DESIGNING FOR REAL- WORLD
PARTICIPATION AND SOCIAL INTERACTION
Image courtesy of Simon and Tom Bloor
ANDREW BARRIE
INTERACTION DESIGN LEAD - FJORD
@_andrewbarrie
WHAT DO WE MEAN BY REAL-WORLD
PARTICIPATION AND SOCIAL INTERACTION?
DESIGN THAT FACILITATES
COLLABORATION BETWEEN PEOPLE IN
PHYSICAL SPACE VIA DIGITAL MEANS.
TECHNOLOGIES THAT ENABLE
MULTI-USER EXPERIENCES.
Image courtesy of Lightwell
INTERFACES THAT ENCOURAGE SOCIAL
ENGAGEMENT AND PLAY.
Image courtesy of Philip Worthington
WHY IS IT USEFUL TO TALK
ABOUT THIS NOW?
CURRENT BLURRING OF DIGITAL
AND PHYSICAL BOUNDARIES.
Image courtesy of screenrant.com
ZERO UI AND
UBIQUITOUS COMPUTING
SO, WHAT DO I KNOW?
AMP SPARK CONCEPT STORE -
WHAT IF? WALL
Image courtesy of UDKU/AMP
WHAT DOES IT DO?
• Simple tool for selecting and prioritising life goals.
• Designed to help facilitate conversation between
customers and financial advisors.
• Full IR-based multitouch interface. Supports multiple
users/touches at the same.
• 5 x 2.5m wall mounted installation
WHAT DID I LEARN?
• Be contextually aware. Don’t assume that people want their
inputs and from one context shared in another.
• Test performance anxieties carefully, especially with males!
• Default or dwell states are the best opportunity for
educating your user.
SCIENCEWORKS -
SUPER FUTURE YOU
Designing for real world participation and social interaction
Designing for real world participation and social interaction
WHAT DOES IT DO?
• AR-based interactive designed to give a visitors a fun
introduction to hypothetical body augmentations.
• Uses a Kinect camera to track the users position and geometry.
• 3D models are superimposed on the visitor in real-time.
• Generates a GIF on-the-fly that visitors can email post the
experience.
WHAT DID I LEARN?
• Kids are brutal. This makes them fantastic usability testers.
• If you are designing a social experience, test it as a social experience
(with realistic proportions of potential users).
• Designers need to sweat the system performance, especially when
there are multiple touch-points distributed across the same network.
WHAT ELSE CAN WE LEARN
FROM THIS TYPE OF WORK?
PAPER PROTOTYPES CAN BE A RISKY
ABSTRACTION. START DESIGNING IN CODE.
Image courtesy of UDKU/AMP
IF YOU WANT PEOPLE TO PARTICIPATE,
DESIGN FOR THE SPECTATOR.
Image courtesy of Yoshi Omori
THE 90-9-1 RULE
1% HEAVY CONTRIBUTORS
9% INTERMITTENT CONTRIBUTORS
90% LURKERS
(Neilson Norman Group, 2006)
THE 60-30-10 RULE
10% ACTIVE PARTICIPANTS
30% ACTIVE SPECTATORS
60% LURKERS
(My educated guess, 2016)
WE NEED TO KEEP LEARNING FROM
OTHER DESIGN DISCIPLINES.
Diagram courtesy of Diller, Scofidio and Renfro
EXPERIMENTAL AND R&D TODAY,
INDUSTRIALISED TOMORROW.
Image courtesy of NASA
THANKS…
ANY QUESTIONS?

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Designing for real world participation and social interaction

  • 1. DESIGNING FOR REAL- WORLD PARTICIPATION AND SOCIAL INTERACTION Image courtesy of Simon and Tom Bloor
  • 2. ANDREW BARRIE INTERACTION DESIGN LEAD - FJORD @_andrewbarrie
  • 3. WHAT DO WE MEAN BY REAL-WORLD PARTICIPATION AND SOCIAL INTERACTION?
  • 4. DESIGN THAT FACILITATES COLLABORATION BETWEEN PEOPLE IN PHYSICAL SPACE VIA DIGITAL MEANS.
  • 5. TECHNOLOGIES THAT ENABLE MULTI-USER EXPERIENCES. Image courtesy of Lightwell
  • 6. INTERFACES THAT ENCOURAGE SOCIAL ENGAGEMENT AND PLAY. Image courtesy of Philip Worthington
  • 7. WHY IS IT USEFUL TO TALK ABOUT THIS NOW?
  • 8. CURRENT BLURRING OF DIGITAL AND PHYSICAL BOUNDARIES. Image courtesy of screenrant.com
  • 10. SO, WHAT DO I KNOW?
  • 11. AMP SPARK CONCEPT STORE - WHAT IF? WALL
  • 12. Image courtesy of UDKU/AMP
  • 13. WHAT DOES IT DO? • Simple tool for selecting and prioritising life goals. • Designed to help facilitate conversation between customers and financial advisors. • Full IR-based multitouch interface. Supports multiple users/touches at the same. • 5 x 2.5m wall mounted installation
  • 14. WHAT DID I LEARN? • Be contextually aware. Don’t assume that people want their inputs and from one context shared in another. • Test performance anxieties carefully, especially with males! • Default or dwell states are the best opportunity for educating your user.
  • 18. WHAT DOES IT DO? • AR-based interactive designed to give a visitors a fun introduction to hypothetical body augmentations. • Uses a Kinect camera to track the users position and geometry. • 3D models are superimposed on the visitor in real-time. • Generates a GIF on-the-fly that visitors can email post the experience.
  • 19. WHAT DID I LEARN? • Kids are brutal. This makes them fantastic usability testers. • If you are designing a social experience, test it as a social experience (with realistic proportions of potential users). • Designers need to sweat the system performance, especially when there are multiple touch-points distributed across the same network.
  • 20. WHAT ELSE CAN WE LEARN FROM THIS TYPE OF WORK?
  • 21. PAPER PROTOTYPES CAN BE A RISKY ABSTRACTION. START DESIGNING IN CODE.
  • 22. Image courtesy of UDKU/AMP
  • 23. IF YOU WANT PEOPLE TO PARTICIPATE, DESIGN FOR THE SPECTATOR. Image courtesy of Yoshi Omori
  • 24. THE 90-9-1 RULE 1% HEAVY CONTRIBUTORS 9% INTERMITTENT CONTRIBUTORS 90% LURKERS (Neilson Norman Group, 2006)
  • 25. THE 60-30-10 RULE 10% ACTIVE PARTICIPANTS 30% ACTIVE SPECTATORS 60% LURKERS (My educated guess, 2016)
  • 26. WE NEED TO KEEP LEARNING FROM OTHER DESIGN DISCIPLINES.
  • 27. Diagram courtesy of Diller, Scofidio and Renfro
  • 28. EXPERIMENTAL AND R&D TODAY, INDUSTRIALISED TOMORROW. Image courtesy of NASA