Essential Reads: Adam Greenfield on Experience Design

Every once in a blue moon, an article or blog post comes along that captures an idea or a moment really well and is for me a touchstone on which I build other thoughts. Adam Greenfield’s essay On the ground running: Lessons from experience design is one of those articles. (And not just because my book was mentioned in it!)

What the article does is weave together the trends of the last two years in Big D Design in a way that is both understandable and comprehensive, incorporating everything from Peter Merholz’s Designing for the Sandbox to the shift from products to services to hackability and adaptation into one unified whole. It’s really well done and I’m surprised that it hasn’t been more widely read and discussed. It’s a must read for everyone in the interaction or experience design field.

Three Countries, One Week

I’m headed to Europe today, and if anyone wants to meet up with me while I’m there, here’s where I’ll be.

First I’m speaking at Business to Buttons in Malmö, Sweden. There may be an informal drinks on Friday, 15 June. Saturday I’m in Copenhagen with no plans except to wander the city with my Adaptive Path colleague Brandon Schauer. Sunday the 17th through Thursday the 21st I’m in Amsterdam for UX Intensive. The workshop I’m teaching sold out, which is fantastic! There will be drinks after my workshop, of course, but also Monday, 18 June some designers are getting together for drinks and dinner after Design Strategy day.

If you are around any of these cities and want to meet up, contact me and we’ll try to arrange it.

The Feed Reader as the Link Between Social Networks

I was looking over my RSS reader today and realized that quite a number of my feeds are how I monitor my (too) many online social networks. Comments from blogs I write on, my Flickr streams, Dopplr itineraries, MySpace, Twitter, Plazes…all of these are now flowing into my RSS reader. With many people trying to figure out how to stitch our social networks (and thus our online identities) together, it occurs to me that we already have such a thing, although no feed reader that I know of is really up to the task yet. One could easily imagine it sewing together photos, comments, etc. by person, creating a sort of meta-network for you, built out of RSS feeds from all the other networks.

If anyone makes one of these, I want one.

Next Fall’s TV Pick: Bionic Woman

Every year at about this time, the networks unveil their new fall series and I pick the one (or two) that will likely make it to my TiVo Season Pass. It’s an old habit I picked up when I was a writer for TV Guide after college. Last year, I made the disastrous choice of Studio 60 which I have since, heartbroken, stopped watching and NBC has mercifully pulled the plug on.

This year, my choice is Bionic Woman.




It looks like it is going to be a great mixture of Alias (RIP), Heroes, and Battlestar Galactica. Katee “Starbuck” Sackhoff plays the cyborg villain and the fetching Michelle Ryan (with a great American accent) is Jamie Summers. And the always great Miguel Ferrer seemingly plays the new Oscar. An article in the LA Times has some good details:

The NBC line is that the new “Bionic Woman” is a “re-imagining,” not a remake. Executive producer David Eick, a “Galactica” veteran, believes that the familiar title and premise may in fact give the writers more room to monkey with the concept, paradoxical as that sounds.
The series that spawned all those plastic dolls and rust-susceptible lunchboxes seems more innocent than ever alongside the new, noir-ish “Bionic Woman,” which tosses ’70s optimism (technology can make us stronger!) in favor of post-9/11 paranoia (technology can make us expire!). It even concludes with a rain-soaked, city rooftop fight that looks descended from “Blade Runner,” that ultimate classic of sci-fi noir. This is a “Bionic Woman” for anxiety-ridden grown-ups, not lunchbox-toting kids.



It can’t be any worse than Studio 60. I mean, after all, it does have sexy cyborg women fighting each other in the rain. Aaron Sorkin, take note.

Summer Speaking Engagements

Lots of time to hang out with yours truly this summer at various engagements, both in the US and in Europe.

First in June: Talking about Playful Interaction Design at Business to Buttons in Malmö, Sweden on the 15th. Although I’m talking about games, is not the same talk we’ve all heard in the past about how to make your application more like a computer game. Ugh. Instead, I’m looking at the deeper structure of games and figuring out how those structures can inform our own work. I’m in the middle of researching and writing this presentation now and I think it will be very interesting.

Then on the 20th at UXI Amsterdam (use my code of FODS and get 15% off!) I will be teaching the Interaction Design Day, which was a big hit in Chicago last month and is being slightly revised for this outing.

August brings out Adaptive Path’s annual UX Week, which I am really looking forward to this year. (Again, use my code of FODS and get 15% off.) My colleague Sarah Nelson has put together a slam-bang four-day program, including my own keynote New Sources of Inspiration for Interaction Design. But there are also a ton of other awesome speakers I’m looking forward to like Bill DeRouchey, Leisa Reichelt, Deborah Adler, and Katrina Alcorn. (Hey, that’s a lot of women speakers! Yes! Half the speakers are (gasp!) women!)

In September, come watch me do my gadfly schtick at Design Research Conference (formerly About, With, For) on the topic “How to Lie with Design Research.”

Hope to see you at one or more of these!

Meaningful Objects

My family got a very hard lesson recently in how human beings give meaning to objects. Coming back from a plane trip, my six-year-old’s favorite stuffed animal was left on the plane. Despite multiple trips to the airport lost and found, poor Moussie was gone. All of us cried. Once my wife even remarked, “We’ve cried less for human family members who have died.” And it was true. This stuffed dog had an incredible amount of meaning for us.

In considering the characteristics of good interaction design for my book, meaningful was one trait I have frequently thought I overlooked. But I’m not sure designers can really make anything meaningful to anyone. Objects only become meaningful through use and context.

Ruth Mugge, a PhD Student at Delft University of Technology, did her dissertation on product attachment–why people get attached to the things they do. Here’s a brief article on her work:

Mugge’s underlying idea was that if people feel strongly attached to a product, they will be less likely to discard it (which her research confirmed). The lifespan of the product therefore increases, which has positive environmental effects. Mugge distinguishes four factors influencing product bonding: self-expression (can I distinguish myself with a product?), group affinity (does ownership of a product connect me to a group?), memories (related to the product) and pleasure (provided by the product).

Now, I have not read Making Meaning: How Successful Companies Deliver Meaningful Experiences yet, but I am dubious that designers alone can make a product meaningful. Pleasurable, yes. Useful, yes. But meaningful? Significance is a personal thing; what might be important to one person is garbage to another. I’m not sure you can make meaning anymore than you make an experience; both are created in the minds of users. As a designer, you can only design for the possibility of meaning (and for an experience).

I think I am much more of the school of thought outlined by Peter-Paul Verbeek in his book What Things Do (My review). Products, Verbeek writes, coshape the relation between humans and the world. Objects allow us to form a relationship with the world based on how they are used. The meaning we derive from objects comes from that use. Had my daughter’s stuffed animal sat on a shelf untouched, it would not have the same meaning as it had because it was used. Thus, designers should design for use, not meaning. Meaning comes through use. Verbeek says, “Products to which people develop an attachment are not generally as emotionally charged and irreplaceably present as heirlooms, but neither are they as anonymous as a throw-away item…what distinguishes these goods from our most loved possessions is that they are used rather than cherished.”

Moussie was both used and cherished. He was meaningful. Goodbye, old friend. Thanks for everything.

Review: Portfolio Magazine

Conde Nast has launched a new magazine called Portfolio. I’ve been waiting for this magazine for a while, to see if they could, in a monthly magazine, do what BusinessWeek does with their Inside Innovation quarterly, just in a fuller way with longer, more fleshed-out articles. All I can say is, after reading the first issue, my respect for Inside Innovation has grown considerably. Conde Nast has missed the mark entirely with this one.

The world of Portfolio stretches from Wall Street to the Upper East Side, skipping over the East Village. It’s like a bad Woody Allen movie in print. It was awfully hard to take seriously, so out of touch it seemed. It’s as though the last 20 years of business had never existed. They even wheeled Tom Wolfe out to talk about the new Masters of The Universe.

And Design? Forget it. No mention of it. Fashion, yes. Design, no.

Me: Portfolio: no.

TED Talks for Interaction Designers

My friend Phi-Hong‘s design for the new TED site just launched. I’ve been enjoying some of the talks and have picked through a bunch that might be of interest to other interaction designers:

  • Malcolm Gladwell’s Spaghetti Talk explains better than I’ve ever heard why you should never design for everyone.
  • Thom Mayne’s talk on architecture contains some really interesting ideas about using outside influences to inform and inspire your designs.
  • NYT’s David Pogue riffs on simplicity and mixes in a few Broadway show tune parodies.
  • Stefan Sagmeister shows how design can make you happy
  • Tony Robbins tells us (and especially Al Gore!) Why We Do What We Do. If your project fails, it isn’t about missing resources.

If there are others, let me know in the comments. More talks are added occasionally.

Shocker: Applications Are Mostly Usable

Remember a few years ago when people used to squawk about not being able to find anything on the web? Until finally people started looking around and saying, uh, wait, I can find the stuff I’m looking for? And that wasn’t all Google either: most websites began to get a level of professionalism and findability that made browsing them much easier.

The same thing is happening now with applications and operating systems. Enough knowledge about good design (and enough good designers) have started to make a real difference in the baseline of application design, to the point where I will say that generally, at least where desktop and web applications are concerned, they are generally usable. (I think devices are still catching up.) They may not necessarily be useful (hello, umpteen web 2.0 apps) or desirable (yes, I’m looking at you, most large software companies), but they do work reasonably well. And that is something I don’t think you could say 10 years ago, when all sorts of atrocities were forced on users.

This is a really good thing.

Is this to say all the problems with applications are solved? Of course not. Every product made by humans can be improved–some drastically, some incrementally. And there are always the innovative products that leap far ahead of what we expect a product could do or be. Those still remain to be created and refined. And even though a few dogs certainly slip out there (especially on the enterprise side), the state of application design is getting better. This is worth noting and celebrating, because it means we user experience folk are having an impact on the world, slowly but surely.

Touring the Continent

I’m pleased to be headed to Europe in June for two speaking engagements: Talking about Playful Interaction Design at Business to Buttons in Malmö, Sweden, and then on to Amsterdam for the Advanced Interaction Design Workshop as part of UXI Amsterdam.

Playful Interaction Designs, although I am talking about games, is not the same talk we’ve all heard in the past about how to make your application more like a computer game. Ugh. Instead, I’m looking at the deeper structure of games and figuring out how those structures can inform our own work. I think it will be very interesting.

At UXI Amsterdam (use my code of FODS and get 15% off!) I will be teaching the Interaction Design Day, which I am really excited about. It’s a, well, intense day that goes way beyond things like wireframes and delves into everything from turning research into design concepts through getting those concepts built.

Hope to see you there!