A Stranger in My Own City

The last time I really lived in San Francisco was in 1988, when I was 18. Quite a bit has happened since then, to both me and the city. It’s strangely familiar, but more strange than familiar. I remember the general areas of the city, but not the street names or how to get there. Some shops and restaurants I knew years ago are still here, but in some cases, entire blocks have literally vanished, buried under new condos or malls.

As with anything new–or renewed–everything makes an impression, sometimes false, sometimes true. I’m hyperaware of things that long-term residents probably don’t even think about: the numerous chains of grocery stores; the amazing proliferation of yoga studios–almost one per block, or so it seems; the staggering number of homeless on the streets; the multicultural stew of a population; the great food at even modest restaurants; and the dogs! dogs everywhere, and welcomed. We went to open a bank account today and even the bank had a dog bowl and doggie treats.

While I hate the disorientation and awkwardness that comes with not knowing where the drugstore is, say, there is something exciting about the exploration of a place I sort of know, but don’t. I’m looking forward to relearning my city.

Albums for Driving Long Distances

WINNEMUCCA, NV — I’m currently near the end of my 2600-mile, cross-country journey from Pittsburgh to San Francisco. By the time I’m done, it will have taken me roughly 40 hours of driving time and I will have passed through Pennsylvania, Ohio, Indiana, Illinois, Iowa, Nebraska, Wyoming, Utah, Nevada, and California. It’s a lot of driving, and, since I’ve only got my dog Pepper for company, that means a lot of listening to music.

Out of the 300+ albums in my iPod, a few of them have distinguished themselves as being excellent background music for driving. These albums all share a few things in common: few slow songs, many songs that are easy to sing along to, enough variety so as to not make you zone out, no more than one so-so song on the album that you would have to skip through or endure, not overly complex (no “Kid A” for example), and a driving beat. So, without further ado, some albums that have saved me from serious Route 80 insanity.

  • Green Day, “American Idiot.” The best album of 2004 is also a great album to drive to. Relentlessly melodic. Dare I say it, but this might be the best album of the decade thus far. And I’m no Green Day fan. Several listens this trip.
  • Guided By Voices, “Do The Collapse.” I tried listening to any number of GBV albums, but this is the one that stuck. Maybe because it was produced by The Cars’ Ric Ocasek.
  • Ted Leo and the Pharmacists, “Hearts of Oak.” Best drum solo EVER on “Ballad of the Sin Eater.”
  • Arcade Fire, “Funeral.” I’m not sure how this album works, but it does.
  • The Killers, “Hot Fuss.” Jam-packed with great songs.
  • The Pixies, “Doolittle.” Needs no explanation.
  • The Weaker Thans, “Reconstruction Site.” Great lyrics, punchy melodies.

Honorable Mentions: U2, “War,” Wilco, “Summerteeth,” The Wonder Stuff, “Never Loved Elvis,” Weezer, [Blue Album], Radiohead, “The Bends,” R.E.M., “Monster,” PJ Harvey, “Stories from the City, Stories from the Sea,” Oasis, “Don’t Believe The Truth,” Garbage, “Bleed Like Me,” Elastica, “The Radio One Sessions,” ccc, “Revolved,” Brendan Benson, “Lapalco,” and Ben Folds, “Rockin’ the Suburbs.”

I suppose depending on what mood you are in, and when and where you are, any album could be a good driving album. Your mileage may vary.

Missburgh

It’s my last few days in Pittsburgh, after being here for two years while I went to grad school. My stuff is half in boxes, and I’m frantically ripping CDs for my cross-country drive to my new home in San Francisco. I’m desperate to get to my new place and start my new job, but since I’m a reflective kind of guy, I thought I’d note some of the things I’ll miss, aside from my friends and teachers, about Steel City:

  • the smoke-filled loft at The Cage
  • tattooed girls on mopeds on the South Side
  • Dave and Andy’s Ice Cream
  • the baby elephants at the Pittsburgh Zoo
  • the view as you come out of the Fort Pitt tunnel
  • sitting on my front steps on humid summer nights, smoking cheap cigars and drinking even cheaper beer
  • the jukebox at Gooski’s, which miraculously always plays “Teenage Riot” by Sonic Youth every time I’m there
  • movies on Flagstaff Hill in Schenley Park
  • the interactive art installations at the Children’s Museum
  • the bridges. With more bridges than any city except Venice, Pittsburgh has a tremendous variety of impressive bridges and their resulting vistas. You can often see several of them at once.

Pittsburgh itself was a bridge for me: a link between where I was and where I wanted to go. And while I’ve enjoyed living here, I need to cross to the other side.

Waka Waka Waka

Pac Man turns 25 this month. Hard to believe. On my Atari 2600, I definitely had Pac-Man Fever.

As the CNN tribute rightly points out,

“This was the first time a player took on a persona in the game. Instead of controlling inanimate objects like tanks, paddles and missile bases, players now controlled a ‘living’ creature,” says Leonard Herman, author of “Phoenix: The Rise and Fall of Videogames.” “It was something that people could identify, like a hero.”

It was the first time most of us had ever adopted a digital persona, primitive as it was. But perhaps its primitiveness was part of its power, allowing for easier identification (see the great Understanding Comics). In the years following, game heroes took on more distinct forms, imbibed with more and more personality: Link, Mario, Gordon Freeman, et al. Part of the fun of playing these games–and really, part of the fun (and I suppose danger) of the digital world itself–is this taking on and playing different roles. I can be one persona on my blog, another on Everquest, a third on IM. In a broader sense, I suppose we play different roles nearly everywhere we go online (and maybe even in all life). I’m a shopper on Amazon, a stock trader on Ameritrade, a searcher on Google. (I think there’s a lot to explore in this sort of role-directed design.)

But what Pac Man and his ilk can teach us is that we’ll follow and identify with these digital beings, these pixel versions of the self, in all sorts of unfamiliar, alien settings that really don’t even make much sense (You mean I eat that big dot and then I can eat those ghosts?). Imagine applying the game-like principles of pac-man to something that does make sense, like stock trading.

Twenty-five years of the little yellow pie-chart guy and we still haven’t come to terms with what games are all about and how we can use their parts in things that aren’t games per se. We’re still like pac-man, running frantically around a maze, pursued by phantoms.

Everything Bad is Good for Design

Want to be an interaction designer? Spend some quality time playing video games and watching TV.

I just finished reading Steven Johnson‘s latest book, Everything Bad is Good for You. It’s a great, provocative read and makes me feel much better about the hours I’ve wasted spent productively on Lost, Survivor and Medal of Honor. The book posits a number of concepts that are interesting to think about as a designer.

Johnson’s basic premise is that over the last twenty years, popular culture has gotten more complex and is making people smarter. He calls this the Sleeper Curve, after the Woody Allen “sci-fi” movie Sleeper where scientists from 2029 are astounded that people in the 1970s didn’t know the nutritional merits of cream pies and hot fudge. The type of intelligence that pop culture is training us in is the same sort of intelligence I use every day as a designer: pattern recognition, decision-making, and the ability to assess and respond appropriately to emotional signals. Television, video games, and the internet have all conspired to make us smarter in specific ways.

Johnson gives names to two types of activities that interaction designers not only engage in, but also observe all the time with users: probing and telescoping. Probing involves the discovery of the rules of the system through exploration, through playing with it. You discover not just rules, but the physics of the system: the patterns and tendencies. Probing can take the form of testing the limits of a system, pushing it until its artificiality (the seams) show. Telescoping is about the nesting of objectives inside each other like a collapsed telescope. It’s about focusing on immediate tasks while keeping in mind the ultimate goals, something both designers and users often need to do.

“Telescoping is about order, not chaos; it’s about constructing the proper hierarchy of tasks and moving through the tasks in the correct sequence. It’s about perceiving relationships and determining priorities.”

Johnson argues that the heightened probing and telescoping that we’re seeing is a result of complex forms (e.g. video games, the internet, etc.) that “encourage participatory thinking and analysis” and that “challenge the mind to make sense of the environment.” Johnson has a lot of interesting things to say about form, and about learning new digital forms. “Learning the intricacies of a new interface can be a genuine pleasure,” he writes. “I’ve often found certain applications more fun to explore the first time than to use.”

It’s an interesting, quick read, right up there with his other books, Interface Culture (a must for interaction designers), Emergence, and Mind Wide Open. I recommend it.

Act Like a Designer

I usually don’t like books, movies, or TV shows about Hollywood: they seem too self-serving. The one exception to this is the reality show Project Greenlight, where industry neophytes get to make a movie. One thing that’s great about it is that it shows like nothing else I’ve ever seen the effect of business decision on the creative process. Only have three million dollars? Ok, well, the monsters are going to look terrible and we need to rewrite half the movie. CEO doesn’t like the movie? It only opens in three theaters. The effect of these types of business decisions upon what gets made is something that is seldom shown.

This season of Project Greenlight was particularly interesting because of the director they chose: John Gulager. Gulager was a very untraditional choice: introverted, older, and uncommunicative. And yet very talented. What was so interesting was watching him grow into the role of director, having to actually tell people his vision of the movie they were making. The producers and crew assumed he had a vision, but had no idea what that was, and so there was chaos until he learned how to talk to people like a director.

In a collaborative field like filmmaking or interaction design, all the vision and all the talent in the world doesn’t matter if you can’t communicate it to the team you are working with. And not just communicate it, communicate it like a designer, with a design attitude. You need the right ethos (the authority of a designer) to meet the expectations of the audience (that you know what you are doing). You are crafting an argument, after all: an argument of what the product should be.

Like many of the intangibles of our field, I’m not sure this can be taught, only learned.

IM the Walrus

Yahoo’s announcement today that it’s “jazzing up” its instant messenger amounts to adding in VOIP service to it and linking it to blogs. Yawn.

It seems to me that Yahoo, third place in the IM game (behind AIM and MSN), has missed the boat on this one. Instant Messenger can be a platform for new things (see SmarterChild) and could be expanded to add more variations and emotional richness, but what Yahoo doesn’t seem to get is that people use IM in particular ways as a form of communication, not as a replacement for another form of communication (voice calls). In much the same way I don’t blog because email is unavailable, I don’t IM because I can’t use my cell phone: I IM because it let’s me have interactions that I otherwise wouldn’t be able to (or want to) have.

IM has a lot going for it as a communication method: it’s silent, fast, indicates availability, and flexible enough for pauses that would be awkward in almost any other medium. It’s personal, yet not, allowing you to reveal as much of yourself as you want with as much control over your availability as you want. If Yahoo really wanted to move out of third place, there’s lots of other enhancements they could do to an IM client besides tethering it to other mediums of communication.

TV is the New Movies

When’s the last time you really cared about a movie? I mean really cared, enough to have a long conversation about its nuances, characters, plot, theme? For me, it’s been a long time–so much so I have a hard time remembering. Maybe Fahrenheit 9/11 and before that…Lost in Translation? My mind struggles to find films that have personal meaning for me anymore. This isn’t to say that I don’t like movies; I do. I just don’t love them much anymore. Which brings me to TV.

I’ve always loved TV–I mean, hell, I did write for TV Guide for two years. But lately, TV has loved us back. It’s gotten better. Television is, dare I say it, the best narrative medium going right now. It’s hit its stride, at least in dramas: The Sopranos, Alias, Lost, Deadwood, Six Feet Under, Desperate Housewives, 24, Gilmore Girls, CSI, Law and Order, Eyes…when in the history of the medium have there been at any given time period so many shows of such high quality on the air? And this isn’t to mention such comedy gems as The Daily Show and Arrested Development, as well as the addictive pleasures of Survivor and The Apprentice?

And now it turns out that not only is TV getting better, it might be making us better too. Steven Johnson’s excerpt from his new book explains:

…to keep up with entertainment like ”24,” you have to pay attention, make inferences, track shifting social relationships. This is what I call the Sleeper Curve: the most debased forms of mass diversion — video games and violent television dramas and juvenile sitcoms — turn out to be nutritional after all.

I believe that the Sleeper Curve is the single most important new force altering the mental development of young people today, and I believe it is largely a force for good: enhancing our cognitive faculties, not dumbing them down.

Ok, enough blogging. I need to go make myself smarter by watching TV.

Spiritual Interfaces

It would be difficult, I think, to argue that humans are simply biological machines, although certainly many have tried. There are things about being human that aren’t easily reducible; we seem to be more than the sum of our parts. Some call this extra something the spirit or the soul. Similarly, life itself seems to either be run by rules that are so complicated as to be incomprehensible or else filled with inexplicable things: chance encounters, falling in love, the beginning and end of life. Human existence also suggests the great mysteries: Is there a God? Why are we here? Is there a purpose to all this? There may not be an answer to any of these, but the questions remain.

We don’t tend to think of religions as products, as things created by humans. In fact, to those who believe their religion is divinely created or inspired, this is probably heresy. But I think this is the case: that religions are, along with some other human products, interfaces to the spiritual or mystical part of human existence.

We need ways of comprehending and reasoning about the unknown. We seem to be wired for this; our brains try to grasp the unknown by comparing it to the known and making a pattern. Cognitive scientists call this schemas, linguists “cross-domain mapping.” We use metaphor to take the abstract (time) and make it concrete (money, thus Time is Money). We take the difficult and abstract digital computer and put a desktop on it so that we can use and think about it.

We do the same thing with the otherwise mystical part of life: we use interfaces to try to comprehend them. Religion is one such interface, although there are many others certainly: music, art, literature, dance, gardening, storytelling, theatre, to name a few. And yes, maybe even design. What are Christian crosses or Jewish stars of Davids or the Unitarian flaming chalices except icons?

All those things are ways of making the ineffable tangible, through things our senses can deal with: sights, sounds, action, words. It is hard to think about death, but it is easier to go to a funeral. It is hard to describe loneliness, but looking at one of Hopper’s lighthouses connects you to it. A few bars of Mozart’s Don Giovanni will give you a language to talk about terror and despair. A visit to your church, mosque, temple, or synagogue will give you a way to think about the divine and/or the sublime. Or to think about thinking about the divine. It’s what we humans do.

New Job

My job search really began in earnest, although I was only half-aware of it at the time, last August at a backyard barbecue in Somerville, MA during DIS when Chad Thornton introduced me to Peter Merholz, who offhandedly asked me when I was graduating. After another meeting with Peter in January, a long talk with CEO Janice Fraser at the IA Summit in March, and finally a day of interviews two weeks ago with most of the rest of the team, I was offered and accepted a job as a senior interaction designer at Adaptive Path. I start about a month after I graduate.

Although AP is a great company with some amazing opportunities and an impressive set of benefits and perks, I did agonize over the decision. I met with some very impressive companies and was even offered a job at some of them. But in the end, you have make your best guess based on the offers you get and hope it works out.

In some ways, it’s easier to design strategies for companies than for your own life. It’s tough to figure out where you want to go, and how to get there. You need, well, an adaptive path to find your way.