Users

shaping stories for audiences intuition. Whatever you call it; Whether it’s constructing a
(whether small or large), this editors have the responsibility theme or splicing together a
filtering crisis we’re in may be to quickly sift through abun- flashback sequence for a film,
easier to manage than we think. dance to decide what’s impor- editors are creating connections
You see, the skills of an editor tant. Just as our Twitter reputa- for their audience with, some-
are at once novel and familiar. tion may rest on our ability to times, mismatched shapes and
So our new role is new, yes, make quick judgments about concepts. Access does not mean
but not entirely without prec- the quality of a tweet before a free-for-all curation party.
edent. Early curatorial editors reposting them, so are we all 5. Lacking a personal agenda.
like Arianna Huffington, Matt editors in media. An editor is creating a narrative
Drudge, Jason Kottke, and com- 2. Determining the tempo. The from other people’s stories, and
merce sites like Etsy.com and editor determines the tempo, must be comfortable doing so.
later 20x200.com led the vision, and therefore, the amount In this sense, the editor is large-
shaping a pace, tempo, and of information a consumer ly invisible, yet knows the value
dare I say, patterns. These early receives. Website editors decide of citing. Sourcing references
forerunners had a point of view, when and how often to deliver carefully using “via” or another
meaning consumers didn’t have information to consumers. Film format demonstrates humility
to sort information themselves. editors decide the duration and respect for your sources.
Such strong editors teach con- of a shot, or what kind of edit Editors are valuable and
sumers, by example, how to happens between shots. Both needed, but there is the added
curate experiences to make set the pace for a particular challenge: the issue of choos-
meaning. Consumers need only experience. The slow dissolve at ing sources in the first place.
show up or subscribe. the end of “Psycho” (1960), for When we’re all editors, how
Editing is to media as a per- example, can leave an audience do we choose content? In The
formance is to a composition: It lingering, while the timing of a Tipping Point, Malcolm Gladwell
is an act of interpretation, rich video release on TED.com con- talks about Dunbar’s num-
with opportunities for personal tributes to our impression of the ber, the cognitive limit to the
insight, misguided judgments, brand’s value. This is all within number of people one can
or brilliance. Each individual is an editor’s control. Likewise, have social relationships with.
different, and each individual the editor’s own tempo must As we try out our new edito-
will construct experiences dif- be high. He or she must plow rial roles, and choose just a
ferently. In our new editorial through manuscripts on subject small number of sources who
roles, we’re tasked with acting matter that may be of no inter- are pointing to a larger num-
as equal parts consumer and est with passionate disinterest. ber of sources, what sort of
editor. What we’re doing is, in 3. Giving out (or withhold- sources will we be bumping
fact, parallel to decades of edi- ing) information. Editors deter- up against? Won’t we be in
torial traditions: mine how much information danger of filter failure all over
1. Saying no. While “stub- audiences need access to, and again? It might look potentially
J a n u a r y + F e b r u a r y 2 0 10

born” and “opinionated” might how much to hold back. Well- like what Nicholas Negroponte
be too strong, it is a truism that known curated sites such as calls “The Daily Me”—the idea
an editor’s chief responsibility Core77.com are celebrated for that a newspaper, for example,
is to say no. Like all truisms, the considered content, not can be customized so spe-
it is probably false some of the overloaded links. Editors know cifically to your wants that
time, but having a recognizable when and how to scan sources it’s simply an echo chamber.
voice is essential. In the recent to determine which parts can Finding sources is one of
documentary, “The September be skimmed and when it’s key the key challenges in the
Issue,” Anna Wintour exposed to read it all the way through— struggle through filter fail-
hard-handed opinions neces- every line, word, and scene. ure, and recently Ethan
interactions

sary to differentiate Vogue in 4. Creating coherence. Editors Zuckerman, researcher at


the $300 billion fashion indus- create relevance and experience Harvard’s Berkman Center,
try. Call it decisiveness. Call it where there was none before. and Clive Thompson from the

18
OPINION BETWEEN THE LINES

New York Times Magazine and that out every time. But these a small step for us as burgeon-
Wired spoke on “homophily,” marks don’t translate well to ing editors, it’s a fascinating
the natural tendency for indi- editing in digital formats; in departure as, traditionally, an
viduals to seek out others who large publishing houses, edit- editor’s role has been an invis-
share their preferences. In other ing still takes place in analog ible one—one to provide a sort
words, birds of a feather flock format. Traditional editors of statuesque transparency—to
together. Thompson observes are running up against chal- give it form without knowing
that people online are flocking lenges as they question how to he or she is there. The charac-
to like-minded people—paying translate proofreaders’ marks ter of the medium remained
allegiance to “editors” in Twitter into digital manuscripts for unchanged, but the transfor-
and Facebook who are similar formats like the Kindle. While mation was essential so that
to them. But how diverse can digital editing tools such as consumers reveled in the media
the content be? Are we missing Microsoft Word and Revizr help rather than deliberated over it.
out on serendipity? How can we mitigate some of the digital With this change, everything
design an experience so that we issues, they’re far from perfect, has shifted downstream. The
can accidentally happen upon and many houses still rely on footprints and signs of the edi-
information we might not oth- the fusty print manuscript. tor’s role have moved from pre- Further reading

erwise encounter? In the meantime, while we publishing to post-publishing. “Brooke, Clive and
Of course, we’re already get- edit our own experiences, new Where once editors and cura- Ethan at Aspen.” On
the Media. September
ting practice as editors: using patterns are rising: a language tors provided meaning, now 4, 2009; http://www.
onthemedia.org/tran-
RSS readers to deliver content for contextualizing content. On we’re providing it. It remains scripts/2009/09/04/06/
from trusted sources; unsub- Twitter an emergent practice to be seen how filter failure
Gross, G. Editors on
scribing; creating coherence has become prevalent, albeit will be solved, and whether our Editing: What Writers
Need to Know about
with groups; and perhaps a not standard. Users have begun editorial practices are going to
What Editors Do. New
most interesting recent develop- to develop language for edit- be enough to stamp it out. But York: Grove Press,
1993.
ment, crafting language pat- ing content for others through meanwhile, though red pens
terns to communicate. We’re “retweeting,” reposting content and proofreaders’ marks are Shirky, C. “It’s Not
Information Overload.
using links via people or groups that another individual posted. not in our future, better ways It’s Filter Failure.” Web
2.0 Expo, New York,
we follow on Twitter to filter of collecting and distributing 2008; http://web2expo.
content that matters to us. Twittergirl: This is a tweet! stories are. This age is not about blip.tv/file/1277460/

For seven centuries, editors Twitterguy: RT This is a tweet! writers learning new tools, nor boyd, d., Golder, S., and
Lotan, G. “Tweet, Tweet,
have used symbols to commu- (via @Twittergirl) is it about readers sift through Retweet: Conversational
nicate with one another: proof- content; it’s about editors exper- Aspects of Retweeting
on Twitter.” Microsoft
readers’ marks. Proofreaders’ In a recent draft of a paper imenting and making meaning Research, January
language comprises 42 symbols by danah boyd, Scott Golder, of stories for themselves and for 2010.

that take the place of common and Gilad Lotan from Microsoft their new audiences—whether
instructions such as “delete,” Research, they explore the those are small or large.
“insert comma,” or “begin new syntax of retweeting and the
About the Author Liz Danzico is
J a n u a r y + F e b r u a r y 2 0 10

paragraph.” Editorial teams diverse conventions by which


equal parts designer, educator, and editor.
have traditionally worked in it’s communicated within
She is chair and co-founder of the MFA in
print manuscripts, passing lay- Twitter. Another practice, the Interaction Design Program at the School
ers of proofreaders’ marks back #hashtags—the curious mash- of Visual Arts. She is an independent
and forth. The patterns of this ups of words and phrases pre- consultant in New York, on the editorial
board for Rosenfeld Media, and on the
language have not changed ceded by the hash sign—is also board of Design Ignites Change. In the
since it was introduced in the widely used. When it’s included past, Danzico directed experience strategy
early days of printing. Its effi- in a Twitter post, it indicates a for AIGA, and the information architec-
ture teams at Barnes & Noble.com and
ciency is unarguable—in a 600- topic, location, or emotion the
Razorfish New York. and lectures widely.
page manuscript, for example, user is believed to be addressing.
interactions

She writes ongoing at Bobulate.com.


it allows a single symbol to rep- So from here, where? We’re
resent “insert period” instead now simply making footprints
DOi: 10.1145/1649475.1649479
of the inefficiency of writing and leaving signs. While this is © 2010 ACM 1072-5220/10/0100 $10.00

19
The Critical Role of Co-Creation by Users

Of Memories and Memorials:


A Conversation with Jake Barton
about the Make History Project
Alex Wright
New York Times | alex@agwright.com

With each passing September 11 anniversary, the Alex Wright: Can you give us a little background
headlines drift a little further down the front page. on the project? How did you first get in touch with the
The moments of silence feel a little shorter. Painful National September 11 Memorial team?
memories fade. Jake Barton: Around three years ago, I was
In another era, our shared recollections of such approached by Tom Hennes of Thinc design, an
a world-historical event might have drifted slowly exhibition design firm, to partner for an inter-
out of the news cycle and into the long-term cul- national competition to design the National
tural memory of museums and history books. September 11 Memorial Museum. There were 16
Today, however, the process of making history firms in the running, and our team, Thinc Design
edges into the present tense, as a vast outpouring with Local Projects, made it through a few rounds
of personal memories linger online in the form of until there were just three firms left—one led
blogs, photos, videos, and individual stories that by my former mentor, Ralph Appelbaum, which
now comprise an essential part of the historical was quite awkward. The three firms were given a
record. three-week design charrette to create an exhibit
In a world where anyone can publish, and seem- in a small space, and we developed a few strong
ingly everyone does, what is the role of cultural design ideas that we visualized in a very specific
institutions in curating our collective memory? Can fly-through. I think the client was able to really
“official” institutional versions of history coexist experience our ideas, which became the most com-
with this proliferation of constantly shifting per- pelling argument for hiring us.
sonal expression—or is such a distinction growing Alex: Over the past few years, you have worked on a
increasingly meaningless in a networked world? number of projects involving personal storytelling. What
Jake Barton of Local Projects has been wrestling are the ingredients for a successful collaborative storytell-
with these questions for the past few years as he ing environment?
works with the National September 11 Museum & Jake: People must care about the topic. I’ve
Memorial team to build Make History (http://make- turned down many projects, both commercial and
J a n u a r y + F e b r u a r y 2 0 10

history.national911memorial.org/), a new site that non, because I just didn’t think the topic would
allows individuals to share their photos, videos, garner enough of a passionate or critical response.
and personal stories of the event. Formally, the key to collaborative storytelling is the
Since the site launched in September 2009, about right mixture of freedom and constraints. Like a
1,000 visitors have contributed more than 3,000 good sonnet or limerick, a collaborative storytelling
photos, videos, and stories. When the memorial project needs a formal structure that brings out
eventually takes shape in lower Manhattan, this creativity from its participants. The worst thing
virtual repository will find a permanent physical is a blank page or open microphone; you need a
home. clearly defined rule-set that inspires people. The
Recently Barton and I discussed the project, the five-word biography, the Twitter update, the con-
interactions

challenges of designing interactive storytelling versation of a lifetime—all of these structures


environments, and the long-term vision for the inspire people to be more creative because they
memorial. are constrained.

20
Alex: Local Projects is perhaps best known for the
StoryCorps project, which has allowed users to contrib-
ute oral histories via special recording booths in Grand
Central Station, the World Trade Center, and elsewhere.
What lessons have you learned from StoryCorps that
informed your approach to the NS11MM project?
Jake: The 9/11 Memorial Museum will be the first
major museum of the 21st century, and in many
ways it’s poised to really evolve what a museum
can be. Some of that is because it’s the newest, but
much of that is because of the specific facts of 9/11.
Because 9/11 is a very recent event whose impact
is still evolving, and because it was experienced by
a third of the world live within 24 hours, there is
a very concrete sense that the definitive “history”
of 9/11 has yet to be written. The 9/11 Memorial
Museum will take many of the methods of collab-
orative storytelling that we started working with in
StoryCorps, and apply them to the history of 9/11,
without presuming, or imposing, a prime narra-
tive. There will be spaces that are pulling stories
randomly from a massive archive of accounts,
giving visitors both specific accounts, and also the
sense that for each story, there are hundreds or
thousands of similar stories. There will be multiple
moments for visitors to put in their own stories of
the event, as well as reflections on the significance
of the event.
Unlike StoryCorps, where the thrill is really in
either making the recordings for personal use, or
in listening to one of the few edited pieces, the 9/11
Memorial Museum will do much more to shape
and aggregate the entire archive that is created.
To date, 911history.org is the best example; visi-
tors can participate by either putting materials in,
or shape the history by playing specific searches,
locations, or times of day from the archive itself.
One other lesson has to do with the feeling of
the project. StoryCorps is a very human project. It
has the subversive goal of getting people to talk to
each other. Whether it’s the questions you could
Rendering courtesy of Silverstein Properties, Inc. and dbox

never ask your father, or your grandmother’s past


you never knew, the project aims to make listening
a transcendent experience. At the 9/11 Memorial
Museum, whether through the physical exhibitions
that Thinc Design and Local Projects are making,
or through the interactives or media, we’re looking

• A rendering of the future WTC site. Included are 1 World Trade


Center, Tower 2, the National 9/11 Memorial Museum Pavilion,
and Memorial Quadrant.
The Critical Role of Co-Creation by Users

• Make History at ways to embed listening, dialogue, and the mak- ing a “double exposure” that speaks to where we
is an online
ing of history into the visitor experience. are right now. Further, this technique underscored
collection of
stories, videos, Alex: What were the major design challenges with this that history was made in the same streets and
and photos project? roads all around New York City, the other sites,
submitted by
J a n u a r y + F e b r u a r y 2 0 10

Jake: While there are many in the large suite of the nation and the world. At many churches or
people who
media pieces we are designing for the exhibitions, mosques or city halls, historic vigils linked com-
experienced
9/11. the main challenges for 911history.org involved munities together, and these were also historic
making a project that really spoke to where we are events.
now, somewhere between 9/11 as a raw and recent Alex: How do you see this project unfolding over the
event, and 9/11 as a receding historic moment. For long term? Once the memorial is built, how will the
many, the events of 9/11 are still very much pres- interactive elements evolve in concert with the physical
ent, a daily reality of grief and pain, while others installation?
have seemingly moved on and give it little thought. Jake: Many of our interactive installations have
We wanted Make History to match this moment been created specifically to evolve over time,
interactions

when the past and present are starting to become allowing the exhibitions to respond and progress
distanced, and so we turned to overlaying historic to changing times. The Memorial Museum will
photos over street-view images of the present, giv- actively pursue the general goals of Make History

22
(P)REVIEW

EDITOR
Alex Wright
alex@agwright.com

by continuing to gather stories, photos, and vid- And finally, there will be a space for visitors to
eos of experiences of 9/11 and the aftermath, and reflect on the meaning of 9/11 within their own
adding these newly gathered materials to many personal experience. These voices and reflections
different exhibitions inside the museum. Visitors will make up a diverse and dynamic display that
J a n u a r y + F e b r u a r y 2 0 10

will not just witness history, but participate in the will evolve as time moves forward, giving the
documentation and making of history through the museum a historic record of the changing meaning
exhibitions. of 9/11 over time.
Further, there will be an exhibit piece that will
analyze the post-9/11 world, using current events, Alex Wright is the author of Glut: Mastering
Information Through the Ages. He has led user
semantic analysis, and ongoing research to try and
experience design initiatives for the New York Times,
define just what the post-9/11 world is. Whether Yahoo!, Microsoft, IBM, Harvard University, and the
through inference, connections between keywords, Long Now Foundation, among others. His writing
evolving thoughts on 9/11 themes, this series of has appeared in Salon.com, the Christian Science
Monitor, Harvard Magazine, and other publications. He writes regu-
visualization and collaboration will allow visitors
interactions

larly about technology and design at http://www.alexwright.org.


in the present and future to try and define the
post-9/11 world, even as the meaning is evolving
DOi: 10.1145/1649475.1649480
into the future. © 2010 ACM 1072-5220/10/0100 $10.00

23
The Critical Role of Co-Creation by Users

Operationalizing Brands
with New Technologies
Denise Lee Yohn
Denise Lee Yohn, Inc.| mail@deniseleeyohn.com

New technologies—like Twitter, as operationalizing. While use new media applications and
Facebook, YouTube, Flickr, expressing a brand is to dimen- tactics to operationalize their
social networking, augmented sionalize it through creativity, brands and design the customer
reality, tagging, wikis, social to operationalize a brand is to experience to deliver increased
indexing—and the applications use it to drive the business and value to customers.
they make possible have affect- to develop an organizational eBags is a leading online
ed our culture in a profound system for delivering brand retailer of luggage, handbags,
way. Still, I hope they will have value. business cases, and backpacks
an even greater impact going After all, a brand isn’t simply with a brand platform based
forward. a logo, image, or message. A on the idea that eBags is your
Truth is, the use of these brand is a bundle of values and “perfect bag” expert. Instead
new technologies has been attributes that defines: of initiating a new media cam-
quite limited when it comes to • a product or service’s value paign declaring themselves as
the way companies build their that is delivered to its custom- “your perfect bag expert,” it has
brands. To date, most technol- ers, and focused on developing ways to
ogy-enabled, brand-building • the way of doing business be that expert.
approaches have focused on that is the basis of a company’s eBags provides more than
brand expression and commu- relationships with stakeholders. 1.9 million customer reviews
[1] Hemp, P. and T.
nication. Simply put, a brand is what a and testimonials so that buyers
A. Stewart. “Leading
Change When Business The widely praised use of company does and how it does can make informed purchases.
Is Good: The HBR
Interview—Samuel J. social media by Starbucks pro- it. And brand building involves Providing such detail makes
Palmisano.” Harvard vides an excellent example. improving what the company it easy for customers to deter-
Business Review
December 2004. The promotions the company delivers to its customers and mine whether or not a bag is
has run on its Facebook page how it runs its business—essen- the right one for them. Indeed,
and the engagement ads on tially its experience design for negative and critical comments
Facebook’s home page have customers and stakeholders. are included, proving eBags’
helped Starbucks build a larger understanding that being an
brand fan base. Other social- Delivering value to Customers “expert” means being honest
J a n u a r y + F e b r u a r y 2 0 10

media initiatives, such as ask- New technologies can play as and unbiased.
ing people to take photos of new much of a role in operational- However, the company takes
outdoor advertising and post izing a brand as they do in commenting one step further by
them on Twitter, and using a expressing it. Operationalizing tagging reviews with customer-
YouTube video to promote its involves identifying, prioritiz- supplied information about how
Election Day free-coffee offer, ing, and implementing pro- frequently the bag is used, what
are ways in which Starbucks grams and initiatives to deliver it’s used for, and the occupation
has employed new digital tools the brand through the core and gender of the customer.
to express its brand values and organizational operating sys- eBags promises that customers
attributes and to communicate tem, fulfilling the first part of will soon be able to search and
interactions

with consumers. the brand definition. sort products by these tags.


But expressing and com- eBags and Nike are good There is also an eBags blog
municating are not the same examples of companies that that provides shopping tips and

24
recommendations, and videos
that explain the design and fea-
tures of bags. The site features
a “Laptop Bag Finder” that uses
filtering technology so custom-
ers can enter their laptop model
and/or its dimensions; the
search function lists only those
bags that will fit their laptop.
Almost all of this information
can be shared, Digg’d, or com-
mented on. eBags unleashes
the power of social media
to deliver their “perfect bag”
expertise to a broad audience.
eBags has demonstrated it
understands the difference
between using new technical
capabilities for simple brand
expression and for more valu-
able brand delivery. Of course
the company has a Twitter
account and a Facebook page.
But it shows that Web 2.0 is not
just a way to facilitate com-
munication about its brand—it’s
a way to actually deliver the
brand.
Nike also uses new technolo-
gies to deliver increased value
to customers. The Nike brand
is about providing innovation
and inspiration to every ath-
lete, amateur and professional.
Nike+ integrates an in-shoe
sensor device with nikeplus.
com allowing runners to track
their progress, compare their
performance with that of oth-
ers, and participate in forums.
Nike+ makes it possible for run-
ners to set up virtual challenges
with other participants and to
personalize their homepage to
illustrate their mood, route, and
Image created by Monica Sebial

the weather. From hardware


design to software capabili-
ties, and from user interface to
social networking integration,
the entire Nike+ operating plat-
form brings the value of Nike’s
The Critical Role of Co-Creation by Users

Simply put, a brand is


what a company does
and how it does it. And
brand building involves “vertical” Alignment of

improving what the Heads

company delivers Hearts

Hands & Feet


to its customers
and how it runs its
business—essentially
serve as a compass, defining tiated by CEO Sam Palmisano,
what the company does and who believed that revisiting the
its experience design does not do. company’s founding principles
Stakeholder integration with would be critical to future
for customers and the brand must happen on two growth and success and needed
dimensions: a way to unify, manage, and

stakeholders. • Horizontal alignment —across


the organization, all internal
integrate IBM’s 300,000 employ-
ees, who were spread across 17
stakeholders share a common countries.
understanding of the brand. ValuesJam involved an online
• Vertical engagement —each forum in which senior execu-
brand to life in a valuable cus- individual person is fully tives moderated employee dis-
tomer experience. engaged from their: cussions about the proposed
• heads—they’re knowledge- new values. Employees’ input
Brand As a Way able about what the brand was monitored in real time, and
of Doing Business stands for and how it is posi- thanks to IBM’s text-mining
Conventional wisdom suggests tioned, to software, moderators were able
that internal brand efforts • hearts—they’re inspired to flash the hottest themes in
should focus on line employees, by the brand and motivated to order to focus the discussion.
e.g., staffers working the coun- change what they do and how The values that arose out of
ter at McDonald’s or those who they do it in order to operation- this undertaking now guide
play the characters at Disney alize the brand, to everything IBM does. Palmisano
J a n u a r y + F e b r u a r y 2 0 10

World. But, in fact, all stake- • hands and feet—they’re explains, “When your business
holders affect and are affected equipped with and empowered is primarily based on knowl-
by the brand. by tools to interpret and rein- edge…people—rather than
The second half of the defi- force the brand appropriately. products—become your brand.
nition of a brand speaks more New technologies play a role Just as our products have had
to its internal value: It’s the in brand operationalization by to be consistent with the IBM
bundle of values and attributes facilitating both dimensions. brand promise, now more than
that define the way a company Some examples: ever, so do our people. One way
does business with its stake- IBM. Using unique online col- to ensure that is to inform their
holders. The brand should drive laboration tools and moderation behavior with a globally consis-
interactions

the organization, aligning and techniques, IBM undertook a tent set of values” [1]. This is an
guiding every single business three-day, enterprisewide effort example of how new collabora-
decision and task. It should also it called “ValuesJam.” It was ini- tion technology was used at

26
FEATURE

“horizontal” Alignment of

Executive Corporate Frontline


Managers
Committee Employees Employees

Board of Channel
Vendors Agencies
Directors Partners

IBM to drive brand integration Sony’s initiative was under- grams (IBM) or virtual Brand
and alignment. taken before Facebook and Engagement Toolboxes (Sony).
Sony. As Sony faced techno- Twitter were developed, but it’s Both ways leverage the
logical change and continued easy to imagine how a Brand capabilities of networks and
expansion, its leaders knew Engagement Toolbox might new media to optimize busi-
they could not assume all employ these tools and their ness strategies and experience
stakeholders shared one com- applications today. Polling and design. As such, new tech-
mon understanding of the quiz features might be used to nologies extend beyond their
brand and how to evolve it to gauge people’s understanding of current brand expression and
maintain the company’s leader- the brand or to nominate brand communication applications
ship position. So they decided to case studies. Real-time mes- and affect the business at an
use the Sony brand to focus and saging might enable employees entirely different level.
align the company—the brand from different areas of the com- As business leaders return
was central to the organization, pany to ask questions and con- their attention to growth, they
and it was used to drive and tribute ideas to brand-building need more than marketing solu-
guide everything Sony did. efforts. And consumer input tions and innovative tactics. By
The company developed a and feedback might be seam- operationalizing their brands,
Brand Engagement Toolbox to lessly integrated into brand- companies use their brands not
drive brand execution. This based decision making. just to gain a competitive edge,
collection of tools was used to but to change the game com-
inform, inspire, and instruct new technology, pletely.
internal stakeholders—for new Brand Building
About the Author
J a n u a r y + F e b r u a r y 2 0 10

example, decision trees guide New technologies can be used


Denise Lee Yohn has been
people through key decisions to operationalize brands: One
inspiring and teaching
so that the outcomes support is by developing and deploy- companies how to opera-
the brand and interactive expe- ing operating systems in tionalize their brands to
riences that help employees which brand value is delivered grow their businesses for
more than 20 years. World-class brands
internalize the brand values through social media technol- including Sony, Frito-Lay, Burger King, and
and attributes. The Internet- ogy, as in the case of eBags, or Nautica have called on Yohn, an estab-
based Toolbox contained imag- through interactivity, commu- lished speaker, author, and consulting part-
ner. Read more by Yohn at http://www.
es, content, video clips, and nity tools, and customization,
deniseleeyohn.com/resources.html.
quotes, and featured a blog-like as in the Nike example. The
interactions

forum for sharing and learn- other is by using the brand to


ing about the brand from other align and integrate stakehold-
DOi: 10.1145/1649475.1649481
employees. ers through collaboration pro- © 2010 ACM 1072-5220/10/0100 $10.00

27
The Critical Role of Co-Creation by Users

The Social Life of Visualization


Jeremy Yuille
RMIT University | jeremy.yuille@rmit.edu.au

hugh Macdonald
RMIT University | hugh.macdonald@rmit.edu.au

Data.gov is an open govern- of “drawing in the information, with it. The framework relies
ment initiative of President knowledge, perspectives and on the use of visualization as
Barack Obama’s administration, even, where possible, the active an interface to explore data
designed to increase the public’s collaboration of anyone wishing and support social collabora-
ability to find, download, and to contribute to public life” [3] . tion around it. It allows people
use high-value, machine-read- A signification consideration to take some data, explore its
able data sets generated by the for these governments might be properties, and present their
[1] Data.gov; http://
www.data.gov/about/ executive branch of the federal how to build public participa- findings to others. This is the
government. The site sees public tion and collaboration in the process of shared storytelling
participation and collaboration process of collecting and shar- that the framework supports:
as one of the keys to the success ing data. In order for public data It can be seen as a democratic
of Data.gov; it will enable the to benefit from the innovation way of working with the ideals
public to participate in govern- and dynamism of Web 2.0, gov- of open data and government
ment by providing downloadable ernment needs to change its 2.0 that allows people to better
[2] Power of Information
Taskforce; http:// data sets to build applications, modus operandi as an informa- understand government pro-
powerofinformation. conduct analyses, and perform tion provider [4]. In doing this, it cesses and engage with them
wordpress.com/
research [1]. should focus on design sites that more fully.
Data.gov is part of a wider create simple, reliable, and pub- At the basis of the data-
movement called “open data,” licly accessible infrastructure visualization framework is the
which various (mainly govern- that expose the underlying data. distinction between an object-
ment) organizations around “Private actors, either nonprofit centered social network and an
the world are exploring. In or commercial, are better suited ego-centered one. Prominent
[3] Government 2.0 Great Britain, the Power of to deliver government informa- object-centered social networks
Taskforce; http://gov2.
net.au/about/ Information Taskforce has out- tion to citizens and can con- are Flickr and del.icio.us, where
lined its vision for public sector stantly create and reshape the the network revolves around
reform. Of particular note is its tools individuals use to find and an activity—sharing photos or
concept for open information, leverage public data” [4]. sharing links to websites. The
whereby “to have an effective As we move into this new age best example of an ego-centered
J a n u a r y + F e b r u a r y 2 0 10

voice, people need to be able of open public data, what sort of social network is Twitter, where
to understand what is going on tools should an individual have people within the network share
[4] Felten, E., Robinson,
in their public services.” Also at his or her disposal to find and their thoughts with each other.
D., Yu, H., and Zeller,
W. “Government Data of interest is its vision for open leverage this public data? How The idea of object-centered
and the Invisible Hand.”
Yale Journal of Law and discussion that seeks to promote can these tools be designed so social networks comes from
Technology 11 (2008): greater engagement with the that people can better under- the work of sociology professor
161.
public through more interactive stand what is going on in their Karin Knorr Cetina’s theory of
online consultation and col- public services and engage with object-centered sociality—the
laboration [2]. A similar move is them more fully? individual and the object as
under way in Australia with the The framework presented central elements in social inter-
interactions

Government 2.0 taskforce, which here could enable individuals to action. Cetina proposes that
is concerned with encouraging explore open data, understand objects, around which discus-
online engagement with the aim what is going on, and engage sions take place, help focus and

28
FEATURE

start conversations and other


social interaction among people.
In this case, visualizations are
the objects within the network,
and because it prioritizes them
over the relationships between
people in the network, it focuses
attention on the process of
shared storytelling.
For the process of shared
storytelling to occur around an
object, such as a visualization,
the object needs an identity
within the social network so
that people within can easily
recognize it and its unique prop-
erties can be retained. Identity
in this context is created in
much the same way it is created
in other scenarios: through a
combination of visual and textu-
al information about the object.
Providing these contextual clues
about the object ensures that
people within the social network
can locate it without difficulty
and establish whether or not
they can make contributions
to it. The specifics of giving a
visualization an identity within
the network is described in the
framework as the process of dec-
oration, and through its use the
object prepares for the process
of shared storytelling to occur
around it.
Data sets provided by Many Eyes • http://manyeyes.alphaworks.ibm.com/manyeyes/

Decoration is essential because


the process of shared storytell-
J a n u a r y + F e b r u a r y 2 0 10

ing through visualization can


take place only when there is
a shared understanding of the
medium’s properties. Visual • IBM’s Many Eyes
communication does not have project uses visu-
the level of shared understand- lization for data
analysis. Data
ing that written communication
sets are trans-
does. So in addition to present- formed into an
ing the visualization to begin on screen image,
the process of shared storytell- and the user can
interactions

then perceive
ing, a well-established visual
an unexpected
language has to exist so that the pattern.
properties of the data can be

29
The Critical Role of Co-Creation by Users

For the process of


shared storytelling to
occur around an object, processes through technology,
so the entry barrier to using this
using the visualization as an
interface. These tools should
technology must be low enough. transform the data set in some
such as a visualization, The shared storytelling pro- way, whether by flipping the
cess begins with the creation of axes to gain a different perspec-

the object needs an the visualization itself. People


who wish to share their data
tive on the data, or by mapping
some new axes onto the visual-
need help with the process of ization to look for correlations
identity within the choosing a visualization tech- in the underlying data. This is
nique in case they don’t have the process of tweakability that
social network so that the necessary knowledge to
begin that conversation. This
reasons that users must shift
and reformat a visualization
particular process is known as in order to make sense of the
people within can mapping, which can help people whole data set.
to visualize a data set so that a Users within an online social
easily recognize it and shared conversation around it network also need a way of
can begin. documenting their discoveries,
The conversation around visu- particularly as a way of contrib-
its unique properties alization takes place because uting to the democratic process
it has become a social object surrounding a piece of govern-
can be retained. within the network. A social ment data. A simple form of
object is anything around which annotation is crucial in ensuring
discussion takes place. A movie that people can employ the visu-
is a social object because it has alization interface to highlight
communicated. People within a a plot, cast, crew, and a mise the insights they have drawn
social network may not have the en scène, all of which can be from the data set and continue
necessary knowledge to grasp discussed by fans, critics, and the storytelling process. In the
what sort of visualization tech- other interested parties. On the framework, it is a non-disrup-
nique to use, but they may still other hand, a visualization is a tive form of annotation that will
have interesting data to share. social object because it is a rep- leave the original visualization
This is particularly important resentation of a data set. intact and make the annotated
for open data that seeks to Consequently, the data set is version a derivative. This type
promote greater transparency the true object of discussion, of process maintains the anal-
for government and increased and there must be a set of tools ogy to storytelling, in which an
engagement with democratic to allow people to explore it original story might be fleshed

CREATE INTERPRET CAPTURE


J a n u a r y + F e b r u a r y 2 0 10

001101011100110101
110101110011010101

n
011100110101010111
TWEAKING
001101010101110011
010101011100110101
010111001101010101
110011010101011101
MAPPING DECORATION SNAPSHOT

ANNOTATION
interactions

• The Social Life of Visualization. The move from raw data to data storytelling, involving processes of: mapping—where communication
objectives are translated into visualization schemas; decoration—creating an identity around the visualization and placing it in the social
space; tweaking and annotation—interfaces to interrogate and mark up the representation of data; and snapshot—enabling storytelling
to grow around a data visualization.

30
FEATURE

out on subsequent tellings, the to begin a shared storytelling with government. If you’re interested
source of the derivation remains experience. As data becomes in finding out about the framework
clear. This process also supports increasingly prevalent on the in more detail we’ve published it as a
the democratic notion of back- World Wide Web, the ability to series of interaction design patterns
ing up a claim with evidence. In engage with a communal visu- at http://socialvizpatterns.info.
exactly the same way, the visu- alization of a data set is a more
alization interface must empha- useful experience than new Acknowledgements
size the original visualization methods of visualizing data. For This research was conducted within
and its intention, yet support designers, this is a change in the Australasian CRC for Interaction
derivations. This process is approach toward visualization; Design, which is established and
called annotation. no longer is it about making the supported under the Australian
A means of capturing these most visually appealing and Government’s Cooperative Research
story annotations will retain the sophisticated representations. Centres Program.
benefit of the community-driven Instead, this creativity should
About the Authors
storytelling process around the be constrained to reverting the
Jeremy Yuille is an interac-
visualization. Just as the origi- control of data to people and tion designer, digital media
nal visualization is a capture of providing a good experience artist, and academic with a
the underlying data set, subse- along the way. With these tech- background in digital art,
music, performance, and
quent versions of the visualiza- nologies, it’s impossible to imag- architecture. He has a bachelor’s of design
tion also must be captured and ine how many important stories studies from the architecture department of
attached to preserve the origi- will be told by groups of like- the University of Queensland and a mas-
ter’s of design from SIAL at RMIT University.
nal message but at the same minded people in the future.
Yuille is a cofounder of the Media and
time allow the breadth that With the increasing adoption Communication Design Studio at RMIT,
comes of continued discussion. of open data by governments where he undertakes collaborative research
So another part of the model around the world, and in the with the Australasian CRC for Interaction
Design (ACID), supervises postgraduate
is building processes into the case of Data.gov especially, the
students, and holds interaction design stu-
interface that allow annotations amount of new data sets being dios. He is also a certified ScrumMaster
to be preserved, commented on, added to the site, many stories and a director of the Interaction Design
and subsequently reviewed by can come out of this marriage of Association. He infrequently blogs on
design and the progress of his Ph.D. at
other members of the commu- government 2.0 and the shared
http://isomorpho.us.
nity. It is this process within the storytelling process. The frame-
framework that provides shared work presented should offer the Hugh Macdonald is a
storytelling through visualiza- flexibility and intuitiveness to research assistant on the
ACID Loupe Project and
tion with the ability to create enable people to leverage public has been researching infor-
knowledge artifacts around data for their own purposes. mation visualization and
data. The process is called snap- Through this, people should be theories of social interac-
tion design. He is also currently a Ph.D.
shot, and with this, extra data able to collaborate more closely
student at the School of Media and
created around the visualization with their governments and Communication at RMIT University in
J a n u a r y + F e b r u a r y 2 0 10

is preserved. better understand government Melbourne, Australia. His research involves


Significant amounts of data decisions: how they are made how the emergence of networked media,
along with its technologies and social prac-
can be generated because the and how they might affect indi-
tices, is changing the way professional
entire process of shared sto- vidual citizens. sporting organizations and sports fans
rytelling through visualiza- interact with each other within the media
tion is a life cycle that repeats Postscript landscape. Macdonald also maintains a
keen interest in mobile technologies, hav-
infinitely. The framework gives In this article we’ve discussed how
ing previously worked in this area and
data visualization a life force the framework for an interface received a related master’s degree. He is
by providing it with an identity encourages social interactions around currently looking at some of the social
that enables it to exist within an data visualization, which we’ve effects of these technologies.
interactions

object-centered social network proposed, can be used with open


and making it an interface so data, to encourage transparency and
DOi: 10.1145/1649475.1649482
that people can interact with it enhance community engagement © 2010 ACM 1072-5220/10/0100 $10.00

31
Societal/Cultural Consciousness and Change

Beyond the Benjamins: Toward


an African Interaction Design
n.J. Bidwell
Centre for ICT for Development | nic.bidwell@gmail.com

h. Winschiers-theophilus
Polytechnic of Namibia | hwinschiers@polytechnic.edu.na

Localizing interaction design in Africa is criti- tertiary education is often fierce, and with affir-
cal for improving usability and user experience mative employment policies for Africans (e.g.,
for African populations. Genuine localization, as black people in South Africa) or nationals (e.g.,
Lucy Suchman and others argue, requires locating Namibians in Namibia), there is little shortage of
accountability in the production of technologies; IT employment for graduates at locally competitive
for Africa, this means design by Africans in Africa salaries. For African IT students and graduates, it
for African situations [1]. is, as one colleague succinctly states, “all about the
However, supporting Africans in developing Benjamins.” Money is imperative for African stu-
and applying the skills they need to localize inter- dents, who are often obliged to return the invest-
action design is a serious issue beleaguered by ment in their education made by extended kin or
paradox. Here we discuss some of the challenges by institutional lenders. Economic pragmatism
in building capacity for an African interaction means that few African IT students undertake
design by reflecting on our 16 years of combined post-graduate studies. This has consequences for
experience in teaching HCI, managing computer both IT-teacher education and the scope for an
science programs in academia, and undertaking advanced capacity in local HCI research and pro-
interaction design research in southern Africa. fessional practice. There is little payoff in proceed-
These challenges are embedded in an array of fac- ing to post-graduate studies compared with gain-
[1] Suchman,
L. “Located tors including: cultural values, which affect both ing industry certification (e.g., Cisco). For instance,
Accountabilities in system usability and learner and teacher behavior; there are only 10 Namibian nationals with a mas-
Technology Production.”
Scandinavian Journal of historical and geographical power relationships; ter’s in IT of which only three work in higher edu-
Information Systems 14,
2 (2003): 91–105.
and socioeconomic issues that both constrain cation and another two with a HCI specialization.
technology and shape the aspirations of learners Individuals undertaking such advanced study
and professionals. These factors have been widely are not representative of the majority of Africans.
and deeply discussed independently, but the effect Recent and current undergraduates, who are
of their intricate interrelationships on the evolu- often the first in their families to matriculate
J a n u a r y + F e b r u a r y 2 0 10

tion of HCI practice in Africa by Africans has not. from high school, tend to not undertake advanced
To illustrate the effects that emerge from this study. Thus, they are least likely to influence the
mesh of factors, we refer to phenomena that we frameworks in which HCI and design is practiced
routinely encounter in our work, in particular in and taught locally. Further, under-resourcing in
Namibia and South Africa. high schools and issues related to education in a
We seek to depict this reality as a motivation language (English) that differs from that spoken
for establishing new ways to support Africans at home means higher education effort is often
in localizing interaction design, but we do not concentrated on a subset of core IT skills. This
intend the reader to generalize the details of our subset is influenced by employer perceptions of
specifically situated examples across the vast and core competencies, which are tuned by power
interactions

diverse continent. relations with the more developed world. IT sys-


Competition for enrolling in information tech- tems first introduced to Africa by American and
nology in Southern Africa as part of higher and European multinational companies, or by white

32
FORUM UNDER DEVELOPMENT

EDITOR
Gary Marsden
gaz@acm.org

Africans during the Apartheid era, are embedded relations and also to experiences in schools and
with values and practices that differ from those values inherent in African society.
of African people. That is, while systems and pro- Schools continue to favor didactic modes in
cedures might be “internationalized” or custom- which a teacher reads from a textbook and a [2] Winschiers,
ized for African contexts, they are founded on student listens and repeats. Teachers, as other H. and Fendler,
J. “Assumptions
non-African values and practices [2, 3]. Moreover, elders, have authority in knowledge transfer, and Considered Harmful:
The Need to Redefine
while African IT professionals and teachers may young people are not encouraged to explore inde-
Usability.” Usability and
notice gaps in applications and consider “core” IT pendently or pursue curiosity-driven questions Internationalization,
Part I. Ed. N. Aykin.
skills in local contexts, they are unlikely to ques- in learning. Conceding to the textbook becomes Heidelberg: Springer
tion the status quo. habituated learner behavior, and consequently— Berlin, 2007.

To understand why African teachers, students, with little facilitated discussion—time and again
and professionals are unlikely to practicably con- the textbook subverts alternative perspectives. It
test the hegemony of IT systems and design—even is not that African elders do not demonstrate an
[3] Winschiers-
when they recognize incongruence with local val- acute awareness of multiple perspectives or adept- Theophilus, H. “Cultural
Appropriation of
ues and practices—we need to account for some ness in prolonged debate; they do. But discussion Software Design and
of these values themselves, along with power rela- of multiple perspectives is often in the pursuit of Evaluation.” Handbook
of Research on Socio
tions. In teaching we routinely observe students’ consensus, as collectivism is valued more highly Technical Design and
Social Networking
high regard for textually published knowledge, than individualism. So power relations operate in System. Ed. B.
even if the content focuses on the operations of two ways: internally in African groups, between Whitworth. Hershey, PA:
IGI Global, 2009.
systems in the digital landscape of developed learner and elder, and at the interface with
regions and, in the case of HCI textbooks, is Western culture.
invested with non-African values. The authority Africa has a 50-year history of political and
of the textbook for Africans relates again to power philosophical questioning of “progress” as
Photograph courtesy of oneVillage Initiative / http://www.onevillagefoundation.org/index.html

J a n u a r y + F e b r u a r y 2 0 10
interactions

• Students learn hands-on assembly of computer hardware and networking components at Winneba Open Digital Village IT School in
Ghana as part of a basic training program organized by Taiwanese volunteers and the oneVillage Initiative.

33
Societal/Cultural Consciousness and Change

IT systems first introduced


to Africa by American and
European multinational After reserving, but having not yet paid for, a bus
operated by a major company from a regional city to
access a rural research site, problems ensued. While
companies, or by white previously unproblematic, on this particular day the bus
office’s electronic ticketing system was down, which

Africans during the created a trial of actions simply because clerks at the
regional offices were unable to handle cash payment or
manually process credit cards. Thus, payment required
Apartheid era, are embedded finding and then taking a taxi to the bank to draw a
bankers order, then to a fax office to fax the receipt of
with values and practices the bankers order to the bus headquarters. It would
seem the designer of this system had not balanced the
constraints of permissions of the regional office clerks,
that differ from those of probably associated with employee trust or security, and
the highly likely event of compromised connectivity, due
African people. While to electricity cuts, etc. The consequence would not have
been affordable for the ordinary African passenger.
Situations of the type are common in many
systems might be customized African countries and may be acerbated by pov-
erty, corruption, and cronyism. However, they
for African contexts, they are not the type of constraints and consequences
that appear frequently in HCI and systems-design

are founded on non-African textbooks, nor those that a prospective employee


might feel comfortable raising during an interview,
especially with an international consultant.
values and practices. Students and professionals certainly recognize
dissonance and cultural gulfs in their relation-
ship with the values that construct and shape
gathering requirements and design and usabil-
defined by Western readings of modernity and ity methods, as well as the constraints shaping
development; movements from Negroism and the digital environment. For instance, students
Pan-Africanism to the contemporary African show a genuine recognition of the paucity of cer-
Renaissance call for vocalizing an African cul- tain instruments for collecting reliable data, in
tural identity in learning. But, at least within particular, the questionnaire. Class discussions
IT, students are at the mercy of achieving their reveal their representative strategy of filling a
aspirations by accruing, as Bourdieu would argue, questionnaire with the expected correct answers,
the educational and cultural capital determined independent of their personal opinion. Yet in HCI
by the elite of the West [4]. It is not that students examination papers or project proposals, students
J a n u a r y + F e b r u a r y 2 0 10

and professionals do not recognize the incompat- repeatedly recommend these very same instru-
[4] Bourdieu, P. The
Logic of Practice. ibility of the imported standards, propagated in ments, “because it’s in the textbook.” It is no sur-
Stanford, CA: Stanford
University Press, 1990.
textbooks and professional practices, with African prise that when students enter professional life,
contexts. However, the capital they gain through perhaps collaborating with international consul-
education and professional pathways means that tants, that again they will support inappropriate
they do not privilege voicing dissent, such as methods in requirements gathering and usability
when faced with systems that are being globalized tests. This is despite an intimate appreciation of
via short visits by non-African IT experts. IT stu- the values (e.g., consensus, reciprocation, and eco-
dents and professionals know only too well that nomic pragmatism) that drive participants to try
things work differently in Africa. Consider the to determine what might be the “correct” response
interactions

following banal incident, one of us experienced, in on a questionnaire.


a country considered to be one of the more devel- To enable students in the context of dissonance
oped in southern Africa: and cultural gulfs, we encounter a paradox. In

34
FORUM UNDER DEVELOPMENT

seeking to realize the potential of appropriately do not return and those that do are arguably
encultured design, we need to teach African stu- even less equipped to tackle cultural translation
dents to critique the relevancy of system design than those educated at home. On the other hand,
and development practices that originate in norms training overseas graduate students studying in
produced elsewhere. However, enabling students Africa has considerable potential to start the pro-
to enact such critical and reflective practice may cess of integrating African scenarios and views
require them first to change their own cultural into global HCI. This strategy can only enrich the
practice in response to perceived authority, and practices, frameworks, and toolkits that we have
second, to do so within the reality of economics to draw upon for design and usability generally.
and global power relationships. For example, our experience of Africans’ deep
It appears that IT students and professionals in appreciation of multiple perspectives and their
Africa manage their identities—within the culture multilingual skills can broaden conceptual capac-
of IT and their home culture—in the context of ity beyond that which is currently available in the
dissonance, conflicts, and multiple perspectives. developed world.
[5] Bidwell, N.J. &
This is particularly clear in considering systems Investing in specialized advanced courses in Browning, D. “Pursuing
Genius Loci: Interaction
design and development for rural environments. Africa, for overseas students, may also begin to Design And Natural
Unlike migration patterns in the West, students redress bias in curricula exerted by the need for Places.” Personal and
Ubiquitous Computing
from rural areas in Southern Africa usually African universities to gain international accredi- (First published online
March 2009) Springer
intend to return home from the major cities once tation. That is, it may open up opportunities for us
Verlag, 2010.
they have accumulated sufficient income and to more comprehensively insert African scenarios
maintain ongoing and important kin relationships and their consequences for computational think-
with their home villages. They rarely intend to ing into a range of undergraduate subjects beyond
practice professionally in their villages and have the conventional domain of HCI. However, for our
difficulty envisioning the relevancy of their tech- African students and teachers to engage with such
nical skills. This is not unsurprising since, despite material, it needs to be supported by textbook con-
the contribution of the cell phone to rural con- tent based on theoretically sound and authentic
nectivity, computer systems are designed in and real-world projects. So we are issuing two invita-
for urban places and are ill-matched to rural life- tions: Come to learn from Africa by staying here
styles [5]. But the issues seem to be deeper than for a while, and think about ways to enliven those
prosaic opportunity; they implicate incompatibili- textbooks with stories from the ground.
ties of identity.
Both our observations of people in our research About the Authors Nic Bidwell spent the
first few years of life in Africa and has been a Third
in the remote rural area of the eastern cape of [6] Bidwell, N.J.
Culture Kid ever since. From 2003 she has focused “Anchoring Design in
South Africa [6] and Mozambique and our African on designing interactions suited to rural contexts Rural Ways of Doing
co-researchers with strong links to rural areas and Australian indigenous and African cultural and Saying.” Interact
2009, Part 1. Ed. T.
show how difficult it is both to be part of a local views. In her research—most recently in South
Gross et al. Heidelberg:
Africa, Mozambique, and Namibia—she spends extensive dura- Springer Berlin (2009),
community and introduce new technologies and tions in situ. Bidwell is a senior research fellow at the Centre for ICT 686–699.
practices. Of course, these issues are simply local- for Development in Cape Town, South Africa, and senior lecturer at
James Cook University in far north Australia.
J a n u a r y + F e b r u a r y 2 0 10

ized versions of the general challenges of manag-


ing home and professional identity; articulating
Heike Winschiers-Theophilus is dean of School of
aspects of one’s own domestic and intimate life; Information Technology at the Polytechnic of
and translating and conceptualizing informal Namibia. She has lived in Namibia and lectured in
systems of knowledge in defining and developing the field of software engineering at the University
and Polytechnic since 1994. Her Ph.D. research
systems. The situation, however, is more acute
explored cross-cultural design issues and suggests
when these challenges are compounded by issues a framework for culture-centered dialogical design. Since then her
of language, significant cultural gulfs, and global research has focused on the cultural appropriation of design and
power relations. evaluation methods of information systems supporting local con-
tent creation, storage, organization, and retrieval.
With such intractable difficulties, what should
interactions

we do to equip African students with the skills to


localize interaction design? We believe that train-
DOi: 10.1145/1649475.1649483
ing students overseas has limited impact, as many © 2010 ACM 1072-5220/10/0100 $10.00

35
Societal/Cultural Consciousness and Change

Social Change: Women,


Networks, and Technology
natalie Quizon
Orange Labs SF | natalie.quizon@orange-ftgroup.com

“How can a girl grow up to be a governmental, institutional, and growing groups in some social
technician, engineer, or a scientist? business resources to increase networks, so much so that other
Providing girls with the guidance the numbers of women in media such as television are
and incentives to take skilled posi- STEM fields. However, much seeing attrition in viewership. A
tions in science and technology is has happened in the interven- recent survey by Q Interactive
a major responsibility of educators ing decades, most notably, the from August 2009, with data
[1] Markoff, J. and employers. How can teachers, rate of technological innovation. from 1,000 women, shows that
“Computer Science
Programs Make
human resource experts, govern- Ironically, the role of technology more than 45 percent of those
a Comeback in ment, universities, and women’s itself in drawing women into the surveyed spent less time watch-
Enrollment.” the New
York Times, March 16, organizations contribute to increas- STEM fields often gets relegated ing TV due to spending more
2009.
ing career options for women?” to the background in this dis- time on social networking sites.
—“Women In Science and cussion. The survey also showed that
Technology,” a report on an MIT Today we live in a world 75 percent of the women were
workshop, May 1973 augmented by data, content, “more active” in social network-
images, and conversations. From ing than they were the year
More than 35 years ago, Laya IM to texting, videoconferenc- before.
[2] “Fastest Growing Wiesner first came up with the ing to email, and landlines to The surge in women’s par-
Demographic on
Facebook: Women Over idea of convening a workshop mobiles, we have an abundance ticipation in content creation in
55.” InsideFacebook.
at MIT University on Women In of communication modes. This the social media space is inter-
com; http://www.
insidefacebook. Science and Technology (WIT). has unleashed a creative fervor esting not just for its cultural
com/2009/02/02/
fastest-growing-demo- In her role as the wife of Jerome evident everywhere we look. implications, but also for what
graphic-on-facebook- Wiesner, then the 13th president At no time in history have so it means from a professional
women-over-55/
of MIT, she immersed herself many people had the ability to perspective, especially when
in what she recognized was a create, publish, and broadcast considering young girls and
critical educational issue. The their work to so many others, women. Statistics from the Pew
subsequent report introduced to those they know intimately, Internet & American Life proj-
the above questions, the guiding those with whom they are virtu- ect also support the idea that
objectives of the WIT Workshop ally acquainted, and complete young girls use social media.
[3] Heil, B. and
J a n u a r y + F e b r u a r y 2 0 10

Piskorski, M. “New
held at MIT in 1973, which strangers they have yet to meet. This may be the salvation
Twitter Research: focused on the challenging Only recently has it begun to from the maddening dearth
Men Follow Men and
Nobody Tweets.” dearth of women in the science, surface that women have been of women in STEM fields.
Harvardbusiness.org
Voices; http://blogs.
technology, engineering, and dominating the exploding world Engagement in social media
harvardbusiness.org/ math fields (STEM). of content creation and cultural itself might very well be genera-
cs/2009/06/new_twit-
ter_research_men_follo. Indeed, in 2009, we are still production. Startling statistics tive not just of crucial mentor-
html/ grappling with these very same are emerging that highlight ing and support, but also of the
issues. Today only 11.8 percent women’s participation in social critical coding and program-
of computer science bach- media, which includes blogs, ming skills young girls need in
elor’s degrees are awarded to microblogs, video sharing, and technical careers. A closer look
interactions

women [1]. The WIT Workshop social networks. at girls’ communication choices
highlights the prevalence of a Women, particularly older reveals how they are drawn to
top-down approach, coalescing women are some of the fastest social media.

36
FEATURE

Girl talk generation—GenY—of girls help- purposeful, socially conscious


Statistics show that communi- ing girls to make the leap from potential to draw in more men
cation in all its aspects is the content creation to coding. and women to STEM fields.
domain of girls, from in-person A notable example of this Jane Margolis’s later study
communication to cellphone use is the Alice Project (Alice.org) (from 2001) of the gender gap [4] Arafeh, S., Lenhart,
to instant messaging. Girls also at Carnegie Mellon University. in the computer sciences, A., Macgill, A., and
Smith, A. “Writing,
outpace boys in journal writ- Alice is an open-source, edu- “Unlocking the Clubhouse: Technology and Teens.”
Pew Internet; http://
ing, 49 percent to 20 percent [4]. cational, object-oriented pro- Women in Computing,” echoes www.pewinternet.org/
Driven by a desire to communi- gramming environment that Rosser’s findings. The conclu- Reports/2008/Writing-
Technology-and-Teens.
cate, girls think of social media teaches young kids how to cre- sions from Margolis’s interviews aspx/
as simply new tools for broad- ate animations and tell stories. with 100 male and female
casting and publishing. For example, Storytelling Alice computer science students at
In the social media space, was created to specifically focus Carnegie Mellon University,
“girls dominate the teen blogo- on middle-school children, and while now almost eight years
[5] Storytelling Alice;
sphere and social networks—66 girls in particular, motivating old, a lifetime in technology http://www.alice.org/
kelleher/storytelling/
percent of girls have an SNS them to learn computer pro- years, are still noteworthy: index.html/
[social networking service] pro- gramming by creating short 3D “For males, the attraction to
file compared with 50 percent animation movies [5]. computers comes early in life and
of boys, and 34 percent of girls appears to be magnetic. Males are
(versus 20 percent of boys) keep Programming Purpose more likely to be fascinated with the
[6] Rosser, S. Female-
an online journal or blog” [4]. The momentum to program will computer itself, find satisfaction in Friendly Science:
The domination of girls in social only win more ground for girls controlling and mastering a machine, Applying Women’s
Studies Methods and
media is represented across all and young women as they get and enjoy hacking for hacking’s Theories to Attract
Students. New York:
ages in the youth segments. older and transcend storytell- sake. Females’ interest in comput-
Teachers College Press,
The Pew study found that: ing. While their initial exposure ing is more likely to be one interest 1990.

“Older teen girls are still to technology might have been among several others. They are
far more likely to blog when driven by the desire to play more likely to place a high value on
compared with older boys (38 online games on mobile phones the context of computing, the links
percent versus 18 percent), or computers, or to connect in a between computers and other fields,
[7] Fisher, A., Margolis,
but younger girl bloggers have social way—be it Club Penguin, and the contribution to society that J., and Miller, F.
“Computing for a
grown at such a fast clip that Webkinz, or Facebook—they computers can make. We refer to Purpose: Gender
they are now outpacing even the increasingly see the potential for this orientation as ‘computing for a and Attachment to
Computer Science”
older boys (32 percent of girls technology as a tool for change. purpose’.... Many women who decide (Work in progress).
Carnegie Mellon
ages 12-14 blog versus 18 percent The pervasiveness of technology against studying computer science, Project on Gender and
of boys ages 15-17)” [4]. in all aspects of our lives and either before or after starting, do so Computer Science;
http://www.cs.cmu.edu/
Highly skilled in the art of society today is markedly dif- after concluding that their interests afs/cs/project/gender-
gap/www/purpose.html/
weaving stories and fostering ferent from 1973. An important in application, helping people, and
social connections, teenage girls shift has occurred, one in which being a ‘people person’ do not have a
J a n u a r y + F e b r u a r y 2 0 10

have embraced the Internet and technology goes beyond “social- place in computer science.” [7].
transferred these skills to social izing” to a focus on what Sue “Computing for a purpose”
media at a time when the tech- Rosser, in Female Friendly Science, defines the Web today. There is [8] See for examples:
CarrotMobs; http://
nology itself is going through calls “social context.” According no shortage of examples of social carrotmob.org/;
radical changes, allowing to Rosser, “insuring science and media promoting civic engage- 1BlockOffTheGrid
(1BOG); http://1bog.
content to be treated program- technology are considered in ment, volunteerism, and sustain- org/; The Whuffie
matically, shared as objects, and their social context …may be able practices [8]. As technology Bank; http://www.
thewhuffiebank.org/;
providing endless opportunity the most important change that becomes a pervasive tool for or CitySourced; http://
www.citysourced.com/
for self-expression. In this peer- can be made in science teach- getting things done, and both
based learning model, the excit- ing for all people, both male and women and men engage with it
interactions

ing convergence of the social female” [6]. Rosser argues for a equally, one can begin to imagine
Web with open-source devel- contextualization of technol- that women and young girls will
opment has enabled an entire ogy that emphasizes its more be less alienated by technology.

37
Societal/Cultural Consciousness and Change

Research conducted in 2009 experiences that situate the findings. When asked about gen-
by Orange Labs San Francisco technology in realistic settings” der differences in learning about
(OLSF) provides some hope. could draw more girls into the technology, Emily, a 13-year-old
Guided by a historical perspec- field [7]. student, commented: “Anyone
tive, enriched by interviews with Anika Ayyar, a seventh grader can learn, if they just get accus-
[9] “Her Code: high-profile women executives at Harker School in San Jose, CA, tomed to it. Technology is cool
Engendering Change in
the Silicon Valley”; and journalists in technology, is exemplary of the shift toward for both genders actually. Maybe
http://www.slideshare.
net/playslides/her- supplemented by interviews a more socially conscious a lot of people think that boys
code-report-olsf/; with young girls, and comple- deployment of technology. are more into it, but recently
http://www.youtube.
com/watch?v=JyXT4N3 mented by literature review Ayyar is the founder of Skip- with all the Girls Tech Challenge
K1WA/; http://www.
orange.com/en_EN/
and secondary research, the a-Birthday.com, whose main and SD Forum promoting girls
press/press_releases/ research project “Her Code: purpose is to “introduce philan- [they are] getting them inter-
cp090722en.jsp/
Engendering Change in the thropy to kids.” Skip-a-Birthday ested in science and technology.
Silicon Valley” examined the connects tweens and teens, 10 Everyone can do it.”
under-representation of women to 18 years old, whose birthdays
Social Seen
J a n u a r y + F e b r u a r y 2 0 10

in STEM fields. The project are at about the same time, and
results are available in multiple gets them to “skip” an elaborate In addition to young girls, OLSF
[10] These include
women with computer formats: a magazine, a report, birthday party and instead work interviewed many of the female
science or engineer-
ing backgrounds,
and a video [9]. Interviews con- together to raise funds for a stars of Silicon Valley who have
like Marissa Mayer of ducted by Pascale Diaine of worthy organization. developed codes, started com-
Google, Leah Culver of
Pownce, Gina Bianchini OLSF for the Her Code project, Since the Margolis study, panies, and funded startups
of Ning, and Ann highlight the technological shift “experience with computers for the HerCode project [10].
Winblad of Winblad
Hummer. of “computing for a purpose.” between boys and girls has These women are omnipresent
Diaine’s interviews at the SD equalized,” according to the at networking functions and
Forum’s Teen Tech Titans of National Center for Women online, be it news coverage,
interactions

Tomorrow provide concrete & Information Technology. YouTube, blogs, Flickr, or Twitter.
examples of how “a more con- Another interview at the SD Their adept use of social media
textual approach includes early Forum resonates with these provides young women with a

38
FEATURE

glimpse into their professional the use of emerging technolo- About the Author
Natalie Quizon is the user
and personal lives. Through gies and cuddly stuffed animals,
experience and design
social media tools like Twitter, we can begin to rethink conven- lead in the Knowledge
these young women can begin tional strategies for increasing Transfer Group at Orange
to imagine what the daily lives the participation of women in Labs San Francisco
(OLSF), part of France Telecom. Quizon
of their role models are like, and the development of technol-
combines her formal training as a cultural
new coverage on the Web pro- ogy. It is imperative to contex- anthropologist with her knowledge of user-
vides them with a longer view tualize STEM education today centered design issues to generate innova-
of particular career paths in as something very different tion insights. She brings 15 years of experi-
ence in research into underlying human-
technology. from more than three decades
behavior patterns. In addition to evangeliz-
The Web’s shift to more ago when Laya Wiesner initi- ing design thinking, developing ideation
emotionally rich content favors ated the WIT workshop at MIT. strategies, researching emerging trends in
girls and women who tend (Indeed, MIT’s current president culture and technology, she has also
[11] Rosenbloom, S.
worked on the design of location-based “Sorry, Boys, This Is
to cultivate social networks, is Susan Hockfield, a noted
services and social media. Prior to OLSF, Our Domain.” New
develop emotional connec- neuroscientist.) Clearly, we she worked for Lante Corporation, an inter- York Times, February
21, 2008.
J a n u a r y + F e b r u a r y 2 0 10

tions online, and create profile must look beyond “educators” net consultancy in San Francisco, as a
pages more than men and boys. and ““employers” to increase senior user researcher in the User
Experience Group. Before Lante
Furthermore, the anecdotal women’s participation in the Corporation, she went to Hong Kong as a
and storytelling quality of the STEM fields. By harnessing the Fulbright Scholar to conduct ethnographic
Internet today also makes it social component of today’s research, where she also worked as a tech-
nical writer and university lecturer. Quizon
a more girl-friendly domain. technology, maximizing its
has a B.A. in social science from the
And as young girls of the GenZ network effects, cultivating role University of California, Berkeley and is a
generation (born after 1995) models through social media, Ph.D. candidate in cultural anthropology at
become proficient in program- and understanding the appeal the University of Washington in Seattle,
where she also received her M.A.
ming interfaces like Alice.org of “purposeful programming” to
interactions

and social networks like Club women, we can start to imagine


Penguin and Webkinz, which a world where the cyberpioneers
DOi: 10.1145/1649475.1649484
promote storytelling through are girls [11]. © 2010 ACM 1072-5220/10/0100 $10.00

39
Societal/Cultural Consciousness and Change

Interacting with Public Policy


Jonathan Lazar
Towson University | JLazar@towson.edu

Welcome to a new forum in interactions on interac- easier for interaction designers to build tools and
tion design and public policy. You might be reading systems that can span multiple countries. But har-
this and saying, “Why should I care about public monization happens only when interaction design-
policy? I’m not a policy wonk, I’m not a politician, ers are out there talking with policy makers, say-
and I don’t get involved in politics.” ing, “Yes, standards are important. Yes, consisten-
Public policy actually has a great impact on the cy in policy is good.” Policy will always be based
work we do in interaction design and human-com- on a specific country, state, province, borough,
puter interaction. “Public policy” is a broader term or city and will be local. One person alone can’t
that includes both government policy and policy influence policy in multiple countries. But you
coming from non-governmental organizations, and can work to create technical and design standards
yes, every now and then, it does include politics. that are applicable in multiple countries. We want
[1] Web Accessibility Around the world, many governments are grap- to encourage local policies that use international
Initiative. “Why
pling with similar policy issues related to human- standards. The environmental tagline “think glob-
Standards
Harmonization Is computer interaction, usability engineering, and ally, act locally” really applies to interaction design
Essential to Web
Accessibility.” 2009; interaction design. Two of the biggest interaction and public policy, as well!
http://www.w3.org/WAI/ design policy topics are how to facilitate fair and
Policy/harmon/
accurate voting (what types of interfaces, what Being Proactive versus reactive
types of voting machines), and what types of Web- If you want to understand the impact that we
based information should be legally required to be as interaction designers and researchers can
accessible for people with disabilities. Often, policy have on public policy, you should compare the
discussions do take place in a one-country context policy issues of Web accessibility and voting
due to the need to adapt to the laws or cultural machines [2]. Researchers and designers have
issues of a country (or even different laws of a been involved and proactive in Web accessibil-
smaller state or a province or administrative unit). ity from the beginning, helping drive the public
But these aren’t just American issues (or British, policy. After the confusing results of the 2000
French, or Brazilian ones). U.S. presidential election, voting machines fell
under scrutiny. It was as if the entire interaction
[2] Hochheiser,
Policy is Local; research is international design community woke up and said, “Hey, those
H. and Lazar, J.
“HCI and Societal While government policies are often limited to are interfaces…. Why weren’t we involved?” We
Issues: A Framework
for Engagement.” one country, the community of researchers and were reactive, not proactive, and even today we
International Journal designers who hopefully are involved in informing are still behind the ball and have trouble getting
of Human-Computer
J a n u a r y + F e b r u a r y 2 0 10

Interaction, 23, 3 (2007): policy makers is international. There are research- policy makers interested in the usability concerns
339–374.
ers working on voting-machine usability and Web of voting machines, rather than issues of security,
accessibility throughout the world. We may col- accuracy, or paper verification trails. Compare
laborate on research and design projects, and we that with Web accessibility. People from our
may meet face-to-face at conferences. When we research communities helped work on the Web
work together, we can be more effective at inform- Accessibility Initiative from the World Wide Web
ing policy makers and ensuring that science and Consortium (an international, non-governmental
research and good design practice are the driv- organization). In 1999 the first design guidelines
ing factors for policy, rather than politics or scare to address accessible Web content (the Web
tactics. Have you heard the term “harmonization” Content Accessibility Guidelines, or WCAG) were
interactions

recently? It’s the idea that we should have a con- based on research and science and design, not
sistent set of international technical or design politics. Those original WCAG 1.0 guidelines form
standards [1]. Harmonization would mean that it is the basis for most accessibility laws around the

40
FORUM INTERACTINg WITH PUBLIC POLICY

EDITOR
Jonathan Lazar
JLazar@towson.edu

world today. For instance, when the guidelines ment with HSBC Bank that, among other things,
for the Section 508 law in the United States were requires the bank’s website to be accessible for
announced in December 2000, the guidelines people with disabilities by May 31, 2010. This fol-
were primarily based on WCAG 1.0. The early lows the big news of the 2008 settlement in the
involvement of those in the research and design long-running Target vs. National Federation of the
communities helped drive the public policy. Blind class-action lawsuit. Target, a large chain of
The new WCAG 2.0 was approved in 2008 and stores, was sued by a group of blind individuals
is starting to gain recognition from policy mak- because Target.com was not accessible for people
ers around the world as the new benchmark for with impairments. The legal argument used was
accessible Web content. With Web accessibility, that the Americans with Disabilities Act (ADA)
the research community was proactive; instead of applies to websites. For those not familiar with
running and trying to catch up, we were actually the ADA, it was signed into law in 1990, and it
influencing the policy! requires access to any places of public accom- [3] Telecommunications
modation and requires accommodations for any and Electronic and
Information Technology
interaction Design Policy issues private companies with 15 or more employees. Of Advisory Committee.
“Report to the Access
What are some of the policy issues related to course, in 1990, the Web was not a consideration Board: Refreshed
interaction design occurring right now in the to policy makers. So it has been unclear in the Accessibility Standards
and Guidelines in
U.S.? As a part of the stimulus bill (the American law whether the ADA, which applies to private Telecommunications
and Electronic
Recovery and Reinvestment Act of 2009), the companies, would also apply to websites. There
and Information
government is working toward having a digital have been many previous lawsuits and attempts Technology.” 2008;
http://www.access-
version of all medical records. Certainly, there to understand if ADA applies to the Web, with board.gov/sec508/
are issues related to the interface—what types of little success. However, in the Target vs. NFB, there refresh/report/

interfaces doctors and nurses will use, whether were a number of preliminary court rulings that
patients will be able to access their own medi- stated that ADA did apply to the Web. Both sides
cal records, and if so, how? There’s now a bill agreed to a settlement in 2008, which included
in the U.S. Congress (the Twenty-First Century Target agreeing to make its website accessible and
Communications and Video Accessibility Act) creating a $6 million fund to pay claims to blind
that would require full accessibility for people individuals who suffered as a result of the inacces-
with disabilities, for VoIP, text messaging, and sible website.
videoconferencing, among other things. Agencies In other recent accessibility news, new regu-
such as the Department of Defense are trying to lations went into effect for airline websites
create policies on how agencies can use social and airport kiosks in May 2009 under the U.S.
networking tools like Facebook, and what limita- Department of Transportation. While the new
tions employees and military personnel have on regulations don’t require accessible websites [4] U.S. Department
using those services. The guidelines for govern- or kiosks, there’s an interesting wrinkle: If an of Transportation.
“Nondiscrimination on
ment computer accessibility, known as Section inaccessible airline website causes an impaired the Basis of Disability in
Air Travel.” 2009; http://
508, are currently undergoing revision (the “508 customer to call or otherwise contact the airline airconsumer.ost.dot.
Refresh”). The Telecommunications and Electronic telephone call center, that individual may not be gov/rules/Part%20382-
2008.pdf/
J a n u a r y + F e b r u a r y 2 0 10

and Information Technology Advisory Committee charged extra for placing the call (as is often the
(TEITAC) submitted its suggestions for how case). And they must be given, over the phone or
Section 508 should be revised [3]. The U.S. Access by other means, the lowest airfare available on
Board, a federal agency focused on accessible the website at that time [4]. Charging a higher fare
design in general, is currently reviewing the report over the phone could be considered discriminatory
and will decide on the new set of guidelines. The pricing based on impairment. It should be noted
suggestions from TEITAC, if adopted with only that when contacting the call center, the indi-
minor changes, would align the 508 refresh with vidual must immediately identify him or herself
the new Web Content Accessibility Guidelines as having an impairment. Is that fair? And is there
(WCAG 2.0) from the World Wide Web Consortium. any way to validate that? We shall see how this
interactions

And there continues to be a lot of activity policy works out.


related to Web accessibility. On Sept. 1, 2009, the There’s currently a bill in the U.S. Congress (the
New York State attorney general reached an agree- Voter Confidence and Increased Accessibility Act

41
Societal/Cultural Consciousness and Change

of 2009) that would require all voting machines gov website is the starting point for many Web
J a n u a r y + F e b r u a r y 2 0 10

to allow for independent verifications of voting, searchers looking for basic information on usabil-
with paper trails. Voting machines remain a hot ity. When I searched on Google, it’s the second
topic. Even without federal action, many states result, after Wikipedia, and before groups like the
have decertified their existing voting machines to Usability Professionals Association.
require paper verification during the next election,
or at least that it be phased in over the next few Policy Comes From Many Different Sources
elections. For many states, that means switching Public policy is complex because it comes in
from the touch-screen machines to optical-scan many different forms from many different
Photograph by Phil Stefans

machines. And for voters, that means learning yet sources. International stakeholders in design-
another voting-machine interface, which will no related public policy include the non-govern-
interactions

doubt be challenging. mental organizations such as the World Wide


Finally, for many people in the U.S., government Web consortium, and professional organizations,
defines the perception of “usability.” The usability. such as ACM SIGCHI (Special Interest Group

42
FORUM INTERACTINg WITH PUBLIC POLICY

Standards and Technology (NIST) is involved in


measurement and metrics related to voting, bio-
metrics, and usability testing. The U.S. Access
Board sets the standards for Section 508. And
this doesn’t even touch on state-level laws and
policies related to interaction design. Many states
now have laws related to the two big design-
related policy topics, voting machines, and Web
accessibility. Public policy is complex and it
changes rapidly. Since magazine articles must
be submitted a few months before publication,
my hope is that none of this is out of date by the
time you read it. I guess, if you work in technol-
ogy, you are used to print publications being a
little bit out of date.

What Can You Do?


This is the first article for this forum. In every
issue of interactions, different authors will write
about public policy issues that impact on interac- For more info,
check out:
tion design. We will include policy issues from
around the world. Policy is about being involved. USACM; http://usacm.
After reading a policy article, I encourage you acm.org/usacm/
to contact those involved in writing it. Also, try
UPA Usability in
to learn more about the issues. And if you have Civic Life; http://www.
some knowledge on a given topic, get involved, usabilityprofessionals.
talk to legislators in your country, serve on local, org/civiclife/
national, and international organizations that
AIGA Design for
have advisory and standards committees. There is Democracy; http://
a great need around the world for knowledgeable www.aiga.org/con-
interaction designers to engage with their local tent.cfm/design-for-
democracy/
policy makers. Think globally, act locally…. I really
like how that sounds for our community. Now, if
I can just decide if it’s better for the environment
to eat organic produce or locally grown produce. I
still haven’t figured that one out.

on Computer-Human Interaction), USACM (the About the Author Jonathan Lazar is a pro-
fessor in the department of computer and informa-
J a n u a r y + F e b r u a r y 2 0 10

U.S. public-policy arm of ACM), the Usability


tion sciences at Towson University, where he
Professionals Association, and AIGA. Here’s serves as director of the undergraduate program in
where it gets more complex, becoming more spe- information systems and is founder and director of
cific to each country. Policy comes in different the Universal Usability Laboratory. Lazar has pub-
lished five books, including Web Usability: A User-Centered Design
forms in each country. In the U.S., public policy
Approach (Addison-Wesley, 2006), Universal Usability (John Wiley
can come in the form of a law, a signing state- and Sons, 2007) and Research Methods in Human-Computer
ment, a regulation, an executive order, case law, Interaction (John Wiley and Sons, 2010). He currently serves as
or other forms. Different agencies and organiza- national chair of the ACM SIGCHI U.S. Public Policy Committee.
tions within the U.S. federal government can
influence public policy on interaction design. For
interactions

instance, the usability.gov website is managed


and was developed by the Department of Health
DOi: 10.1145/1649475.1649485
and Human Services. The National Institute of © 2010 ACM 1072-5220/10/0100 $10.00

43
Societal/Cultural Consciousness and Change

Reclaim
eli Blevis
Indiana University at Bloomington |
eblevis@indiana.edu

You can see and touch and feel a physical thing.


Oftentimes, you can understand from looking
at a physical thing how it works. Moreover, it’s
frequently—but not always—the case that your
conceptual model of a physical thing corresponds
to its actual operation and attributes, and we gen-
erally equate the absence of such correspondence
to “bad” design [1]. It’s relatively easy to understand
[1] The notion of the how to use a physical item and how to prolong its
quality of mental
mappings between use and how to reclaim it for another purpose.
conceptual models You can’t see, touch, or feel software.
and operational ones is
foundational knowledge Oftentimes, it’s difficult to understand from look-
in cognitive-science-ori-
ented HCI and a matter ing at software how it works. Moreover, most peo-
of profound treatment ple’s conceptual model of how software works dif-
by Don Norman and by
others. See: Norman, D. fers from its actual operation and attributes, and
The Design of Everyday
Things. Basic Books,
we generally accept this difference as axiomatic
2002. to the very nature of software. It’s much harder to
understand how to use things constructed from
the material of software [2]. It’s much harder to
understand how to prolong the use of things con-
structed from the materials of software and how to
reclaim such things for new purposes.
In this column, I present four images of physi-
cal things I have chosen to represent the act of
[2] The notion of soft- reclaiming. I reflect on the potential roles of digital
ware as a material is
foundational knowledge
materials in reclaiming.
in design-oriented Please don’t throw me away. (Figure A). Outside
HCI and a matter of
profound treatment, of a school of art and design, some large iron cyl-
especially by Erik
Stolterman and others.
inders sit bearing the lines “Please Don’t THROW
See: Nelson, H.G. and ME AWAY!” The fact that the cylinders appear to be
Stolterman, E. Design
J a n u a r y + F e b r u a r y 2 0 10

Way: Intentional Change in a 15-minute loading zone, ironically, adds to the


in an Unpredictable urgency of the need to reclaim these materials for
World — Foundations
and Fundamentals of a new use.
Design Competence.
Educational Technology
Rainwater cistern reclaimed from an old water
Publications, 2003. heater. (Figure B). An old water heater is reclaimed
for use as a garden cistern with the addition of
some PVC piping to attach it to the rain gutter of
a house. The original outlet copper piping acts as
a kind of fountain when this water-heater-turned-
cistern overflows.
interactions

Rain-barrel garden and mini farm consultancy.


(Figure C). A plastic rain barrel and various other
presumably reclaimed apparatuses are used to

• Figure C
44
FORUM SUSTAINABLY OURS

EDITOR
Eli Blevis
eblevis@indiana.edu

• Figure A

• Figure B

• Figure D
Societal/Cultural Consciousness and Change

It’s much harder to


understand how to prolong
the use of things constructed improve quality without the need for new hard-
ware as a core business model instead of using
software materials as a tool to promote the prema-
from the materials of ture obsolescence of physical materials. It’s encour-
aging to see the sustainable path may turn out to

software and how be the better business path in this case—one hopes
for such a trend. Of course, by the time this article
appears, the wider reception to Windows 7 will be
to reclaim such things for better known. It also remains to be seen how many
people will purchase new machines rather than
new purposes. install the newer operating system on their exist-
ing machines. Moreover, our optimism should be
tempered by the fact that system requirements for
Windows 7 are still much larger than for Windows
create a public “mini farm” advertising a consul- XP, according to Microsoft’s site. Nonetheless, many
tancy targeted at people who may want to know machines that originally shipped with Windows XP
more about recent trends in urban agriculture. will probably run Windows 7 adequately.
Recycle bin decorated with its own contents. (Figure As interaction designers, we may not believe
D). A recycle bin in a trendy district of Indianapolis we are at the helm of the enterprise forces, which
is decorated with its own intended contents and choose the disposal of old things and the consump-
signed by what appears to be a craftsperson or tion of new ones over reclaiming. We may hold
designer. As such, it integrates reclaimed mate- more influence than we think. We can align our-
rial as affordance, both to provide a visual cue to selves with the folks who reclaim things as in the
intended use and to serve as public art. presented images. We can design interactivity to
In manufacturing, the idea of a closed loop sys- promote such thinking, making it easy to reclaim
[3] Quariguasi tem—in which materials are reclaimed for reuse physical things by improving software and making
Frota Neto, J. and
from products that have reached the end of their it easier for consumers to install newer software
Bloemhof, J.M. “The
Environmental Gains useful service life—is frequently described as key themselves rather than buying new things in order
of Remanufacturing:
Evidence from the to environmentally sound practice. For example, to obtain newer software. We can persuade busi-
Computer and Mobile Quariguasi Frota Neto and Bloemhof recently argue ness strategists that increasing the quality of the
Industry.” ERIM Report
Series Research In from evidence that reclaiming certain forms of amorphous software elements of products can
Management. 2009.
See also: Nasr, N.
electronics—especially mobile phones and com- build customer loyalty and increase the willingness
and Thurston, M. puters—by means of remanufacturing and resale to pay for software upgrades.
“Remanufacturing:
A Key Enabler significantly increases eco-efficiency [3]. Therein lies a possibility for a better, more sus-
to Sustainable
What is the role of digital materials—software tainable business model than the targeted obsoles-
Product Systems.” In
Proceedings of the and things driven by software and interaction cence of physical things. The recent trend toward
13th CIRP International
Conference on Life design—in reclaiming things? netbooks over more powerful laptops suggests
Cycle Engineering: A few years ago, the large space required to run that improvements to software quality and core
15–18, 2006. There is
J a n u a r y + F e b r u a r y 2 0 10

a broad literature on the Microsoft Vista operating system was a seem- functionality may trump the prior model of ever
this topic.
ingly intentional source of obsolescence for many increasing demands for improved hardware perfor-
computers. That Vista has not been well received mance and features.
is an understatement. As I write this, Windows
7 appears to reverse Microsoft’s earlier strategy, Eli Blevis is an associate professor of informatics in
the School of Informatics and Computing at Indiana
allowing its customers to reclaim their existing
University Bloomington. He is contributing editor
computers from Vista-dom. My personal laptop for the Sustainably Ours forum. His primary
and desktop machines have both been so rescued research concerns are sustainable interaction
and I’m delighted. Interactivity and reliability are design and design-oriented perspectives in the
confluence of HCI and design.
both greatly improved. Possibly, the lesson of Vista
interactions

and Windows 7 will prove to be a trend—business


strategists and software designers will target the
DOi: 10.1145/1649475.1649486
ability to reclaim through software upgrades that © 2010 ACM 1072-5220/10/0100 $10.00

46
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The Important Role of User Research

User-Research-Driven Mobile
User Interface Innovation:
A Success Story from Seoul
Jay Chaeyong Yi
pxd | arangyi@hotmail.com

According to Strategy Analytics, Korean market is important third NateOn upgrade, they
Korean mobile-device manufac- for global players because it is asked pxd to conduct user
turers captured more than 45 the first place where most new research in order to discover
percent of the North American devices, mobile technologies, why the main target audience
market during the first quarter and services are commercially (young people) did not like the
of 2009. Samsung Electronics launched. idea of real-time chatting.
has remained a top seller A notable mobile user inter- After two weeks of journal-
since 2008, currently holding a face design success story ing, we conducted contextual
26.3 percent market share. LG involves mMessenger, a mobile inquiries and interviews with
Electronics holds a 19.6 percent instant messenger platform that 12 users (see Figure 3). Our
share, while Motorola trails pxd, a Korean user-interface research revealed that for users
with 18 percent. The impor- consultancy, and SK Telecom in their teens and twenties, two
tance of Korean vendors is have been building since 2005 or more consecutive messages
increasing; not only have they (see Figures 1, 2). sent and received (a so-called
become leaders in certain major conversation) accounted for 95
markets, but they are also Mobile-Messaging percent, while messages sent
the only companies to report user research reveals without reply (“singles”) made
[1] Grinter R. et al. increased total handset sales Opportunities and risks up less than 5 percent of all
“Wan2tlk?: Everyday during this global economic By 2005 most carriers had messages. This “conversation”
Text Messaging” CHI
2003. Ft. Lauderdale, slowdown. deployed or had expressed rate is higher than those among
Fl, 2003.
While success stories about interest in deploying mobile English teens studied in 2000
Korean handset designs and ports of existing instant- (66 percent conversation [1]).
user interfaces (UI) are well- messaging services, such as Among Korean youth, one con-
known, the activities and UI ICQ, AIM, MSN Messenger, or versation typically comprised
strategies of Korean telecom- Yahoo! Messenger. SK Telecom an average of 7.8 messages.
J a n u a r y + F e b r u a r y 2 0 10

munications companies are also offered a mobile version Our study confirmed the
rarely reported to readers of a PC Internet messenger common belief that the major-
outside Korea. called NateOn. The mobile ity of SMS usage by young
South Korea has three instant messenger seemed people consists of conversa-
telecommunications compa- likely to bring in more revenue tional or threaded messaging.
nies: SK Telecom, KT, and LG than SMS, since teenagers in However, when we scrutinized
Telecom. The market size of Korea frequently have con- the situations in which these
South Korea (about $20 bil- versations via SMS. However, messages were actually sent or
lion) is smaller than that of the outcomes of the first and received, we found that only
the U.S. (about $160 billion in second versions of NateOn 6 percent of situations were
interactions

2008), but competition for new Mobile were not particularly “absolutely effective” for real-
services, user interfaces, and positive. Before SK Telecom time chatting, and real-time
technologies is very tough. The proceeded with developing the chatting was “possible” in only

48
FEATURE

24 percent of the total com- because it could not meet user


munications situations. This requirement (a). The MIM users,
explained why conventional waiting for a reply, had to keep
MIM would not be successful their cell phones up and run-
as a replacement for SMS. The ning to receive any response,
lives of young Koreans were while SMS users could put the
often not conducive to inten- phone away and forget about
sive real-time chatting; they the message while doing some-
were in class, walking around, thing else.
or at work—in many cases In addition to the Affinity • Figure 1. The mMessenger tool for cellular phones.
unable to focus on a conversa- Diagram, we created personas
tion. In addition, users could based on our collated user data
not decide at the beginning of (see Figure 5). By analyzing
the exchange whether a con- behavior patterns for SMS and
versation would be real-time MMS usage, we learned that
or fragmented (intensive or users in their teens or twenties
intermittent). Further, it was can be grouped into three cat-
usually not clear when the egories: “culturally talkative,”
conversation was completed. “born to talk,” and “not to talk.”
Since these Koreans could not First, we discovered that
determine the type of conver- most teens are “culturally talk-
sation in advance, they were ative.” Since the entire group
also unable to decide which exhibits a strong preference
tool to use (SMS or MIM); as a for conversation, individual
result, they tended to always differences in the levels of
choose the familiar SMS as the preference are insignificant. • Figure 2. mMessenger in action.
default option. Our analysis led They reported having many
us to believe there was a need conversation partners and
for a communications tool that frequently met up with these
could support various types of people in the offline world.
conversations. When these teenagers reach
We came up with six user the age of 20, individual ten-
requirements from the Green dencies start to become appar-
Label of the Affinity Diagram, ent. They are divided into two
based on 320 pieces of user data groups. One group is classified
(see Figure 4). The six require- as “born to talk,” as they are
ments are as follows: desperate to have conversa-
(a) Must be able to communi- tions all the time. The other
J a n u a r y + F e b r u a r y 2 0 10

cate without being tied up in a group is characterized as “not


conversation to talk”; they prefer maintain-
(b) Fees must be reasonable ing relationships with a few
(c) Benefits must outweigh select individuals instead of • Figure 3. User research.
inconvenience just making conversation for
(d) Must be able to select the the sake of it. They become We chose “not to talk” as
appropriate mode of communi- partner-oriented, and they like our primary persona, because
cation to keep digital conversation at we felt that if we could satisfy
(e) Must be able to play with a minimum to maintain their this persona, we could prob-
friends via cell phone relationships. They find text ably meet the needs of the
interactions

(f) Must be able to store mes- messaging exhausting and con- others. “Not to talk” individu-
sages effectively verse only with a small number als do not like to text message,
Conventional MIM failed of people. and most work in front of a PC,

49
The Important Role of User Research

gap between SMS and MIM. when necessary. After we devel-


The new messaging tool is oped the UI of mMessenger, we
“mMessenger”—it combines conducted usability tests and
the strengths of SMS and MIM. focus groups, both of which
Imagine a 25-year-old “not to confirmed the effectiveness of
talk” named Tracey. Unlike the new UI.
with existing MIM solutions, On the business side, the cli-
Tracey does not have to register ent (SK Telecom) was very satis-
a screen name or password for fied with the new mMessenger
• Figure 4. Data consolidation: the Affinity Diagram. initial use, nor does she need user interface. SK Telecom has
to find out her friends’ screen high hopes for its new services-
names to add them to her based business model, which
buddy list. mMessenger takes is now a key focus area. Since
advantage of a standard SMS the mMessenger commercial
feature, namely, telephone- launch in 2006, the number
number-based communication. of users has been increas-
Tracey can use mMessenger ing despite the fact that SK
instantly without any registra- Telecom does not advertise
tion hassle, since her telephone this service for the mass mar-
number is her ID. She can send ket. pxd recommended that SK
messages to anyone whose Telecom not spend money on
telephone number is in her cell- advertising until the number of
phone contact list without the users reached a critical mass; if
cumbersome process of adding network services such as MIM
a buddy. are over-advertised, early users
• Figure 5. User modeling: examples of personas. Users with mMessenger on will be disappointed due to
their phones can still com- the paucity of other users with
where instant messaging is just municate with standard SMS whom they can talk. After they
a mouse click away. However, handsets, since the mMes- have been disappointed once, it
they still want to communi- senger server automatically is very difficult to change their
cate with a small number of transforms the message into attitude.
friends using their cell phones. SMS. Customers can simultane- mMessenger’s user interface
They prefer to have conversa- ously send and receive mes- was recognized internationally;
tions that consist of only two sages with two or three friends, in 2008 it was nominated for
[2] IDEA; http://www. or three messages, and SMS individually. In addition, with the IDEA Award in the interac-
idsa.org/IDEA_Awards/ group conversations give them a threaded messaging format— tive product experiences cat-
gallery/2008/
award_details. a headache. considered novel at that time egory [2] and short-listed for the
asp?ID=35918411/
(Apple announced its threaded Global Messaging Award in the
innovative Mobile user
J a n u a r y + F e b r u a r y 2 0 10

SMS format for the iPhone in user experience category [3].


interface and Service Strategies 2007)—they can read the con-
Based on our research, the versation conveniently. Korean handset Manufacturers
Affinity Diagram results, and Our research suggests that and telecommunications
[3] Global Messaging the needs and pain points a user like Tracey encounters Companies
Award; http://
www.160characters.org/
of our primary persona, we a conflict: She does not want As demonstrated in the case
pages php?action= developed a new conversa- to be tied up in a conversation, of mMessenger, user research
view&pid=53/
tional messaging tool that but she does need to commu- is the key in choosing not only
consolidates various types of nicate effectively. The design the right user interface design
conversations. These include of mMessenger solves this but also the right strategy.
interactions

both short-interval (intensive) problem. The user can send a Stakeholders in major Korean
and long-interval (sporadic) one-way message as well as mobile companies such as
messaging. The tool fills the engage in two-way conversation Samsung and LG Electronics

50
FEATURE

User research is the


key in choosing not
see the user interface as their
No. 1 priority.
the local lifestyle, eventually
developing home appliances
only the right user
When voice communications that are optimized to Indian
were the main service for the culture. The “Stars of India” interface design but
mobile industry and Korean brand line resulted in a 100 per-
mobile manufacturers followed
leading companies like Nokia
cent increase in LCD TV sales
and a 30 percent boost in cell
also the right strategy.
and Motorola, technology and phone sales.
quality of voice communica- Telecommunications com- Stakeholders in
tions were important. As soon panies in Korea also recognize
as they achieved a certain level
of technological sophistica-
UI’s important as a sales point.
As average revenue per user
major Korean mobile
tion, Korean manufacturers (ARPU) from data communica-
shifted their focus to the design tions is rapidly increasing con- companies such as
of products. However, as data current to the reduction of voice
communications surpassed ARPU, they must understand Samsung and LG
voice communications in users and UI. SK Telecom cre-
importance in most developed ated its HCI (Human Centered
countries and Korean manufac- Innovation) team to focus on Electronics see the user
turers began to lead the market human behavior research and
instead of following it, they help transition its telecom- interface as their
realized the importance of UI. infra-oriented revenue struc-
In order to be a top seller in
tough markets such as North
ture into an innovative service-
oriented revenue structure. SK
No. 1 priority.
America, they needed more Telecom recently launched a
than stunning design and a new service called “Pajama5,”
balanced portfolio of phones. based on user research that Acknowledgment
They learned that UI itself the communication patterns of I am grateful to Seok-Moo Kang
can be a key strategy not only Korean girls are limited to only and Byungwoo Yang at SK Telecom,
for smart phones but also four or five very close friends. who worked with us on the
for all other feature phones. Korean companies are using mMessenger project. They showed
This is why Samsung and many qualitative research true partnership.
LG Electronics focus on user methods, including contextual
research to understand the models, personas, focus groups, About the Author
Jay Chaeyong Yi is the
unmet needs of mobile users home visits, and central loca-
founder and CEO of pxd
and to satisfy their customers tion testing. They are working (http://pxd.kr), a user inter-
with impressive and unique UI. to introduce innovative prod- face consulting firm that
LG Electronics recently founded ucts and services to both the offers digital products and
services strategy, user interface design,
J a n u a r y + F e b r u a r y 2 0 10

its Insight and Innovation (INI) global and domestic markets and graphic user interface design. He holds
research center, which identi- based on user research. Most a bachelor’s degree in electrical engineer-
fies new business opportuni- of today’s methodologies and ing from Seoul National University and a
master’s in design from Carnegie Mellon
ties, new product designs, and UI development processes are
University. He and his colleagues apply
new marketing strategies—all imported from the West, and their interdisciplinary understanding of tech-
based on insights gained from Korean companies are still nology, art, and business to simultaneously
user research. INI investigators optimizing these approaches formulate business strategies and profes-
sional design implementations. He teaches
use cutting-edge qualitative to match local workflows.
user interface design at Yonsei University.
research methods and segmen- Following the dramatic growth Prior to founding pxd, Yi also worked at
tation approaches to better of the Korean mobile indus-
interactions

Samsung Electronics for six years.


understand target audiences. try, Korean companies will no
For example, INI researchers doubt wish to develop their own
DOi: 10.1145/1649475.1649487
visited Indian homes to study methods in the future. © 2010 ACM 1072-5220/10/0100 $10.00

51
The Important Role of User Research

Why Marketing Research


Makes Us Cringe
(Does it bother anyone that design continues
to be driven by awful marketing techniques?)
Dan Formosa
Smart Design | dan.formosa@smartdesignworldwide.com

The role of marketing research is suring responses to products from elsewhere. Marketing’s job
to work with product or service already on the market—after was to interface with consum-
consumers to understand their they’ve been designed, not ers. Designers rarely ventured
needs and desires, while design- before. Enter the toothpaste aisle outward. And, certainly, design
ers are often asked to use the of a supermarket and you are education never suggested that
marketing research results. So faced with many choices. Buy consumer interactions were
why have I never seen a market- one and leave, and you are play- part of the program. Few, if any,
ing study targeting designers to ing out an action that formed the courses in social sciences, bio-
find out how marketing research genesis of marketing research. mechanics, or psychology were
can benefit them? The answer Given choices on a shelf, which a typical part of design curricu-
may be because it can’t. one would you choose? A bit lum. At the inception of 1930s
Design research and mar- oversimplified, but that’s the industrial design, designers
keting research are far from basis. In contrast, the goal of appeared happy to draw sketch-
interchangeable. While both are design research is to make us es or shape clay models in an
intended to help us understand smart about our creative direc- ultimate effort to cull aestheti-
people, their raisons d’être are tions and opportunities. cally pleasing forms from the
very different. Accordingly, so Unlike marketing research, manufacturer’s factory machin-
are the ground rules that govern design research demands an ery. Verification of these design
the two. Yet more than three understanding of things that efforts came afterward.
decades after the inception of do not yet exist. The difference While there were design
design research as a discipline, between the two is so funda- heroes and heroines with more
far too much design work is sub- mental that it often isn’t obvious. humanistic or socially respon-
ject to methods implemented by, Pointing this out typically yields sible goals prior to that time,
or borrowed from, marketing. a deer-caught-in-the-headlights for the most part designers
J a n u a r y + F e b r u a r y 2 0 10

It’s no surprise that this often look. Yet this difference explains were about objects. But by the
makes marketing-generated why, in many cases, innovation late 1970s, several people were
studies frustrating for designers, seems to be a casualty of mar- pioneering the idea of design
and generally underwhelming in keting research, not a result of it. research. Usually this meant
terms of usefulness. enlisting experts from other
Meanwhile, designers’ contin- An emphasis on the Artifact fields. And often their expert
ued willingness to put up with Historically, designers have background in ergonomics or
these methods is curtailing the concerned themselves with the cognitive psychology stemmed
evolution of design research— “thing”—the product they have from the military, where every-
interactions

and perhaps design itself. been hired to design. The initial thing from jet fighters to sub-
Market research evolved from description of this product, the marines needed to be controlled
a need to understand consum- design brief—as well as funding or inhabited by people. Henry
ers’ reactions to products, mea- for the project—typically came Dreyfuss’s Measure of Man, and

52
later Niels Diffrient’s Humanscale,
served as standard reference
materials for product designers
for decades; the best available
source at the time, but contain-
ing information gathered largely
from studies performed on rela-
tively fit military populations—
making application to consumer
products dubious, if not inappro-
priate. Even well into the 1980s,
when designers said they were
doing “research,” it often meant
they were going to a library to
look through various regurgita-
tions of that same military infor-
mation. Either that or they were
browsing design magazines.

Design Versus Marketing


For most, then, design research
is relatively new. To get their
feet wet, designers initially were
invited (or forced) to participate
in marketing studies. Usually
this meant sitting behind a
glass window in a focus-group
facility, sucking down M&Ms,
and saying rude things under
their breath. The bad attitude
was often justified—these ses-
sions could be more aggravat-
ing than helpful. Perfectly good
companies, it seemed, were
trying to drive forward by look-
ing out the back window; many
sessions focused on ways to
Photograph courtesy of Smart Design / www.smartdesignworldwide.com

position existing products, or


methods of “spinning” in order
to paint a negative in a positive
light. Designers usually reacted
by abhorring research, label-
ing it as meaningless. But in
a few cases, a more proactive
reaction took place. Designers
retaliated by conceiving and
conducting their own research.
These proactive steps were
tempered by a lack of resources;
with little training (an under-
standing of statistics, for exam-
The Important Role of User Research

ple, is rarely part of a designers’ choose the one they like best. The assuming all of the options would
tool kit), designers lifted many results: The circle gets 28 percent be shown simultaneously on the
techniques from marketing or of the votes, the hexagon get 40 shelf, and consumers would be
worked with marketing in a new percent, and the oval gets 32 per- purchasing just one. But that’s
form of relationship. But did that cent. Go with the hexagon, right? marketing, not design. Even then
bridge prevent design research What you may have found is there are far more insightful
from coming into its own? Many that 60 percent of people like ways to get to that information.
design efforts are funded through soft roundish shapes such as the 2. Don’t force people to rank
marketing, encouraging polite circle or oval. Either one may things in sequence. Even more
interrelationships (in which have been good with your par- disturbing (perhaps because
marketing needs to understand ticipants. But in the results the I’ve seen the results turned into
or approve every design move)— hexagon looked falsely popular. important-looking charts by
with the unfortunate conse- The problem is right in front of otherwise respectable marketing
quence that this may be slowing us. The “which one do you like firms) is the “forced hierarchy.”
the evolution of design research. best” question contains two Respondents are shown a group
traps. First, you told the person of products and asked to place
three Basic rules he or she had to pick one (elimi- them in order of preference: first,
What separates design research nating any knowledge on your second, third, and so on. Similar
from marketing research is a core part about ties or close calls). to the “like it best” question, the
but elusive principle: There is a This means that the combination forced hierarchy makes no more
phenomenal distinction between of soft, roundish shapes—picking sense than asking two Democrats
evaluating a product before it both circle and oval—is not an to run for president against
is finalized, the focus of design option. The participant must one Republican. It can split the
research, and evaluating con- pick one or the other, dividing vote. A political party would
sumer response after a product the vote. The second trap is that never entertain two candidates
is finalized. Logics and statistical we assume by the question that simultaneously—let alone three,
methods used in studies can be the person does, in fact, like the four, or more. Most forced hierar-
misapplied—often by prestigious one they chose. They may, in chy results really just cloud the
(and expensive) marketing con- fact, have not liked any of them, issue. A forced hierarchy provides
sultants. They affect even seem- but given their simplistic answer no indication of how or why the
ingly simple questions that, while there is no way to differentiate rankings were split. The respons-
appropriate for finished products, that response from that of some- es from a person who hates them
can be completely inappropriate one who liked them a lot. The all look the same as results from
for products under development. question forced them to choose someone who loves them all. Yet
While many, many differences in a manner that did not reflect the results make it to top-line
exist, here are three rules outlin- their actual opinion. reports and deceptively inter-
ing basic things to avoid: Note that the problem exists esting charts, and can mislead
1. Never ask people which one they even when other words replace major design and product devel-
J a n u a r y + F e b r u a r y 2 0 10

like best. While this is probably “like.” For example, “Which one opment programs.
the most often asked question in of these hats looks good on me?” I saw this happen recently in
marketing and design, it’s a faulty embodies the same traps. This a package design study for a line
question. Not simply because form of questioning presents a of sports equipment. Three out of
it’s closed-ended. Putting two or fundamental problem. Yet while four concepts showed a woman
more items in front of someone the results are devoid of mean- running, each using a much dif-
and asking “Which one do you ingful information, it’s surprising ferent photograph. The fourth
like the best” can yield a mean- how many people will tabulate concept did not. When ranked
ingless response. and act on them. in sequence, the “popular” vote
Surprising? Here’s why. Put The “like it best” question may was split three ways. Although
interactions

three shapes in front of 100 have some toothpaste-purchasing the photo helped convey the mes-
people—a circle, a hexagon, merit when we are trying to find sage, by asking people to rank in
and an oval—and ask them to out how something would sell— sequence, the version without the

54
FEATURE

photo came up in first place more row, science still considers the of consensus in a group hurts
often. Luckily, in this case the coin “fair.” But toss heads five design and our understand-
pattern was easy to spot. When times in a row (where the chance ing of people—and probably
we condensed the offerings to is 1 in 32, or just more than 3 per- underestimates the group.
one package with a photograph cent) and that coin, or the person
and the one without, the one tossing it, has just been placed is there a Solution?
with a photograph received three under suspicion. Although we The solution can be discussed
times the votes. know it could happen, science set in a “little picture/big picture”
Perhaps an even more obvious its threshold at 5 percent, which way. A simple solution to the
problem with the ranking tech- translates to science wanting to first two issues, for example, is
nique, as well as the “like it best” be correct at least 19 out of 20 to simply think in analog terms.
question, is the fact that while times. In doing so, it accepts a For example, ask people to rate
a design is still in development, range of possibilities. the products on a scale. Rate, not
what people chose can be far less An “average” set of coin tosses rank. And be sure to ask why.
important than why. The design therefore means little—many The results will be infinitely
isn’t final; it can be changed. different combinations are nor- more informative. Love, hate,
Understanding why provides mal and expected. Why, then, is indifference, and ties will all be
more food for the creative process there continued emphasis on the spelled out. The design team
and information that a design “typical” or “average” consumer? will get a sense of what they are
team can act on. Unfortunately, In past projects I’ve been handed up against in terms of usability,
the why issues are often ignored detailed descriptions of a com- product performance, or con-
or poorly addressed. pany’s average user, a statistical sumer perception, which is the
3. Don’t worry about the average distillation of thousands of data ultimate purpose. Designers don’t
person. The average, although points. But designers don’t care need closed-ended questions and
a basic statistical concept about the average person. We answers; they need to set direc-
used in marketing, in itself need to care about everyone. tion and cultivate a point of view.
does not contain any informa- People will vary. Design a door- As for the average person,
tion on another basic statisti- way for the average person and one homogenized fictional
cal concept, probability. half the people will bump their person will make a lovely pre-
Occurrences in nature, even heads. Designers must under- sentation slide but in reality
chance games like coin tossing, stand the spectrum—tallest and will get us nowhere. It takes a
center on probability. While the shortest, fastest and slowest, or much more thorough under-
chances of tossing heads four any number of corner cases that standing of people’s diver-
times in a row is remote (1 in seem to not fall into typical mar- sity in needs and desires to
16), toss enough coins and it will keting discussions. While we may develop design parameters.
definitely happen. Scientists typi- hear from a marketing viewpoint In a bigger picture, design
cally employ the convention of that “that’s not our consumer”— research needs to expand its
a 95 percent confidence level for in actuality, he or she is. In fact, techniques to more fully under-
J a n u a r y + F e b r u a r y 2 0 10

acceptance of a finding, or con- understanding the complete stand the potential of design. It’s
versely, 1 out of 20 for rejection. spectrum may present our big- bad enough that some of these
A hypothesis will be considered gest opportunity for innovation. marketing-based methods con-
“proven” if the chance of an “acci- A reliance on a “persona”—a tinue to be practiced in a rote
dental” occurrence of seeing a fictional distillation of a con- manner. (Delving into technical
specific result in a study is 5 per- sumer that’s assigned a name— discussions involving both logics
cent or less (probability is typi- is equally as limiting, even and statistics can bring many
cally notated as p<.05). Analyses when more than one persona is people, in marketing and design,
in marketing studies follow suit, identified. There are plenty of far from their comfort level.)
looking for 95 percent confidence real people in the world; there’s But blindly applying market-
interactions

in the results. no need to design for a fictional ing methods to design creates a
In essence this means that if one. Our PowerPoint tendency double whammy that should be
you toss heads four times in a to oversimplify for purposes avoided at all costs.

55
The Important Role of User Research

Why Designers
Sometimes Make Me Cringe
There is hope. In light of the Why is it that user experience is referred to as the “marketing
fall of some major product-pro- design—often hailed on the mix” (the four Ps: product, price,
ducing U.S. corporations, it may covers of major contemporary placement, and promotion). In
be obvious that the problem was business magazines as the some industries, “product” has
not lack of design or engineering creative savior of everything from become relatively more important
expertise, but an over-reliance product innovation to business for many reasons (one being
on marketing practices that sub- operations—seems to prefer that the customer relationship is
stituted for a strong, meaningful to paint a picture of itself as a considered much more fragile
direction. It seems silly to hear a misunderstood, misapplied, and and vulnerable in an online world
vice president of failed automo- unrecognized profession; a victim where the competition is only a
bile maker GM say that they were of ruthless market forces and click away). As a result, a specific
just giving people the vehicles incompetent business managers? product marketing discipline has
that they wanted, when clearly I asked myself that question emerged, focused on defining
this was not the case. The “posi- once again after reading Dan product strategy and positioning,
tive change” that needs to emerge Formosa’s article about design market demand, customer
will require us to abandon anti- and market research. needs and requirements, and
quated methods for determining Questions about how to better making sure that products are
product and design directions. integrate marketing functions designed and positioned to meet
We’re certainly not there yet. I and design functions—and by said needs. In effect, product
was recently in a presentation to extension, market research and marketers are stepping into well-
a health care company in which design research functions—are known terrain for user experience
the design research team pre- valid and worthwhile. But designers.
sented findings from interviews unfortunately, there is a great Second, user experience
conducted with seven potential divide between the constructive design has established itself as
consumers, the result of in-depth discussions needed for these a professional discipline in its
home visits. Each person was disciplines to better leverage own right, although apparently
individually profiled. each other. lacking the self-confidence of its
At the end of the presentation For many years I have older siblings. Growing out of the
a key person on the client’s team wondered why so many human factors discipline, it has
asked, “Which one is our target companies seem to struggle embraced new techniques and
consumer, or should we rank with effective integration—even insights (participatory design,
them in order of importance?” All simply effective collaboration— ethnographic techniques, etc.)
that research work, and all three between marketing and design. and new technologies and
rules instantly broken with one Why? The overall objectives of interaction paradigms. Today,
seemingly innocent question! the two functions are largely in what some people call an
complementary, and both apply a “experience economy,” many
About the Author Dan Formosa is customer-centric view of business companies’ strategic planning
a consultant in design and research. He has
management. and innovation practices have
received a variety of awards and his work
J a n u a r y + F e b r u a r y 2 0 10

has been selected for national and inter- Yes, marketing typically has user experience planning and
national exhibits. Formosa was a member a broader view and provides design front and center. In effect,
of the design team for IBM’s first personal essential input to a business designers are stepping into well-
computer, OXO Good Grips kitchen tools,
XM Satellite Radio, Ford’s SmartGauge
strategy, while user experience known terrain for marketers.
instrument cluster, and was a founding design typically has a narrower With increasingly overlapping
member of Smart Design. His work is view that focuses on product objectives, why is there so much
included in the permanent collection of the
design and use. However, the finger pointing between the
Museum of Modern Art. He lectures world-
wide on design and innovation. On a differ- responsibilities and capabilities of disciplines? Unfortunately, I have
ent note, Formosa recently co-authored the these two functions have changed found no satisfactory answer to
book Baseball Field Guide, explaining the over the last two decades. this question, other than it is often
interactions

intricate rules of Major League Baseball.


First, let’s consider the based on a lack of understanding
marketing function. Marketing of the other discipline and very
DOi: 10.1145/1649475.1649488
© 2010 ACM 1072-5220/10/0100 $10.00 has traditionally focused on what active stereotyping. Unfortunately,

56
FEATURE

that seems to be the case in Dan First, as professionals who rely complementary—can lead to
Formosa’s article as well, which on research insights, we must take more positive outcomes. Surely,
focuses specifically on design responsibility for shaping the quality it would not hurt many design
research vis-à-vis market research. and usefulness of the research professionals to better understand
Although I would agree the two are outcomes. Step out of the victim market analyses, ROI, NPV, and
far from interchangeable, I do claim role and demand representation customer value analyses, just as
they are complementary and their if you don’t have it, or proactively it would benefit many marketing
ground rules are not as different as define your research needs with professionals to better understand
Formosa would have us think. They your research teams (Formosa lists persuasive design, affordances,
are both built on scientific method some do’s and dont’s to be aware and the role of design in user
and thus should comply with of; hopefully your research team is behavior. Cringing at examples of
principles and requirements related no stranger to such considerations). poor practices and stereotyping
to data collection and analysis. Better yet, show that you other disciplines will not move
Understanding “independence understand the research process either of them forward.
of events” and “levels of and that you understand how to — Klaus Kaasgaard | Telstra
measurement” is no different for a make informed decisions based on Klaus.Kaasgaard@team.telstra.com
design researcher than for a market a range of data—both qualitative
researcher, as Formosa seems to and quantitative.
argue (although I admit to having Second, find ways to bring your
a difficult time understanding research teams closer together.
the coin-toss metaphor, as it For example, have you considered
supposedly relates to different merging your market research
underlying statistical principles team with your design research
of design research and market team to actively seek to leverage
research). It is also simply not true the different perspectives and
that market research focuses only skills for the better of the whole?
on evaluating a product after it is Formosa refers to “failed attempts”
finalized, whereas design research of bridging the gap, and while it
focuses only on evaluating a is certainly possible to point to
product before it is finalized. examples of such, I have seen
There is no doubt that Formosa only very few attempts of close
has been exposed to a lot of bad collaboration based on a shared
market research in his career. understanding of underlying About the Author Klaus Kaasgaard
is the executive director of customer experi-
So have I. But I have also been principles as well as respect for
ence at Telstra in Sydney, Australia. He
exposed to a lot of bad design differences in research needs. leads the user experience design team
research, whether dealing with One such example is the research responsible for bringing to life the company
qualitative data or quantitative organization and practice at Yahoo vision of “1 click, 1 touch” simplicity. Before
joining Telstra in April 2009, Kaasgaard held
data. I cringe at both. And while we that actively seeks to leverage the
the position of Vice President, Customer
J a n u a r y + F e b r u a r y 2 0 10

should point out when the emperor perspectives and competencies Insights, at Yahoo! where he was responsi-
has no clothes in our daily work of both disciplines for a better ble for user experience and market research
situations, it is not the bad research across the business. He spent more than six
combined outcome.
years at Yahoo! in a range of roles including
that defines a discipline. I have Third, create opportunities for Vice President, User Experience Design,
been exposed to both good market your product marketing and design and Director, User Experience Research.
Photograph by Claudia Betia / claudia@flickr

research and good design research teams to improve collaboration Prior to this, he held user research roles at
MSN Hotmail and KMD in Copenhagen,
as well and, more important, on product strategy, planning,
Denmark. Klaus has a Ph.D. in sociology
some of the most compelling and positioning, and innovation. of technology from Aalborg University in
impactful research combined Marketing and design have more Denmark and an M.A. in human-computer
different research techniques for a in common than we seem to interaction and philosophy from Aalborg
interactions

University and Aarhus University, Denmark.


more comprehensive and insightful acknowledge today. It is time
outcome. That, I suppose, leads me to define where and how that
DOi: 10.1145/1649475.1649489
to my conclusion. overlap—which, in my mind, is © 2010 ACM 1072-5220/10/0100 $10.00

57
The Important Role of User Research

Let the Experts Talk:


An Experience of Tangible
Game Design with Children
Javier Marco
University of Zaragoza, Spain | javi.marco@unizar.es

Sandra Baldassarri
University of Zaragoza, Spain | ecerezo@unizar.es

eva Cerezo
University of Zaragoza, Spain | sandra@unizar.es

Diana Yifan Xu
University of Central Lancashire | yfxu@uclan.ac.ukt

Janet C. read
University of Central Lancashire | jcread@uclan.ac.uk

In the past 15 years, Tangible User Interfaces (TUIs) Figure 1). Physically inert, tangible objects are used
have emerged as an ideal technology for deliver- on the table; these are conventional rubber toys
ing child-computer interaction that is adapted to that children can grasp with their hands [2]. Two
children’s psychomotor and cognitive skills develop- visual-output information channels are supported:
ment. The rapid evolution of these tangible technol- active projection on the surface of the table and a
ogies has meant that there has been little or no time frontal computer monitor standing on the table.
[1] Marco, J., Cerezo,
E., Baldassarri, S., to build a foundation for the design of games and The projected 2-D graphic image provides input/
Mazzonne, E., Read,
J. “Bringing Tabletop
learning applications that could offer pleasant and output space coincidence, while the monitor shows
Technologies to useful experiences to children. Our research group a 3-D virtual environment. Recognition software
Kindergarten Children.”
23rd BCS Conference specializes in multimodal and natural human- tracks the toys movement and provides informa-
on Human Computer
computer interaction and conducts child-focused tion to the system.
Interaction. Cambridge,
United Kingdom: 2009. research that highlights children’s real needs and
wants. This approach can be highly rewarding when the tangible Farm: A Game for niKvision
designing new interfaces and interactions for chil- When we started this project, we did not have a
J a n u a r y + F e b r u a r y 2 0 10

dren [1]. Rather than designing and implementing clear idea for a tangible game suitable for young
finished applications by ourselves and then testing children, but we knew that farm toys were very
them with children, we work with them throughout popular with three- to four-year-olds. Therefore, we
[2] Ishii, H. “Tangible
Bits: Beyond Pixels.”
the process. bought some rubber farm animals and modeled a
2nd International Following this design philosophy, we have built a 3-D virtual farm with animal avatars as inputs and
Conference on Tangible
and Embedded tangible tabletop prototype suitable for ages three outputs. This initial game had no structure: When
Interaction. Bonn,
Germany: 2008.
to four. To do this, we have been inviting children an animal toy was placed on the table, it would
into our lab to work with us in designing a tangible be detected. The 3-D avatar of this same animal
storytelling farm game. appeared on the monitor. Moving and rotating the
toy on the table produced the same movements
interactions

niKvision: A tabletop tui in the animal avatar (see Figure 2). We did not
The NIKVision tabletop system consists of several implement more interactive elements to the game
components. The first is a 70x70x45cm table (see because we were interested in the spontaneity and

58
FORUM LIFELONg INTERACTIONS

EDITOR
Allison Druin
allisond@umiacs.edu

J a n u a r y + F e b r u a r y 2 0 10
interactions

• Figure 1. NIKVision
tabletop prototype

59
The Important Role of User Research

• Figure 2. Tabletop not have 3-D avatars in the virtual farm; e.g., a little
surface with toys.
bucket toy was spontaneously used to feed the ani-
mals. These first experiences directed us in how to
implement a more structured game.

team Work With Children in Lab


After the first group of children played the initial
version of the farm game, a pair of children (a four-
year-old boy and a three-year-old girl) became more
involved in our project. Their parents were able to
bring them to our lab once a week, so the children
became familiar with us and our environment. In
this way, children took on the role of testers for
each new implementation we made to the game [5]
• Figure 3. Our (see Figure 3).
little members
At this stage, the farm game had a structure and
testing in the lab.
goals. Children had to locate on the farm where
each animal ate. We implemented a 3-D virtual
farmer character for the 3-D farm. This charac-
ter could promote children to carry out activities,
detect if they were having problems or staying inac-
tive for a long time, and encourage them to play.
Here we received the first feedback from children in
relation to the tone of voice and the way the farmer
spoke to them. In the first version, the children did
not like his voice, and they interpreted some of his
expressions as yelling.
As the game was interactive, we had a new
design element to worry about: Could children
improvisation of the first group of children who vis- easily do the actions we were asking of them?
[3] Druin, A. “The ited our lab. Most of the actions required that children place a
Role of Children in
the Design of New As we understood children’s experiences play- particular toy near a virtual farm object; of inter-
Technology.” In
Behaviour & Information
ing with NIKVision, the farm game changed and est to the developer was learning how precise
Technology 21, 1 (2002): evolved, while the role of the children during the the children’s movements would have to be. We
1–25.
design process changed from that of informant to implemented keyboard shortcuts to change these
[4] Scaife, M., Rogers,
Y. “Kids as Informants: that of user [3, 4]. restrictions while they were playing: If we detect-
Telling Us What
We Didn’t Know or
At the first stage, children got involved in our lab ed they were having problems placing the toys on
Confirming What We test as “informants.” Their role was to give clear a particular spot, we could modify the size of the
Knew Already?” In The
J a n u a r y + F e b r u a r y 2 0 10

Design of Children’s design ideas for the structure of the game. As noted hot spot until children could perform the action
Technology, ed. by others, we recognized that with children ages without difficulty.
Druin, A. 27–50. San
Francisco: Morgan three to four, significant effort would be needed to During play, children helped us create new ways
Kaufmann Publishers,
1998.
establish “equal” communication channels between of interacting with the toys. A boy was lifting the
[5] Markopoulos, P.,
children and adults. In our first informant sessions, hen toy on and off the table, playfully jumping
Read, J., MacFarlane, we let children play NIKVision together with their the object. When we asked him what he was try-
S., Hoysniemi, J.
Evaluating Children’s parents, which made the children comfortable with ing to do, he answered that he wanted the hen
Interactive Products:
Principles and
our lab and the tabletop. We could observe them to lay eggs. Later, we implemented new code to
Practices for Interaction playing and take notes of the interactions between detect jumps and added a nest for the hen. We
Designers (Interactive
the children and the toy animals to determine tested this at the next test session. After refining
interactions

Technologies). San
Francisco: Morgan
which of these interactions was especially fun for the timing of the action, we observed that laying
Kaufmann Publishers,
2008. children. In order to observe improvisation, we eggs became a favorite activity of the children who
decided to introduce new toys to the game that did played. Nevertheless, a new kind of design problem

60
FORUM LIFELONg INTERACTIONS

emerged, as the children did not identify the 3-D quickly and directly to accomplish the goals. With
nest we modeled as the place where the hens laid a less talkative farmer, children had to “explore and
the eggs. The problem was not simply solved by discover” and appeared to have more fun.
remodeling the object; instead, we remodeled and Today when we see children playing with
also used the virtual farmer to reinforce that the NIKVision and the newest farm game, we reflect on
nest was where the hen lays eggs. the days when we first started the project. Our pri-
We spent some months working to implement mary concern was how to design tabletop games for
new activities until we felt comfortable with the very young children. From our experience, the solu-
interactions. It was during this time that we real- tion seems obvious: “Let the experts talk.” Taking
ized the game needed a story to connect all these our tabletop game to children gave us inspiration
activities to a more general goal. So, we wrote a and ideas for providing solutions that we could
story that included our animals and the farmer. never have imagined on our own.
Children use the toys to find ingredients to make a
birthday cake for the farmer’s son. Then, the ani- Acknowledgements
mals play traditional games like hide-and-seek with This work has been partly financed by the Spanish
the farmer’s son. DGICYT NºTIN2007-63025 and by the Government
of Aragon: IAF Nº2008/0574 and CyT Nº2008/0486
Moving to Schools projects.
The design resulted in a more complete and struc-
tured game, playable from beginning to end with About the Authors Javier Marco obtained a
B.Sc. in computer science engineering in 1998. He
two or three children. To get a sense of how the
is currently a Ph.D. candidate in computer science
tabletop could be played with by many different engineering at the University of Zaragoza, Spain. His
children, we carried our prototype to several nurs- thesis researches the benefits of tangible interfaces
eries and schools where children could play the for children and their involvement during design and
evaluation stages. Learn more at http://webdiis.unizar.es/~jmarco.
farm game in pairs. At this stage, their role in the
design process was that of user. We did not inter- Sandra Baldassarri obtained a B.Sc. in computer
rupt the class routine; the tabletop was like any science in 1992 and a Ph.D. in computer science
engineering in 2004. She is an associate professor
other classroom activity [5]. Children went over to
in the computer science department of the
the table, played with the game, and then returned University of Zaragoza, Spain, and is member of
to their normal activities. the Advanced Computer Graphics Group (GIGA).
We used this new situation to evaluate different
Eva Cerezo obtained a B.Sc. in physics in 1990 and
versions of the game. For example, we implemented
the M.Sc. in nuclear physics in 1992. She received
three different behaviors of the farmer, varying the a Ph.D. in computer science in 2002 and is current-
level of guidance he gave to the child to complete ly an associate professor in the Computer Sciences
the game: providing the goal of each minigame and Systems Engineering Department at the
University of Zaragoza, Spain, as well as a member
“what” (e.g., “I need eggs”); suggesting “what” and
of the Advanced Computer Graphics Group (GIGA).
“which” is involved (e.g., “put eggs with the hen”);
and indicating “what,” “which,” and “how” children Diana Yifan Xu is a member of the Child Computer
Interaction (ChiCI) Group at the University of
J a n u a r y + F e b r u a r y 2 0 10

have to play (e.g., “do little jumps with the hen on


Central Lancashire in the U.K. Her research
the nest”). involves tangible user interface and tangible inter-
We used new ways to retrieve useful information action, evaluating novel technologies for and with
from children. Sessions were recorded with video children.
cameras. In addition, the game recorded the move-
ments and actions of the toys on the table surface, Janet Read has a first degree in mathematics from
so later we could redraw the paths made with a par- the University of Manchester and a Ph.D. in child-
ticular toy during a particular minigame. computer interaction from the University of Central
Lancashire (UCLan). She is director of the Child
Having big groups of children can often be chaot-
Computer Interaction Group at UCLan in the U.K.
ic. However, it was very useful in evaluating differ-
interactions

ent unplayed variations of the game with children.


We found that giving more guidance (“what, which,
DOi: 10.1145/1649475.1649490
how”) helped children complete the minigames © 2010 ACM 1072-5220/10/0100 $10.00

61
Clarifying Interactions

Socializing at Cross Purposes


elizabeth F. Churchill
Yahoo! Research | churchill@acm.org

Indulge me for a moment. I have I thought. I paused for a fraction thinking, and was the backdrop
a series of jokes I want to tell you: of a second, took a breath and to the conversation I thought I
How many social scientists does … everyone started talking at was starting.
it take to change a lightbulb? None. once—like whippets chasing after However…to the interaction
They do not change lightbulbs; they the faux rabbit at a dog race, the designer, “social” invoked “social
search for the root cause of why the conversation was off. Then it Web applications” and all that
last one went out. stopped, followed by blank looks. it means for human interaction
How many simulationists does it The problem was the word with voting (thumbs up and
take to change a lightbulb? There’s no “social.” down), favoriting (stars), contact
finite number. Each one builds a fully Sometime later, as I was con- lists and buddy lists, followers,
validated model, but the light never templating what had happened, avatars and profiles, chat thread-
actually goes on. a quick perusal of the diction- ing, commenting, recommenda-
How many statisticians does it ary yielded these definitions of tions, and view counts. It meant a
take to change a lightbulb? We really social: relating to human society discussion of icons that suggest-
don’t know yet. Our entire sample and its members, living together ed (or were derivative of) those
was skewed to the left. or enjoying life in communities on successful social media sites
So what’s with the (not par- or organized groups, tending to and multimedia content upload
ticularly funny) jokes? The point move or live together in groups and sharing. Talk poured forth
is that they play off particular or colonies of the same kind, and about social games and ques-
ways of thinking. In doing so, living or liking to live with others, tionnaires, pokes and winks and
they show us how different the disposed to friendly intercourse. friending. Let me be clear. I love
world can appear, depending on Etymologically, the word derives thinking about these issues, and
your perspective. from the Latin socialis, meaning have recently reviewed drafts for
This was evident in a recent “united,” “living with others,” and two excellent books about how
meeting. Reminiscent of another sequi, meaning “follower,” which to design interaction elements
set of common (and usually also should make contemporary for social applications well—
not funny) jokes involving dif- social Web application designers Building Social Web Applications by
ferent nationalities walking into happy”. John Locke, the famous Gavin Bell and Designing Social
a bar, there were six people in a 17th-century philosopher, spoke Interfaces by Christian Crumlish
room: an interaction designer, of “social” as meaning “pertain- and Erin Malone. But for the
a statistician with an interest ing to society as a natural condi- purposes of this meeting, toss-
J a n u a r y + F e b r u a r y 2 0 10

in behavioral modeling, a social tion of human life.” And as an ing out all of these concepts
scientist, a computer scientist, an adjective, “social” creeps in over was great, but it was also put-
self-described “back end with a the years as: “social climber” ting the cart before the horse.
touch of front end” engineer, and (starting in 1926); “social work” We’d get there, but not yet.
a business executive. We were (1890); “social worker” (1904); To the computer scientist,
brainstorming about accessing “social drink(ing)” (1976); “social “social” sparked sweet, seductive
social Web applications from per- studies” as an inclusive term for imaginings of the social graph.
Photograph by Quinn Dombrowski

sonal mobile devices. history, geography, economics Wikipedia defines a social graph
Two minutes into our con- (1938); and a concept close to by explaining that “a social net-
versation, I said, “We should our hearts in these hard times, work is a social structure made
interactions

start with some sound social “social security” as a “system of individuals (or organizations)
principles.” This was my bland of state support for needy citi- called ‘nodes,’ which are tied
opening gambit, a preface. Or so zens” (1908). That gelled with my (connected) by one or more spe-

62
OPINION Ps AND Qs
Clarifying Interactions

cific types of interdependency, mendation, and algorithms for for many years now—design it
such as friendship, kinship, automatically inferring buzz, because you can, stitch together
financial exchange, dislike, sexu- interest, and so on. Here, “social” what you already know how to
al relationships, or relationships was to be found in the shadows do, throw it out and see what
of beliefs, knowledge or prestige.” cast by humans clicking, clack- sticks. This is perhaps a natural
The entry continues: “Social ing, typing, uploading across human tendency because really
network analysis views social the interconnected networks of creative thinking is hard. In a
relationships in terms of network the Internet, and making con- 1986 paper entitled “No Silver
theory about nodes and ties. nections betwixt and between Bullet,” Fred Brooks differentiates
Nodes are the individual actors things that were heretofore not software design and develop-
within the networks, and ties there to be connected, or at least ment processes; he calls them
are the relationships between not visibly so. We discussed how “essential” and “accidental.”
the actors. The resulting graph- we sometimes derive models— “Essential” refers to the diffi-
based structures are often very hypotheses, really—about cult part of understanding the
complex.” No kidding…I love the behavior from these obscured domain for which we’re building
complexity and curiosity of my traces and how we are some- software and the determina-
species—human beings—and times fooled into seeing patterns tion of what software to build in
these ways of conceiving social where there in fact are none. that domain—what activities to
relationships often strike me as I won’t enumerate all views inspire, improve, or transform.
dismayingly reductive. They’re expressed, but surely you get “Accidental” is the programming
very useful within their bounds, the point. I also don’t want to and process that has to follow
but they are summary abstrac- pretend I was seeing the whole to implement the solution that
tions of the lyrical complexity picture as this conversation was has been devised. Brooks aptly
of everyday social life. We had a unfolding. I was equally seduced points out that we have become
very fruitful foray at this meet- by these viewpoints and equally quite good at training people and
ing into social recommendations entranced by possibilities for designing tools for the accidental
and boundaries—the complexity implementation and creation. part of software development,
of “friend relations” and “access But later—and it was some time but the ideation part continues
control privileges”; the connec- later—when I pondered how this to pose problems. He succinctly
tions between objects via hash short conversation had played states, “The hardest single part of
tables; and connections between out, I realized that we had all col- software development [remains]
people, their stuff, and other peo- lectively engaged in a “we could deciding precisely what to build.”
ple’s stuff. We discussed these build/implement/create/design/ Perhaps this will always be the
things as inadequate approxima- make” discussion. I had intended hardest part because it requires
tions for supporting the negoti- to have a conversation at a higher embracing uncertainty, open-
ated and fluid nature of social level—one that addressed what ing possibilities for new solution
trust relationships and the subtle people really need, or what would tracks and resisting the urge to
boundaries we negotiate with be really helpful and valuable redescribe every scenario until is
J a n u a r y + F e b r u a r y 2 0 10

others. to people. Stepping back even appears tractable – that is, until
Somewhat related, my col- further in the ideation process, I it becomes the kind of problem
league with statistical train- would have liked a conversation for which we already have an
ing was excited to introduce about broad design opportunities, familiar, easy to execute solution.
aggregate behavioral models about finding out what people What I had intended to inspire
from activity data and collective want/need/desire or would value when I dropped my word-bomb
intelligence from explicit data before we outlined interface, was a discussion of the role that
in our discussion about contem- interaction, and “under-the-hood” such applications could and do
porary notions of “harnessing possibilities. play in everyday life. I was talk-
the hive.” We pressed through Instead, we were enacting ing about the potential contexts
interactions

issues in database design and the classic “ready, fire, aim!” of use for any application we
the potential for data mining, approach to design that has would build. I was silently chan-
as well as the relevance, recom- been a parody of innovation neling ergonomists and social

64
OPINION Ps AND Qs

scientists who address the physi- whose love of the engineered the experience we are trying to
cal and/or social constraints artifact gives us fantastic con- design. I am all for reuse and
of settings, about the factors traptions that maybe, perhaps, finding new value in known
beyond the interface, applica- get the job done but in the most techniques, but not when it is
tion, device or appliance that circuitous manner possible, hon- done because it is simply less
would be the major part of why oring the engineering over and work. I suspect it also means that
it would be adopted or aban- above utility, aesthetics or the if one is to carry a vision for a
doned. I was talking about how social/physical context of use. designed artifact from ideation
whatever we propose could fit In retrospect I inadvertently to implementation and release,
into people’s social context, into started the conversation poorly, one had better be present for
how they manage their everyday and it took us some time to get all the “decision” gates—from
doings. I was thinking about back on track. inspiration to innovation.
people, about relationships and However, the rambling conse- With these observations, I am
friendships, and about the con- quence was perhaps the greatest likely preaching to the choir. In
texts that we inhabit and cocre- lesson. I am not a social linguist, the world of design we know we
ate as we move through daily but perhaps what I was seeing need to accommodate a lot of
life. I was hoping to explore the at work was the result of each perspectives.
options and hone in on possible of these people being represen- How many designers does it
social settings that would afford, tatives of different “epistemic take to change a lightbulb? Well,
support, and allow a technology cultures.” An epistemic culture normally one...but:
to be used. I was talking about underlies how we know what +1 because we need to user-
delivering value in situ without we know and how we think test the lightbulb
disrupting the situ—or at least about things. Think of places +1 because marketing wants to
giving some thought to design- you have worked: how different build the box and brand the bulb
ing ethically; to considering the organizational cultures enact +1 because sales wants to go
positive versus negative knock- and formally or informally global with the lightbulb
on effects—any disruptions to measure performance based on +1 because engineering wants
the social status quo we wanted concepts like incentive, perfor- details specs
to inspire and those we did not. mance evaluation, teamwork, +1 since we need to evangelize
I was talking about social norms work-life balance, and so on. In about it
in the places people frequent— the same way, “social” may be +1 since we need to build a
whether or not, for example, it observed, measured and applied, user community around the
would be socially acceptable to or designed differently in dif- lightbulb
whip out said devices and appli- ferent epistemic communities +1 since we need to explore
cations in public. or cultures. What this means is different directions we can take
I am not saying we should have that we must be wary of words, the lightbulb.
indulged in an infinite regress vigilant of misunderstanding,
into consequences of every and prepared for the work of About the Author Elizabeth
Churchill is a principal research scientist at
J a n u a r y + F e b r u a r y 2 0 10

design decision, but I am saying creating shared meanings—we


Yahoo! Research leading research in social
it is worth engaging in chain- need to understand these con- media. Originally a psychologist by training,
reaction thinking. I was inviting versations are not casual, they for the past 15 years she has studied and
us to elaborate the potential are the place where we broker designed technologies for effective social
connection. At Yahoo, her work focuses on
design spaces, where there would between different epistemic com- how Internet applications and services are
be something useful for people, munities and different constitu- woven into everyday lives. Obsessed with
before we start coming up with encies in the design space. We memory and sentiment, in her spare time
Elizabeth researches how people manage
specific solutions. It seemed to also need to look out for design
their digital and physical archives. Elizabeth
me that we needed to under- suggestions that are drawn out rates herself a packrat, her greatest joy is
stand what we were designing of comfort (let’s do it how we
interactions

an attic stuffed with memorabilia.


for before we starting design- have always done it and with
ing. I was trying not to be Rube what we have available), where
DOi: 10.1145/1649475.1649491
Goldberg or Heath Robinson— that strategy will not result in © 2010 ACM 1072-5220/10/0100 $10.00

65
Clarifying Interactions

This article, by Martha Pollack, Dean of the School of information at the University of Michigan, completes a year in which
five of the six Timelines columns have dealt with prospects for research on Information as well as aspects of its history.
This is an exciting time for many elements of HCI, including Design, the input and display device renaissance, a flowering
of domain-specific HCI–yet this period may be most remembered for its embrace of Information. —Jonathan Grudin

Reflections on the Future of


iSchools from a Dean Inspired
by Some Junior Faculty
Martha e. Pollack
University of Michigan | pollackm@umich.edu

In the September + October issue of interac- icies are at odds with such a culture. As a dean of
tions, three junior faculty members at the an iSchool, I view it as one of my central respon-
University of Washington School of Information sibilities to ensure that we have just the sort of
(iSchool)—Jacob Wobbrock, Andrew Ko, and Julie environment that WKK propose: One that values
Kientz—proposed a definition for what we study and supports intellectual diversity, balances
in iSchools, one that, interestingly, omits the word analysis and invention, and provides appropriate
“information.” They characterized iSchools as “the incentives for people with different backgrounds
place where people and technology meet.” In their to engage with one another around fundamental
thought-provoking article, they also provide crite- research questions. (And yes, one that provides
ria for successful iSchools that include: needed lab space to the inventors!)
• They must value both analysis and invention. But contrary to WKK’s claim, iSchools are not
• They must enable different disciplinary per- unique in their need for a culture with these
spectives and methodologies to reinforce one characteristics. We are not the only place on cam-
another in research. pus that combines scientific analysis with inven-
• They must be places where rules and policies tion. Computer science provides a good counter-
are minimal. example: It is squarely within Pasteur’s quadrant,
Near the end of their article, Wobbrock, Ko, motivated by a desire both to understand an
[1] Stokes, D.E.
Pasteur’s Quadrant: and Kientz (hereafter, WKK) described these important phenomenon (computation) and to
Basic Science as three challenges that iSchools must meet. create better solutions to real-world problems
and Technological
Innovation. Washington, However, throughout earlier portions of the arti- [1]. Computer theorists study algorithms and the
D.C.: Brookings
Institution Press, 1997.
cle the authors suggested the criteria also help underlying mathematics of computation (analy-
define the field. sis), while systems researchers develop new data-
It is heartening to see junior faculty step back base mechanisms, operating systems, and net-
and consider the broader picture, and there is work protocols (invention). Indeed, even individual
much in their article with which I agree. However, researchers within the field of computer science
J a n u a r y + F e b r u a r y 2 0 10

I would strongly argue that, in the final analysis, may straddle the divide: Theorists also produce
they have not provided a clear statement of our new algorithms, which may or may not lead to
field’s identity, and that by abandoning the idea practical results, and systems researchers ana-
of information as the essential focus of our study, lyze things like network performance in the real
they do a disservice to it. world. Nor is computer science the only example
Let me start with the three criteria listed here. of work in Pasteur’s quadrant. Most biomedical
They’ve got these basically right: iSchools do need research has this spirit, and it is thus no acci-
to include both analyzers and builders, with mul- dent that the NIH frequently cites Stokes’s work.
tiple disciplinary backgrounds, and there must be These days a great deal of academic engineering
a culture in which this range of perspectives is research involves what would be generally consid-
interactions

mutually reinforcing. Our subject matter simply ered to be basic (analytic) work, and increasingly
demands that, because we work at the intersec- academic science aims at developing solutions to
tion of people and technology. Rigid rules and pol- real-world problems. (Wander over to the chemis-

66
FORUM TIMELINES

EDITOR
Jonathan Grudin
jgrudin@microsoft.com

try department and ask some of the faculty what Their second argument is epistemological.
they’re working on. Almost certainly you’ll find Information, they claim, is “just” an abstraction.
people who talk both about understanding the As they put it: “It is the thing that moves within
fundamental mechanisms behind some sort of and between people and technology, making them
chemical process and about developing some kind interesting.” For them this is a problem, since they
of therapeutic based on that process.) believe that “most other academic disciplines—at
Similarly, there are plenty of other units on least those claiming to be part of the sciences—
campus that are multidisciplinary, spanning both have concrete objects of study in the world.”
social science and technology: public policy; busi- The sociological arguments are simply not valid
ness; science, technology and society (STS) pro- in my experience. While it is true that neither
grams; and emerging programs on sustainability, academics nor non-academics have much experi-
to name just a few. The iSchools may be among ence with information as a field of study, and thus
the most interdisciplinary—we often include are prone to ask what an iSchool is, I have found
not just social scientists and engineers, but also that a fairly simple explanation suffices once you
people from the humanities, from library and get past the initial joke—“You’re the dean of infor-
information science, with business degrees, and mation?? Wow, you must know everything.” My
possibly even lawyers. We can and should develop pitch goes something like this:
effective approaches to nurturing interdisciplin- “Since the advent of the Internet, there’s been an
ary work, but we cannot claim this as a factor explosion in the influence of information. The informa-
that uniquely identifies us. tion revolution changed everything: the way businesses
As for rules and policies: As WKK note, a and governments work, the way we do science and
thicket of these is never a good thing. Overly com- provide health care, the way we educate our children
plicated or rigid regulations nearly always stifle and entertain ourselves. There are all kinds of important
innovation and are, in my view, best avoided in questions involved in understanding and improving the
any field, regardless of whether it is well estab- ways in which we generate, collect, analyze, store, pre-
lished or emerging. serve, and disseminate information in the modern world.
Thus, WKK’s three criteria seem to me to be That’s what we study in the iSchool.”
important characteristics of a good interdisci- And often I add:
plinary program, and thus a good iSchool. These “At our school, our slogan is ‘Connecting People,
characteristics are an important part of our iden- Information, and Technology in More Valuable Ways.’”
tity. But they by no means distinguish us; we still That nearly always does the trick, and I’m off
need a defining framework of some sort. and running in an interesting conversation about
The simplest definition, of course, is that we some aspect of information generation or collec-
study information in all its forms, and more tion or…. My dialogue partner may not know or
particularly, the connection between people, care about how to define information, but that
information, and technology, and that we create fact doesn’t prevent her from seeing the scope and
solutions to information problems. WKK, however, value of what we do. In this, we’re no different
reject this definition and make the surprising from biologists: One can appreciate that biology is
J a n u a r y + F e b r u a r y 2 0 10

claim that information as a concept should not be the study of life without having a clue about the
part of our identity statement. In fact, they argue nuances that define life.
that information should not even be viewed as What about the claim that our academic col-
something separate from people and technology. leagues will be offended by our staking out
They provide two types of support for this claim. information as our intellectual territory? Once
The first is sociological. WKK argue that in gen- again, I have not found this to be an issue. On the
eral people have a hard time understanding what contrary, my problem is often the opposite: Once
information is, and that this makes it difficult other faculty members recognize our expertise,
to explain what we are about. Additionally, they they want to collaborate with us, because they
claim that when those people are our academic understand that they have information-level
interactions

colleagues, we risk being off-putting by claiming questions about which we can provide insight.
information as our own, since “there is no such I often have to fend off requests to find a fac-
thing as an informationless field of study.” ulty member who can work with Prof. X in

67
Clarifying Interactions

Overly complicated
or rigid regulations nearly
always stifle innovation faculty would be unlikely to study the question
of how railroads changed the social structure in
our country, or of how automobile emissions are
and are, in my view, affecting respiratory health. The former would
be a question for STS; the latter for public health

best avoided in any field, schools. Similarly, ergonomics is all about the
connection between technology and people, but
we don’t generally study ergonomics in iSchools,
regardless of whether except when the ergonomic questions involve
information technology—and then we call the
it is well established subject HCI. Simply put, we are not about the
interactions between people and arbitrary tech-
nology: We focus on technology that mediates
or emerging. information use.
Perhaps most important, if we shy away from
the central use of the term “information” in carv-
ing out an identity for ourselves, we will fail to
discipline Y, not because the request is inappro- convey the enormous importance and breadth
priate, but simply because we don’t have enough of what we do. People do understand the signifi-
faculty in the School of Information to participate cance of information in the 21st century. They
in every attractive collaboration opportunity. understand the challenges and opportunities that
Beyond that, the fact that all academic disci- the information revolution has posed. They’ve
plines involve information doesn’t mean that all used Google and Facebook and Netflix; they’ve
academic disciplines study information qua infor- bought things online and worried about whether
mation. Most engineering disciplines involve mat- they should enter their credit card into a Web
ter, but they don’t study matter qua matter, and interface; they’ve watched the music industry be
hence engineers don’t view as a land grab the fact transformed and the newspaper industry collapse;
that physicists claim matter as their subject. they’ve read the news story about the risks of
Turning to the epistemological claim, that infor- electronic voting; they’ve considered alternative
mation is too abstract to be the subject of a field ways to save and share the data from their last
of study, I would point out that law schools study experiment, or the photos from their last trip. The
law, business schools study business, schools of examples are endless. Undergraduates get it, our
public policy study policy, and so on. Certainly colleagues in other fields get it, and—let me put
information is no more abstract than law, busi- on my dean’s hat—provosts get it. “It,” of course,
ness, or policy. Even amongst the sciences, it’s is the intellectual richness and the concomitant
not clear that the objects of study are concrete. importance of this thing we call information, and
Contrary to what WKK state, many people would we in the iSchools need to be proud about claim-
agree with Edsger Dijkstra’s famous statement ing it as the focus of our work.
J a n u a r y + F e b r u a r y 2 0 10

that computer science is not the study of comput-


ers; instead, IT is the study of something at least About the Author Martha E. Pollack is
dean of the School of Information at the University
as abstract as information, to wit, “computation.”
of Michigan. An elected fellow as well as the cur-
None of these objections would matter if the rent president of the Association for the
proposed WKK definition of the iSchools were Advancement of Artificial Intelligence, she is also
adequate. Alas, I believe that claiming that on the Board of Directors of the Computing
Research Association and the Advisory Committee for NSF’s
iSchools are “the places where people and tech- Computer and Information Science and Engineering Directorate.
nology meet” is too broad, and at the same time, Pollack’s research has spanned many areas of artificial intelligence,
not bold enough, and thus does not do us justice. including the design of assistive technology for people with cogni-
tive impairment, a topic on which she testified before the U.S.
There are lots of technologies with which
interactions

Senate Subcommittee on Aging.


people interact, but not all of those interactions
fall within our purview in the iSchools. Many
DOi: 10.1145/1649475.1649492
technologies for transportation exist, but iSchool © 2010 ACM 1072-5220/10/0100 $10.00

68
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Clarifying Interactions

Editor’s Note: In last year’s January + February issue Usman Haque, Paul Pangaro, and I described several types of
interaction—reacting, regulating, learning, balancing, managing, and conversing. In the July + August 2009 issue, Paul
Pangaro and I described several types of conversing—agreeing, learning, coordinating, and collaborating—and we pro-
posed using models based on Gordon Pask’s Conversation Theory as a guide for improving human-computer interaction.
Peter Jones responded, noting that there are other models of conversation and prior work in bringing conversation to
human-computer interaction in particular Winograd and Flores 1986 work with The Coordinator. We agree on the impor-
tance of The Coordinator and invited Peter to outline the history of models of conversation and their relationship to HCI. His
response follows. —Hugh Dubberly

The Language/Action Model of


Conversation: Can conversation
perform acts of design?
Peter h. Jones
Redesign | peter@redesignresearch.com

This article will step back in time to retrieve networks has inspired interest in social design and
alternative, influential views of conversation for social systems, particularly in applications to net-
[1] Winograd, T. “A
Language/Action design, and then bring the discussion forward work systems, including business models, online
Perspective on the
Design of Cooperative
to current situations where we might learn from social activism, and organizational systems.
Work.” Human- this history.
Computer Interaction 3,
1 (1987): 3–30. Three historically parallel pathways can be A Conversation about Conversation
shown as influenced by a common circle of sys- What are the contexts for conversation? Most
2] Rittel, H. “Issues as
Elements of Information
tems theorists: the well-known language/action theories of communication assume a dyad model
Systems.” Institute of perspective (LAP) [1], Rittel’s argumentation of information exchange: two individuals talking
Urban and Regional
Development, Working perspective [2], and the dialogic design school, with each other. Cherry defined “communica-
Paper No. 131.
emerging from Christakis’s structured dialogue tion” as the exchange of normatively defined
Berkeley: University of
California, 1970. [3] and Warfield’s science of generic design [4]. meanings and creating understanding between
Distinctions between these three perspectives purposeful social participants [5]. Conversation
[3] Christakis, A.N.
and Bausch, K.C. are readily apparent in the embodiments of their is seen as a form of communication in which a
How People Harness design languages in software, with very differ- particular exchange takes place between at least
their Collective
Wisdom and Power to ent routines for conversation modeling. They two people at a time, representing individual
Construct the Future
in Co-laboratories of
also share a central concern with the role of interests or intentions, or collective interests rep-
J a n u a r y + F e b r u a r y 2 0 10

Democracy. Greenwich, generative conversation for design outcomes. The resented by individuals.
CN: Information Age,
2006. current series of On Modeling articles attempts In everyday parlance, we subscribe to a more
to coordinate common elements and concerns inclusive view. In fact, many and perhaps most
[4] Warfield, J.N.
Science of Generic
among perspectives in the attempt to establish a conversations occur as or start with small talk.
Design: Managing workable common ground. Known as phatic communication, it is present
Complexity Through
Systems Design. Iowa This article focuses on the theory of conversa- to some extent in most real conversations, and
State Press, 1994.
tion embodied in LAP—an influential framework is identified as “orientation” in the LAP model.
[5] Cherry, C. On
of phenomenology, pragmatics, and speech act While its power to reinforce relationships should
Human Communication: theory. While LAP has received significant atten- not be minimized, here we focus on purposeful
A Review, a Survey, and
tion in prior ACM publications, the framework conversations that enable the coordination of
interactions

a Criticism. Cambridge,
MA: The MIT Press, deserves further consideration in light of renewed multiple perspectives in the activity of designing.
1966.
interest in the systemic view of conversation in Any design activity is guided by the intention
design. The emergence of massive social media to change a situation in accordance with a com-

70
FORUM ON MODELINg

EDITOR
Hugh Dubberly
hugh@dubberly.com

municated desire or intention. Conversations than promoting our own language of design.
for design must reflect and preserve the posi- When we customize design methods to suit a
tions and contributions of multiple participants particular purpose, rather than pull methods “off
included (and excluded) in the model of change. the shelf,” we reveal a pragmatic philosophy.
By “merely” speaking, the designer creates a A phenomenological perspective acknowledges
context for the relative inclusion of stakehold- that all meaning arises in language, that human
ers or users, an ethic explicitly revealed by his activity is not separate from language. This view
or her conversational model. By extension of suggests that design itself is a conversation,
this assumption, the way we converse may also products and services are networks of other con-
be seen as, perhaps unwittingly, reflecting our versations, and designing acts are performed and
working philosophy of designing. recognized by language. Conversation is not a
Several implicit models of conversation can be tool for outcomes; rather, language uses us, shap-
identified that guide participation in very dif- ing and constraining our work and experience.
ferent ways. Three epistemological orientations These are not mutually exclusive perspectives;
include the rational, pragmatic, and phenomeno- designers may adopt different perspectives to
logical. calibrate responses to a situation, while scholars [6] Winograd, T. and
The rational perspective may be viewed as an may be adherents of one school of thought. And Flores, F. Understanding
Computers and
instrumental and purposive individual commu- while not an inclusive list, perspectives from Cognition: A New
Foundation for Design.
nications system used by designers to achieve sensemaking and constructivism, for example, Boston, MA: Addison-
sophisticated design outcomes. Conversation range beyond this current focus of conversation Wesley Longman
Publishing, 1987.
can be understood as a set of patterns employed for design. Elements of all three perspectives,
as skillful means in facilitating the relationship and more, could inform responses to a single
between designers, stakeholders, and product or problem. The language/action artifacts appear to
materials. This is the mainstream perspective embrace elements from all three schools, even
in our technological culture, and perhaps the though the foundation text presents a phenom-
way most readers view conversation in design. enological perspective.
This perspective is observable in practices that
employ a well-defined set of methods and com- Conversation as Designable Action
munications with every problem situation. Readers of interactions and Communications of the
A pragmatic perspective considers design ACM may be familiar with Winograd and Flores’s
an inherently communicative practice, where (1986) LAP work [6]. Flores demonstrated suc-
design activities enact the creation of a linguistic cesses in software (The Coordinator and Action
system of meanings applicable to a problem in Workflow), education (Logonet and Landmark),
context. In practice, we create a unique coupling and management (Business Design) based on
of appropriate language to the design situation, an integral philosophical system. While LAP’s
following stakeholders and their lifeworlds rather critique of the artificial intelligence field had an J a n u a r y + F e b r u a r y 2 0 10

Three Orientations
three Orientations

Orientation Rational Pragmatic Phenomenological

Relationships Conversation as a tool Design as conversation Activity embodied in language

Methods 1st-gen design methods 2nd-gen design methods Ethnomethodology, “Design for...”
Methods standardized Methods customized to context Products seen as conversations
interactions

Influences Bruner, Simon Peirce, Rittel Heidegger, Varela


Systems, engineering Human-centered design Generative design

71
Clarifying Interactions

Conversation for Possibility design activity, but also to generate those possi-
bilities in reality by intentional speech acts.

What if we captured Where do we start? types of Speech Acts


a patient’s personal reflections What’s possible? LAP adopted Searle’s speech act theory, wherein
in the medical records system? What would that even look like?
language performs an action represented by the
Conversation for possibility.
content and intent of the utterance. Performative
speech acts instantiate the action referred to in
speech itself. Five basic speech acts, called illo-
cutionary points, are specified as:
• Assertives commit a speaker to the truth of
me you
an expression.
• Directives (such as requests, commands, and
advice) cause the listener to follow a requested
action.
• Commissives (such as promises and oaths)
commit the speaker to future actions.
Conversation for Action • Declarations change the circumstances of real-
ity to accord with a proposition (e.g., pronounce a
couple as married).
(Offer) Let’s write a proposal I’m in. (Accepted) We need
• Expressives convey a speaker’s attitudes
to the IT board for a research a position paper. Can you write
project on this idea. a draft by next week? (Request) or emotions about a proposition (e.g., praise,
gratitude).
Conversation for action. The applicability of performative speech acts
in design was pointedly critiqued, essentially
based on the hermeneutic problem that a lis-
tener might interpret an illocutionary point dif-
ferent from the speaker’s intention [7]. However,
me you Searle’s model provides a descriptive power of
language as action helpful in understanding and
even guiding the messy dynamics of design prac-
tices. And since conversation (and hermeneutics)
is recursive, continuous, and correctable, the
enormous humanist impact, its longevity was interpretive critique seems overwrought.
disrupted by critiques of the embedded conver-
sational model in The Coordinator. Today we Speech Acts in Conversation
may consider the irony of how the LAP, a critique While a conversation must be “about something,”
of the micro-cognitive and rationalist view of conversations often have no purpose other than
J a n u a r y + F e b r u a r y 2 0 10

AI, was itself critiqued as socially determinis- social mediation and acknowledgement of phatic
tic (macro-cognitive) and insensitive to natural communication. Conversations that lead to
[7] de Michelis, G. human interaction. However, LAP reenvisioned action exhibit intentionality, and differences in
“Categories, Debates
and Religion Wars”. cognition and agency as responsive to action conversational structure are apparent.
Computer Supported
in the world, a humanistic concern. Winograd Winograd describes three types of purpose-
Cooperative Work, 3, 1
(1994): 69-72. and Flores’s unit of analysis for embodied cogni- ful conversations based on the LAP model. His
tion was conversation, expressed in an explicit nomenclature reveals intention by the preposi-
phenomenological approach known as ontologi- tion “for,” as “conversations for”:
cal design. Ontological design was construed • Orientation
as a practice of formulating conversations to • Possibility
interactions

invent new modes of being and co-create action. • Action


Conversation was deemed the appropriate way Orientation is maintained by conversation that
not only to explore the possibilities invented in mutually regards a shared referent object (e.g.,

72
FORUM ON MODELINg

the weather), “creating a shared background as a are co-created by speaker and listener at the
basis for future interpretation of conversations.” time of conversation in a mutual grounding of
The intent of this so-called phatic communica- understanding and agreement.
tion is merely acknowledgement.
Conversations for possibility include interper- Learning from the Coordinator
sonal queries, inquiries, and propositions that A 2006 issue of Communications recapped the lan-
“open a context.” Winograd notes the importance guage/action perspective, but it included no men-
of common ground (background), including prior tion of the early email activity management sys-
intent, upon which speakers can instantiate new tem released by Flores in 1986. The Coordinator
contexts for conversation. There are no “goals” in was (primarily) designed for ultimately manag-
conversations for possibility, but rather the co- ing conversations for action, by instantiating
construction of understanding and novelty. requests, offers, counter-offers, promises, and
A conversation can be observed as moving other commitments as mediated transactions.
through progression of stages, where an opening These illocutionary points were identified in [8] Searle, J. R.
“A Taxonomy of
affords the potential for action. The coordina- Flores’s earlier research on effective business Illocutionary Acts.” In
K. Gunderson (Ed.),
tion of action requires meeting what Searle calls conversations in the workplace, and were formu- Language, Mind and
conditions of satisfaction [8]. Conditions may lated in his notion that “organizations exist as Knowledge, 344-369.
Minneapolis: University
include some agreed outcome, and agreements networks of directives and commissives.” of Minnesota Press,
1975.
about necessary quality and future dates. While Early email systems followed a slow adoption
some may consider these conditions goals, LAP curve, given the limitations of computing and
does not refer to goals in the objective sense . networks. Free-form email was initially perceived
This difference is crucial, as LAP suggests that to be unnecessarily constrictive, a “cold” medi-
we honor the commitment, as if spoken between um that was not at all conversational. During the
persons, not the objectives. years The Coordinator was available, early con-
This model has much in common with the dis- ventional email systems were used for sporadic
covery orientation in design practice. Designers and discretionary communications. The ubiqui-
are taught to “challenge the brief ” and to help cli- tous acceptance of email required a span of five
ents reformulate a problem as given so that the years to alter communicative practices, even in
right framing of a problem is adopted in a design dedicated organizations. While The Coordinator
project. The skills for mediating conversations did not fit the cognitive style or tasks of exist-
for possibility are learned through the experi- ing organizations, even unstructured electronic
ence of navigating different frames of possible communications were fraught with resistance [9] Suchman, L. “Do
Categories have
visions or outcomes in conversation. Other dis- and halting advances. Since The Coordinator also politics? The Language/
Action Perspective
tinct “conversations for” that were not proposed required a commitment to managing accountable Reconsidered.”
in LAP show in a designing context, as they occur communications, its use was limited to fairly Proceedings of the
Third Conference on
as patterns of sense-making between committed small and dedicated networks. European Conference
on Computer-Supported
participants. Conversations for understanding (or The design and flaws of The Coordinator might Cooperative Work.
dialogue) and for clarification (convergence) are still teach us about structuring conversations Milan, Italy, 1–14, 1993.
J a n u a r y + F e b r u a r y 2 0 10

two that might be further distinguished. and accountable communicative actions. Perhaps
Moving the “right possibility” toward a con- the system’s intent was, as Lucy Suchman said,
versation for action is another embodied skill. “to remedy the carelessness of organization
The ability to move stakeholders in social design members regarding their commitments to each
situations is not seen as a rhetorical, persuasive other through a technologically based system of
skill, but one that turns on what Searle identi- intention-accounting” [9]. Yet this critique focus-
fies as illocutionary force. This is the extent to es on the functions of The Coordinator, as origi-
which action is performed by words, not by the nally designed. Speech act theory was certainly
semantic content, but by the speaker’s intent. not perfectly matched to the intended domains
The variable capacity to move together toward of conversation. Searle’s explicitly-described
interactions

action is embodied by the speaker at the time of theory does not preordain a “rationalist” imple-
utterance. This distinction is inherent in LAP’s mentation. As a conversation theory, it retains
formulation of ontological design—design actions constructive power for formulating social (and

73
Clarifying Interactions

the Basic Conversation for Action (Alternative)


States:
1 2 3 4 5 6 7 8 9
Initial Request Request Candidate Candidate Counter Promise Request Request
state made agreed proposed accepted made withdrawn terminated withdrawn
Agreement Fulfillment Acceptance Conversation Agreement Conversation Conversation Conversation
pending pending pending completed pending completed completed completed

requests
A B Options at
state 2:

promises
(accepts)
B A Options at
state 3:
counters
B A Options at
state 6:
rejects
B A

withdraws
A B

revises
A

asserts
B A Options at
reneges, state 4:
with liability
B A
withdraws,
with liability
A B

declares +
A B

declares −
A

withdraws, with liability


J a n u a r y + F e b r u a r y 2 0 10

A B

accepts
A

counters
A

rejects
A B
interactions

withdraws, with liability


B A

• This diagram translates Winograd and Flores’ original state diagram into a flow diagram, in the hope of making it more accessible.

74
FORUM ON MODELINg

therefore design) commitments as acts by their toring of commitment. As Web-based systems


very communication. have greatly enabled the ability to collaborate,
One can agree with the underpinning concern people are easily overloaded by multiple commu-
of Suchman’s critique while identifying signifi- nication channels. Managing commitment and
cant exceptions. For one, regulated organizations attention remains the weak link in our technol-
could benefit from Searlean communication by ogy panorama. A conversation design perspec-
filtering today’s overwhelming volumes of data tive can enhance our coordination of attention as
by displaying information by action: requests, well as action.
commitments, dates, and implicit promises to With respect to The Coordinator, I would make
network participants. the personal observation that successful soft-
LAP-structured conversations might enhance ware systems are rarely treated as newsworthy
communications in complex, high-reliability in scholarly publications, and failures are typi-
organizations. Winograd’s 1987 case study of cally ignored. Successful software products are
hospital conversation flow foresaw the usability discussed only peripherally. With no venue for
nightmare of electronic medical records systems. cooperative constructive critique of social and
In regulated environments the coordination of interactive artifacts, we collectively risk losing
commitments is as important as data quality. the value of learning from the wisdom embod-
In operations such as health care, transporta- ied in such artifacts and their adoption by real
tion, and the military, the ability to manage and users. We also suffer the loss of shared mean-
respond to commitments fosters operational ing from collective memory by not sustaining
resiliency by managing actions that occur “as an academic tradition of a balanced interpretive
speech,” such as orders, responses, announce- review and critique of artifacts we design and
ments, and outcomes. The entire chain of com- endorse. Perhaps interactions might host such a
mitments following a medication order would be critique as a shared conversation toward creating
tracked as a directive conversation, rather than a critical discourse, in support of creating a con-
as “workflow.” It instantiates a process based structive shared memory.
on verbs, action, rather than nouns and objects. Finally, the emerging perspective of purpo-
While Google’s adoption of the “conversation” as sive design—“designing for” (e.g. sustainability,
a unit of communication appears to build on this thrivability, transformation, care)—shares an
perspective, in practice, few email threads are ontological basis with “conversation for” in terms
true conversations. The meaningful verbs that of intentionality and social teleology. When
prompt action are hidden in today’s electronic designing for a purpose, our “conversation for”
communications. that purpose brings it forth, a distinctly different
While The Coordinator software passed into view from a design method perspective. These
collective memory without further enhance- and other proposals ought to be considered in
ment, Winograd and Flores’s bold experiment the emerging reconfigurations of design thinking
in organizing communication should be evalu- and practice.
ated from an innovation perspective. Consider
About the Author Peter Jones, Ph.D.
J a n u a r y + F e b r u a r y 2 0 10

the audacity of introducing a dedicated, tightly


founded the Redesign innovation research firm in
structured email system in the late 1980s. As an
2001, and conducts independent and client-based
early adopter, I found its most significant diffi- research. Redesign, specializes in information and
culty was the macrocognitive problem of its lack process strategies for scientific, organizational and
of organizational fit (as suggested by Suchman’s healthcare practices. Jones is writing
Design for Care (Rosenfeld Media, 2010), exploring how new
critique) and the necessity of changing commu- design thinking is transforming healthcare. He resides in Toronto,
nicative practices. For it (or any email system) to where he is on faculty at Ontario College of Art and Design. Find
be of value, all participants in an action network him at designdialogues.com.
had to agree to use it consistently.
interactions

Conclusion
A major contribution of LAP was creating a
DOi: 10.1145/1649475.1649493
design language for the construction and moni- © 2010 ACM 1072-5220/10/0100 $10.00

75
Clarifying Interactions

Is Wellness Informatics a
Field of Human-Centered
Health Informatics?
rebecca e. Grinter
Georgia Tech | beki@cc.gatech.edu

Katie A. Siek
University of Colorado at Boulder | katiesiek@gmail.com

Andrea Grimes
Georgia Tech | agrimes@cc.gatech.edu

The past decade has seen an prevention of disease and the constitutes healthy practice
explosion of health-related, management of health [1]. It (e.g., the appropriate amount of
[1] By human facing we
mean technologies that human-centered computing is human-centered because it exercise). Wellness informat-
people are using i.e.,
adopting, accepting,
research and practice focused requires that technologies are ics applications also frequently
and appropriating it into on wellness (e.g., good nutri- married with innovations in have to collect other behavioral
their lives; people are
empowered through tion and exercise promotion) to how the ICT communicates with measures of health outcomes
their usage; and it’s help people avoid the need for the user, in ways that are psy- (e.g., how long an individual
readily accessible tech-
nology. medical care. And while health chologically, sociologically, cul- stays engaged with a particular
informatics may appear to be turally, and societally relevant— practice). Other sources of data
[2] Pratt, W., Unruh,
K., Civan, A., and
the obvious home for these without which wellness will inputs to the system stem from
Skeels, M. “Personal activities, it is a discipline that not be promoted and sustained. the socioeconomic and cultural
Health Information
Management.” has focused on the design and It is also a computing science nature of wellness (e.g., what
Communications of evaluation of systems to process because it requires hardware traditions influence cooking
the ACM 49, 1 (2006):
51–55. health care data and, through and software innovations to practices). These sources have
that, aid in patient treatment. make devices that people can a greater degree of heterogene-
[3] Maitland, J., Siek,
K.A., and Chalmers,
Given the ubiquity of wellness use anywhere and everywhere ity than some fields in health
M. “Persuasion Not systems, we think it’s time to wellness occurs. informatics, whose data sources
Required: Improving our
Understanding of the create a wellness informatics We offer some themes come from health care and
Sociotechnical Context community of researchers and that we think characterize medical sources.
of Dietary Behavioural
J a n u a r y + F e b r u a r y 2 0 10

Change.” In Proc. 3rd practitioners, and through this wellness informatics: Example: During a design
International Conference
on Pervasive Computing
define opportunities and chal- Data sources are numerous. In workshop with low-income
Technologies for Health lenges in the design and evalu- wellness, the individual man- caregivers, we met single moms
Care 2009, IEEE.
ation of information and com- ages their health information, Maria and Sophia, who each
[4] Grimes, A., Bednar, munications technologies (ICTs) and consequently relies on have three children and work
M., Bolter, J.D., and that help people stay well. multiple data streams that long hours at multiple jobs.
Grinter, R.E., “EatWell:
Sharing Nutrition- Wellness informatics is a come from numerous sources They told us about their typical
Related Memories
in Low-Income
human-centered computing [2]. Wellness informatics appli- hectic day. After 12 hours on
Communities.” In Proc. science focused on the design, cations may collect data from her feet working at McDonald’s,
ACM Conference on
deployment, and evaluation of the patient themselves (e.g., Maria picks up dinner at Burger
interactions

Computer Supported
Cooperative Work, ACM
Press (2008): 87–96.
human-facing technological exercise completed), or incorpo- King and heads home. She
solutions to promote and man- rate data from the medical and cannot eat fast food anymore
age wellness acts such as the health communities about what because of a health issue.

76
FEATURE

Instead, she takes a nap while tion. For example, consider


her children eat dinner and how socioeconomic status and
watch television. Her brother culture affect the design of
arrives to watch the kids and technologies. A nutrition sys-
wakes her up in time to go to tem designed for a particular
her night job. Maria’s family individual must account for
does not live near affordable how easy it is to find inexpen-
grocery stores, where they could sive, healthy food locally (or the
purchase quality food. They do, time/money costs of leaving the
however, pass multiple fast-food neighborhood to shop) [3]; and
restaurants coming and going to whether the food recommenda-
their homes. tions fit the food-consumption
In this scenario, we would practices of that person [4].
ideally know Maria’s health Finally, those applications must
goals, dietary restrictions, shop- present his information in ways
ping list, context, and schedule. that make sense, such as being
We envision a mashup system actionable [4, 5].
that merges these personal Example: Extending our previ-
inputs with publicly available ous example, Maria explained
data streams, such as public that the only time she thinks
transportation and maps, to about herself is when she puts
recommend that in her 30-min- on her make-up each morning.
ute break, she could walk three Thus, she designed a make-up
blocks and purchase good pro- clamshell case where the mir-
duce from a store near her work. ror could look at her and let her
Challenges: Understanding know what she needs (in this
all the sources of data that case, more water) [6]. Although
might be necessary to incorpo- she constantly thinks about
rate into the system that not the wellness of her family, she
only support the user’s health cannot always be there because
goal, but also facilitate steps of work constraints. Her solu-
necessary to achieving that tion to this problem was a
goal. Another challenge is that portable game system that
although human-centered com- would provide children points
puting research is well suited on their game for each task
to address this challenge, we they completed—in this case,
still must build on social sci- drinking more milk. The system
ence methodologies to identify could also remind the child of
the needs of the diverse target other family and wellness-based
populations participating in tasks, such as eating as a family
wellness activities. to engender communication.
The end user (the person stay- Challenges: Once the hurdle of
Photographs from top by Brian Talbot, Sylvain Mercier

ing well) is the primary user accurately identifying data and


of the information. In many processing the data in context
health informatics fields, the is cleared, we must address the
end user is a source of data issue of presenting this aggre-
(e.g., input into clinician-used gate and contextualized data.
systems). By contrast, in well- It is not just enough to provide
ness, the end user is not just a all the necessary information;
producer of data, but also the it needs to be given in such
primary consumer of informa- a way that the end user can
Clarifying Interactions

Wellness informatics
is a human-centered
computing science provide either emotional (e.g.,
through praise) or informational
user and the health care estab-
lishment. Wellness systems
(e.g., through education about may contain data that does not
focused on the design, healthy lifestyles) support. This come from medical sources but
contrasts with health informat- that still provides value to the

deployment, and ics that often emphasizes pop-


ulation-based data (e.g., public
end user. For example, a person
decides that they need to make
health and hospital information life adjustments as a result of
evaluation of human- systems). discussions with family and
Example: In a field study, then implements those changes.
facing technological we met Mary and David, who
explained they want their chil-
These changes may draw on
medical information but not
dren to be aware of their exer- involve, for example, any direct
solutions to promote cise habits, because they value consultations.
transparency [8]. So they were Example: EatWell is a system
and manage wellness excited by an application that that we developed to promote
could help them to visualize the sharing of information
their fitness patterns as a way among community members [4].
acts such as the to promote family conversations It is an audio-based technology,
about health. Simultaneously, and we encouraged people to
prevention of disease they hesitated to share this call into the system and leave
information because of a con- memories (tips for healthy eat-

and the management flicting value: protection. For


example, if a technology made
ing in their community) and
listen and comment on other
Mary’s habits visible to her people’s suggestions. The tips
of health. children, what happens when people shared included healthy
she cannot exercise because of cooking methods, where to eat
increased obligations at work? out in the neighborhood, and
make sense of it on the screen Her children might grow con- where to find fresh vegetables.
[5] Maloney-Krichmar,
size in use. An additional chal- cerned or potentially misinter- When our participants evalu-
D. and Preece, J. “A
Multilevel Analysis of lenge is that the end user will pret such information. David ated it, many spoke enthusiasti-
Sociability, Usability,
and Community presumably be using wellness and Mary’s competing values cally about the tips, saying that
Dynamics in an Online tools throughout their lives in have design implications. they were meaningful to them
Health Community.”
ACM Transactions different capacities; thus, we Challenges: Wellness informat- because they were commu-
on Computer-Human
Interaction, 12, 2 (2005):
must be able to present 80-plus ics highlights the importance of nity focused. This encouraged
201–232. years of an individual’s data interpersonal, online, and local people to share and apply the
[6] Siek, K.A., in an understandable way that communities that support indi- information.
LaMarche, J.S., and
Maitland, J. Bridging encourages reflection and an viduals; however, open research Challenge: One drawback of
the Information
J a n u a r y + F e b r u a r y 2 0 10

Gap: Collaborative
understanding of appropriate questions remain about how we diminished interaction between
Technology Design with cause and effect. design systems that navigate the health-care establishment
Low-Income At-Risk
Families to Engender The individual, group, and com- what is shared and how. So and the end user is that the
Healthy Behaviors.
munity are emphasized as the while human-centered comput- medical soundness of the infor-
OzCHI 2009, 89-96.

[7] Consolvo, S.,


appropriate levels of data granu- ing has a history of exploring mation can be called into ques-
Everitt, K., Smith, larity. Wellness is personal: value interaction, this domain tion. At the same time, people
I., and Landay, J.A.
“Design Requirements Consider systems that support presents new challenges around can and want to share informa-
for Technologies that
individual reflection and learn- wellness information. tion, so a design trade-off exists
Encourage Physical
Activity.” In Proc. ACM ing [4, 7]. But many wellness There may be little or no between encouraging wellness
Conference on Human
informatics systems also sup- interaction with the health care behaviors and risking that
interactions

Factors in Computing
Systems (CHI 2006). port communication among establishment. A focus on well- some will not be as medically
ACM Press (2006):
457–466. friends, family, and cowork- ness also suggests a different sound as others. If our aim, as
ers [2]. Such collaborations relationship between the end we discussed earlier, is to help

78
FEATURE

production of complex technologies, and


healthcare environments Laboratory environments how patterns of appropriation shape sys-
Biomedical Informatics tem use. Grinter received her Ph.D. in infor-
mation and computer science from the
Medical Imaging
Clinical Infomatics Bioinformatics University of California, Irvine. Prior to join-
Informatics
ing the Georgia Institute of Technology, she
Nutrition worked in the computer science division of
Nursing Infomatics
Infomatics Bell Laboratories and in Xerox PARC’s
Computer Science Laboratory.

Katie A. Siek is an assistant


Consumer Health Translational
Informatics Informatics professor in computer sci-
ence at the University of
Colorado at Boulder, where
Public Health Wellness Informatics she leads the Wellness
Informatics Innovation and Interaction
Nutrition Environment
Lab. Her primary research interests are in
human-computer interaction, health infor-
Physical Activity Mental Health
matics, and ubiquitous computing. More
specifically, she is interested in how socio-
centric technology interventions affect per-
everyday environments sonal health and well-being. Her research
is supported by the National Institutes of
Health, the Robert Wood Johnson
people avoid needing the formal questions; rather, we want to Foundation, and the National Science
Foundation, including a five-year NSF
health-care system through argue that wellness informatics
CAREER award. Prior to her appointment at
wellness applications, then could be used to draw together Colorado, Siek completed her Ph.D. and
how can we let people redefine the many distinct projects that M.S. at Indiana University-Bloomington in [8] Grimes, A., Tan,
health to meet their own needs now compose the space. In computer science and her B.S. in computer D. and Morris, D.
science at Eckerd College. “Toward Technologies
(e.g., walking up the stairs more conclusion, our goal in writing that Support Family
Reflections on Health.”
easily) that have not been clini- this article was to begin the all- Andrea E. Grimes is a In Proc. ACM 2009
cally proven to improve health? important process of engaging human-centered comput- International Conference
on Supporting Group
We must evaluate if redefining in dialogue with our colleagues ing Ph.D. candidate at
Work (GROUP ‘09), ACM
Georgia Tech. Her research Press (2009): 311–320.
health truly helps the indi- working on health-related, lies within the fields of
vidual. human-centered computing human-computer interac-
We offer wellness informatics research. We offer this as a tion and computer-supported cooperative
work (CSCW). In particular, she studies
as a starting point for defining starting point for what we hope
how technology can be designed to fit with-
a set of common characteristics will be a series of conversations in specific socio-cultural contexts. Much of
that can frame the fundamen- that collectively define wellness her work has focused on designing tech-
tal contributions that we have informatics. We look forward to nology to address diet-related health dis-
parities in the African-American population.
collectively made in this space. hearing from you; to encourage
This research has involved designing and
We also believe it may help in conversation, we have created a evaluating a nutrition-oriented mobile game
defining the challenges that Facebook group called “Wellness and a community-based information-shar-
ing application. Her other research includes
J a n u a r y + F e b r u a r y 2 0 10

still remain. For example, what Informatics.”


examining the future of human-food inter-
is the full range of social and
action research in HCI and designing tech-
cultural values that influence nologies to support family health. Grimes
About the Authors
wellness practices and conse- Rebecca E. Grinter is an
received a B.S. in computer science from
quently need to be accounted Northeastern University. She is a Microsoft
associate professor in the
Research Fellow and was an NSF Graduate
for in the design of health ICTs? School of Interactive
Research Fellow, a Google Anita Borg
Computing at Georgia
How do we evaluate wellness Scholar, and she received a Yahoo! Key
Tech. Her research focuses
informatics solutions, includ- Technical Challenge Grant to support her
on problems at the intersection of comput-
dissertation research.
ing addressing how frequently ing and humanity. Specifically, she applies
they have to be used in order empirical methods to understand how infor-
interactions

mation and communications technologies


to make an impact? We are
(ICTs) are both human-built and human-
not suggesting that people are used machines. Her research has shown DOi: 10.1145/1649475.1649494
not currently working on these how human-centered problems affect the © 2010 ACM 1072-5220/10/0100 $10.00

79
Interactions Cafe

On Designers
as Catalytic Agents
Richard: The increasing importance and acceptance be—a small family, a house in the suburbs, and
of user participation in multiple ways is stressed all the technology we could possibly eat—just isn’t
within most of this issue. Do you find a similar going to fly there.
increase, and acceptance thereof, in designer Richard: In past issues, we’ve published articles
participation among frog’s clients? Are designers that contain powerful examples of the impact of
increasingly positioned as “catalytic agents for corporate failure to heed such advice. But not all
broader impact rather than mere stylists for com- organizations can benefit more comprehensively
modities” (borrowing words from the cover story)? from designers, good design, design thinking, and
Jon: Absolutely—and at the same time, no. Our user participation. And what to do to achieve such
clients are begging for, and willing to pay for, benefit will vary, since the nature of corporate
strategic, organizational change. But that work “cultural constraints” and “power relations” vary.
has to have some “thingness” to it—it must be Jon: What type of organization won’t benefit from
accompanied by actual design work, embedded in good design?
actual products, systems, and services. The hand- Richard: It is really a function of readiness.
waving that accompanies a lot of “design thinking” Some companies are in markets where good
doesn’t fly; clients see through it and won’t pay for design doesn’t yet matter; customers are willing
it exclusively. That means that for all the userness to tolerate poor design, and executives might be
in our work, the designerness is as important. How right to hold off investing much in it. Readiness
do you describe design thinking and the value of scales galore have appeared over the years, some
designers when advising non-design executives? addressing the readiness of the market, others
Richard: Sharing examples is key, as is enabling addressing the readiness of the organization. Yet
the executives to experience the value. Both facili- most organizations can benefit from design think-
tate countering “cultural constraints” and “power ing applied in areas in which analytical thinking
relations” of old, as discussed in the article on dominates.
African design education. Those old constraints die Jon: It’s a good point. The readiness of a com-
hard, as suggested by Don Norman. He argues that pany has a lot to do with the readiness of the
much of the integration of new media that increas- industry, but all of that is contextually sensitive,
es user participation is “still based upon a distort- and I wonder who is driving culture. In the past,
ed view of commerce: We make it, you consume it’s been marketing or technology. Based on the
it. The media moguls think of this as a one-way state of cultural constraints and power relations
transmission: They would have their companies you mentioned, do you see a future for designers to
producing, with us everyday people consuming.” actually drive readiness? Maybe we shouldn’t wait
J a n u a r y + F e b r u a r y 2 0 10

Jon: Yeah, but it’s not just media moguls who around for people to come to us as we gain trac-
think this way. All of us are guilty of taking a tion in making fundamental and strategic deci-
“heroic design” approach, one that puts us at the sions. Maybe we should be the catalyst for change.
center of the world and mandates use, consump- Richard: Designers should be the catalyst for
tion, and our own twisted form of “user experi- change, but in most companies, they are forced
ence.” Design comes with a huge responsibility, to be reactive rather than “involved and proactive
and part of that responsibility is realizing when to from the beginning”—words from Jonathan Lazar’s
get the hell out of the way. The piece on African forum. Designers will be considered primarily as
design education you mention describes a 50-year stylists by many, for a long time to come.
history in Africa of questioning “progress” as —Richard Anderson and Jon Kolko
interactions

defined by the West. We might be able to act as


catalytic agents in Africa, but we’re going to need
DOi: 10.1145/1649475.1649495
to realize that the West’s idea of how life should © 2010 ACM 1072-5220/10/0100 $10.00

80

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