News

Carphone Warehouse publishes latest Mobile Life Report

Wednesday, October 8th, 2008 by Experientia
Mobile Life Carphone Warehouse, the British mobile phone retail chain, in conjunction with the London School of Economics, has released its fifth Mobile Life report, a comprehensive study into the technology usage habits of children and adults in the UK and US.

While the press release stresses online safety concerns for children, with a significant difference between a parent’s understanding of their child’s online activity and the reality of content being accessed, the report itself is much broader in scope.

Here are some of the key findings:

  • Mobile replaces TV as the most essential technology
  • Holidays are incomplete without some online interaction
  • The internet plays a central role in planning free time
  • Nearly one in three young people prefer chatting to friends online than face to face
  • One in three UK kids and one in four US kids argue with their parents about how long they spend online
  • The internet is crucial for maintaining networks of family and friends
  • One third of adults admitted checking their partners’ email
  • 14% of kids have found themselves in a situation which made them feel uncomfortable
  • Only 2% of UK adults still uses letters to stay in touch with friends

Teens, video games and civics

Wednesday, October 8th, 2008 by Experientia
This US survey by Pew Internet with the support of the MacArthur Foundation finds that teens’ gaming experiences are diverse and include significant social interaction and civic engagement.

The main conclusions:

  • Game playing is universal, with almost all teens playing games and at least half playing games on a given day. Game playing experiences are diverse, with the most popular games falling into the racing, puzzle, sports, action and adventure categories.
  • Game playing is also social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.
  • Another major finding is that game playing sometimes involves exposure to mature content, with almost a third of teens playing games that are listed as appropriate only for people older than they are.

- Read more
- Download report

Between a rock and an interface

Tuesday, October 7th, 2008 by Experientia
Jupiter Designers and developers should be consulting their psychologists, says BBC columnist Bill Thompson.

“Major sites like Facebook are constantly being redesigned on the basis of little real understanding of how people engage with their computers.

Vast amounts of work have been done in our attempt to understand human psychology, and the investigation of how we can use computer systems for co-operative work has been going on for decades. Yet few of today’s user interface designers seem to make use of the things we already know.

The research carried out by psychologists is important because it involves proper experiments, with control groups, null hypotheses and statistical analysis - all the things that focus groups and usability labs don’t have.

Making use of the results in the real world is not easy, but it is very worthwhile, despite the temptations to skip the hard stuff and just get on and build the website or launch the computer.”

Read full story

The New York Times on design thinking

Tuesday, October 7th, 2008 by Experientia
Magnetic paint Janet Rae-Dupree of the New York Times explores the latest about design thinking:

“The word “design” tends to conjure up images of crisp graphics, nicely arranged interiors or pleasing packaging. But a growing cadre of advocates say the world of design has much more to offer corporate America.

They are proponents of “design thinking,” which focuses on people’s actual needs rather than trying to persuade them to buy into what businesses are selling. It revolves around field research followed by freewheeling idea generation that often leads to unexpected results. [...]

While definitions vary, design thinking usually involves a period of field research — usually close observation of people — to generate inspiration and a better understanding of what is needed, followed by open, nonjudgmental generation of ideas. After a brief analysis, a number of the more promising ideas are combined and expanded to go into “rapid prototyping,” which can vary from a simple drawing or text description to a three-dimensional mock-up. Feedback on the prototypes helps hone the ideas so that a select few can be used.”

Read full story

Recent reports from the Nokia Research Center

Tuesday, October 7th, 2008 by Experientia
Nokia Research Center The Nokia Research Center has recently published some technical reports that could be interesting for some of our readers:

User perception and usability of MyNet concepts
Advances in Peer-to-Peer (P2P) and web technologies have recently enabled P2P personal and social networking. The key to the success of such systems is middleware and tools that will allow non-expert consumers to manage their networks and share their resources easily and intuitively. This is the motivation behind MyNet, a P2P platform that enables non-expert users to easily organize their resources and share them in their immediate social neighborhood. MyNet was designed based on a user-centered approach: using real-world metaphors in the core system, leveraging NFC-based touch to mirror human behavior models, and involving actual users in the design process.
Report download

Homebird - task-based user experience for home networks and smart spaces
Contemporary wireless networks in people’s homes are already enabling consumer electronics devices to communicate with each other. Standards like Universal Plug and Play are being developed for interoperability between devices from different manufacturers. For example, a digital media player device is able to display video clips from a home PC or play music from portable devices. Development of the user experience is also needed to have devices perform tasks in concert. Homebird is a demonstration of a task- based user experience on a mobile phone. It discovers features of other devices automatically and suggests to the user that certain tasks can be performed together with those devices.
Report download

Mobile Revolutions

Saturday, October 4th, 2008 by Experientia
Mobile revolutions Mobile Revolutions is a great blog about mobile phones, youth and social change by Lisa Campbell, that I discovered via Mobile Active. What’s more, she has actually taken the time to write a lengthy, seriously researched and in-depth paper to dwell on the subjects that are dear to her (and important to us).

“In this paper I outline the transformative power of new media technologies in Latin American contexts as tools for social change, comparing examples of youth digital activism from both Costa Rican and Panamanian contexts. Focusing on two types of Social Media, both Social Networks and Mobile Communication are examined as tools for Central American youth activists. In my conclusion I summarize the effects of national media policies, the situation of the digital divide and its effect on media democracy. The powerful nature of Citizen Media illustrates how overcoming the digital divide can produce democratic access to the media and societies’ larger institutions for social change.”

You can read it in one go, or split out over four chapters:

The Internet of Things by Rob van Kranenburg

Saturday, October 4th, 2008 by Experientia
The Internet of Things The Internet of Things. A critique of ambient technology and the all-seeing network of RFID
by Rob van Kranenburg
Network Notebook #2, September 2008
Report prepared by Rob van Kranenburg for the Institute of Network Cultures with contributions by Sean Dodson

The Internet of Things is a critique of ambient technology and the all-seeing network of RFID by Rob van Kranenburg. Rob examines what impact RFID and other systems, will have on our cities and our wider society. He tells of his early encounters with the kind of location-based technologies that will soon become commonplace, and what they may mean for us all. He explores the emergence of the “internet of things”, tracing us through its origins in the mundane back-end world of the international supply chain to the domestic applications that already exist in an embryonic stage. He also explains how the adoption of he technologies of the City Control is not inevitable, nor something that we must kindly accept nor sleepwalk into. In van Kranenburg’s account of the creation of the international network of Bricolabs, he also suggests how each of us can help contribute to building technologies of trust and empower ourselves in the age of mass surveillance and ambient technologies.

The Internet of Things is the second issue in the series of Network Notebooks and features an introduction by journalist and writer Sean Dodson.

Rob van Kranenburg currently works at Waag Society as program leader for the Public Domain and wrote earlier an article about this topic in the Waag magazine and is the co-founder of the DIFR Network.

Free download

(via Bruce Sterling)

Writing for Core77

Thursday, October 2nd, 2008 by Experientia
Core77 Just in case you don’t know, I also write for Core77, the online design magazine. I take a somewhat different angle there and post items on “Core” that do not really fit with the Putting People First themes.

My latest post is about a new Milan-conceived desktop concept (which actually is also quite relevant for Putting People First). Earlier posts can be accessed from this archive page (which still sports Core77’s old logo).

?Resistance is Futile?: reading science fiction alongside ubiquitous computing

Wednesday, October 1st, 2008 by Experientia
Crucible The Crucible/Microsoft HCI Reading Group at Cambridge University is a journal-reading group dedicated to review and critique of recent theoretical developments in human-computer interaction.

In early August, the group discussed a draft manuscript from Paul Dourish (UC, Irvine) and Genevieve Bell (Intel) that is currently under review, entitled “‘Resistance is Futile’: Reading Science Fiction Alongside Ubiquitous Computing”.

Abstract
Design-oriented research is an act of collective imagining – a way in which we work together to bring about a future that lies slightly out of our grasp. In this paper, we examine the collective imagining of ubiquitous computing by bringing it into alignment with a related phenomenon, science fiction, in particular as imagined by a series of shows that form part of the cultural backdrop for many members of the research community. A comparative reading of these fictional narratives highlights a series of themes that are also implicit in the research literature. We argue both that these themes are important considerations in the shaping of technological design, and that an attention to the tropes of popular culture holds methodological value for ubiquitous computing.

Download paper (pdf, temporary available at this url)

(via Nicolas Nova)

Interview with Nathan Shedroff

Wednesday, October 1st, 2008 by Experientia
Nathan Shedroff Nik Baerten, partner of the Belgian foresight consultancy Pantopicon, recently conducted a long interview with Nathan Shedroff, chair of the Design Strategy MBA programme at CCA, information designer, experience strategist, author of Experience Design and Making meaning, and many more things.

What do futures studies & design have in common? How does he look at the power of experiences as catalysts for communication and learning? What are his views on the role of design in our current and possible future societies?

Read interview