Week 149

I’m writing these notes on a train to Malmö for a change. I was there this wednesday and am back again to have a chat at Illusion Labs. I was put in touch with them by Hampus of The Astonishing Tribe, whom I visited on wednesday. TAT’s an interesting group, specialized in the design of innovative mobile UIs. Their Recognizr concept video made quite a splash in AR circles earlier this year. I once gave a lecture on playful UIs at their office and even though nothing concrete is in the works it would be interesting to collaborate some more on that topic some time.

On wednesday I also met up with my friends at InUse, whom I did some work with when I was last in Copenhagen. That project dealt with applications of multitouch in a real-estate project. Over a Lebanese buffet lunch Mijo and I mostly mused on what’s changed in UX consulting land the past few years and how that might develop into the future. We talked about ‘peak complexity’, the internet of things and strategies for designing deeply networked things. Good stuff.

To wrap up that day, I had a surprise meet-up with Karin of Ozma, (again thanks to the awesome connecting powers of Hampus). Ozma is a game design studio working very much in the same spirit as Hubbub, with a focus on “gaming beyond the screen”. It was very encouraging to discover a company that’s been successfully working in this space for the past four years. (And they’re not the only one, in Sweden alone there’s also Fabel, The Story Lab and Grul…) One of the things we talked about is a cool platform they’re developing for urban games that is not GPS-based, but runs entirely on SMS and is therefore very useful for working with target audiences who do not have access to high-end phones (i.e. teens and tweens).

That wednesday I headed back to Copenhagen, my mind suitably blown, as you can probably imagine.

Other than that I have been enjoying Socialsquare‘s hospitality on the Vesterbrogade. Martin, Magnus and I spent some time hashing out the details of the workshop we’ll be doing and we managed to narrow down the questions we’d like to answer to a manageable set. I’m keen on having part of this project’s output be shareable with the world; in what shape or form we have yet to determine.

My active involvement with Layar has gone on hold for the time being, but at the same time the first bits of my work for Layar are finding its way into the world. They’ve launched a new version of their app, which now supports paid content. (Android is out, iPhone should follow soon.) This was one of the first things I worked on for them, before moving on to stuff that’ll hopefully see the light of day somewhere over summer. Designing the paid content stuff involved dealing with a ton of dependencies on processes behind the scenes. It was an interesting challenge to make it as frictionless as possible. Plus, the mobile payment ecosystem is itself an interesting beast to deal with for a while. I also found myself designing for several mobile platforms at the same time, which can really mess with your head; both Android and iPhone have their own ‘grammar’ of interaction (or more precisely, one of them has something resembling a proper grammar, the other’s is more accurately described as a pidgin). So designing in parallel for both is a bit like speaking two languages at the same time. Confusing, even to a Dutchman.

All this, plus some more Skype calls with my HKU students (remind me to share some details on their work next time), another Skype session with the U-Turm group and the very final preparations for This happened – Utrecht #6 took up week 149.

Storyboarding multi-touch interactions

I think it was around half a year ago that I wrote “UX designers should get into everyware”. Back then I did not expect to be part of a ubicomp project anytime soon. But here I am now, writing about work I did in the area of multi-touch interfaces.

Background

The people at InUse (Sweden’s premier interaction design consultancy firm) asked me to assist them with visualising potential uses of multi-touch technology in the context of a gated community. That’s right—an actual real-world physical real-estate development project. How cool is that?

InUse storyboard 1

This residential community is aimed at well-to-do seniors. As with most gated communities, it offers them convenience, security and prestige. You might shudder at the thought of living in one of these places (I know I have my reservations) but there’s not much use in judging people wanting to do so. Planned amenities include sports facilities, fine dining, onsite medical care, a cinema and on and on…

Social capital

One of the known issues with these ‘communities’ is that there’s not much evidence of social capital being higher there than in any regular neighbourhood. In fact some have argued that the global trend of gated communities is detrimental to the build-up of social capital in their surroundings. They throw up physical barriers that prevent free interaction of people. These are some of the things I tried to address: To see if we could support the emergence of community inside the residency using social tools while at the same counteracting physical barriers to the outside world with “virtual inroads” that allow for free interaction between residents and people in the periphery.

Being in the world

Another concern I tried to address is the different ways multi-touch interfaces can play a role in the lives of people. Recently Matt Jones addressed this in a post on the iPhone and Nokia’s upcoming multi-touch phones. In a community like the one I was designing for, the worst thing I could do is make every instance of multi-touch technology an attention-grabbing presence demanding full immersion from its user. In many cases ‘my’ users would be better served with them behaving in an unobtrusive way, allowing almost unconscious use. In other words: I tried to balance being in the world with being in the screen—applying each paradigm based on how appropriate it was given the user’s context. (After all, sometimes people want or even need to be immersed.)

Process

InUse had already prepared several personas representative of the future residents of the community. We went through those together and examined each for scenarios that would make good candidates for storyboarding. We wanted to come up with a range of scenarios that not only showed how these personas could be supported with multi-touch interfaces, but also illustrate the different spaces the interactions could take place in (private, semiprivate and public) and the scales at which the technology can operate (from small key-like tokens to full wall-screens).

InUse storyboard 2

I drafted each scenario as a textual outline and sketched the potential storyboards on thumbnail size. We went over those in a second workshop and refined them—making adjustments to better cover the concerns outlined above as well as improving clarity. We wanted to end up with a set of storyboards that could be used in a presentation for the client (the real-estate development firm) so we needed to balance user goals with business objectives. To that end we thought about and included examples of API-like integration of the platform with service providers in the periphery of the community. We also tried to create self-service experiences that would feel like being waited on by a personal butler.

Outcome

I ended up drawing three scenarios of around 9 panels each, digitising and cleaning them up on my Mac. Each scenario introduces a persona, the physical context of the interaction and the persona’s motivation that drives him to engage with the technology. The interactions visualised are a mix of gestures and engagements with multi-touch screens of different sizes. Usually the persona is supported in some way by a social dimension—fostering serendipity and emergence of real relations.

InUse storyboard 3

All in all I have to say I am pretty pleased with the result of this short but sweet engagement. Collaboration with the people of InUse was smooth (as was expected, since we are very much the same kind of animal) and there will be follow-up workshops with the client. It remains to be seen how much of this multi-touch stuff will find its way into the final gated community. That as always will depend on what makes business sense.

In any case it was a great opportunity for me to immerse myself fully in the interrelated topics of multi-touch, gesture, urbanism and sociality. And finally, it gave me the perfect excuse to sit down and do lots and lots of drawings.