People are from earth, machines are from outer space [Interactions 2008 column]
People are from earth. Machines are from outer space. I don’t know what kind of manners they teach in outer space, but if machines are going to live here in our world, they really need to learn to behave properly. You know, when on Earth, do as the earthlings do. So, hey machines, you need to become socialized. Right now you are arrogant, antisocial, irritating know-it-alls. Sure, you say nice things like “please” and “thank you,” but being polite involves more than words. It is time to socialize our interactions with technology. Sociable machines. Basic lessons in communication skills. Rules of machine etiquette. Machines need to show empathy with the people with whom they interact, understand their point of view, and above all, communicate so that everyone understands what is happening.It never occurs to a machine that the problems might be theirs. Oh no. It’s us pesky people who are to blame.
Signifiers, not affordances [Interactions 2008 column]
One of our fundamental principles is that of perceived affordances: that’s one way we know what to do in novel situations. That’s fine for objects, but what about situations? What about people, social groups, cultures? Powerful clues arise from what I call social signifiers. A “signifier” is some sort of indicator, some signal in the physical or social world that can be interpreted meaningfully. Signifiers signify critical information, even if the signifier itself is an accidental byproduct of the world. Social signifiers are those that are relevant to social usages. Some social indicators simply are the unintended but informative result of the behavior of others. Social signifiers replace affordances, for they are broader and richer, allowing for accidental signifiers as well as deliberate ones, and even for items that signify by their absence, as the lack of crowds on a train platform. The perceivable part of an affordance is a signifier, and if deliberately placed by a designer, it is a social signifier.
CNN designers challenged to include disabled
I’m on a campaign to make assistive devices aesthetically delightful – without impairing effectiveness and cost. Why are things such as canes, wheelchairs so ugly? I urge the skilled industrial designers of this world to revolutionize this arena. Perhaps the Industrial Design Society of America (IDSA) and the equivalent design societies all over the world ought to sponsor a design contest. The best design schools should encourage design projects for assistive devices that function well, are cost effective (two aspects that are often left out of design schools) as well as fun, pleasurable and fashionable (aspects that are absent from more engineering- or social-sciences -based programs). There are many groups at work in this area: simply do a web search on the phrases “inclusive design” or “universal design” or “accessible design”. They do excellent work, but the emphasis is on providing aids and assistance, or changing public policy. All that is both good and essential, but I want to go one step further: add aesthetics, pleasure, and fashion to the mix. Make it so these aids are sought after, fashionable, delightful, and fun. For everyone, which is what the words inclusive, universal, and accessible are supposed to mean. Designers of the world: Unite behind a worthy cause.
The psychology of waiting lines
This is an abstract for a PDF file, “The Psychology of Waiting Lines.” Waiting is an inescapable part of life, but that doesn’t mean we enjoy it. But if the lines are truly inescapable, what can be done to make them less painful? Although there is a good deal of practical knowledge, usually known within the heads of corporate managers, very little has been published about the topic. One paper provides the classic treatment: David Maister’s The Psychology of Waiting Lines (1985). Maister suggested several principles for increasing the pleasantness of waiting. Although his paper provides an excellent start, it was published in 1985 and there have been considerable advances in our knowledge since then. In this section, I bring the study of waiting lines up to date, following the spirit of Maister’s original publication, but with considerable revision in light of modern findings. I suggest eight design principles, starting with the “emotions dominate” and ending with the principle that “memory of an event is more important than the experience.” Examples of design solutions include double buffering, providing clear conceptual models of the events with continual feedback, providing positive memories and even why one might deliberately induce waits. These principles apply to all services, not just waiting in lines. Details will vary from situation to situation, industry to industry, but the fundamentals are, in truth, the fundamentals of sociable design for waiting lines, for products, and for service.
>> Check also this related CNN story
Sociable Design – Introduction
This is an abstract for the attached PDF file, “Sociable Design“. Whether designing the rooftop of a building or the rear end of a home or business appliance, sociable design considers how the design will impact everyone: not just the one, intended person standing in front, but also all the rest of society that interacts. One person uses a computer: the rest of us are at the other side of the desk or counter, peering at the ugly rear end, with wires spilling over like entrails. The residents of a building may never see its roof, but those who live in adjoining buildings may spend their entire workday peering at ugly asphalt, shafts and ventilating equipment. Support for groups is the hallmark of sociable technology. Groups are almost always involved in activities, even when the other people are not visible. All design has a social component: support for this social component, support for groups must always be a consideration.
Sociable design is not just saying “please” and “thank you.” It is not just providing technical support. It is also providing convivial working spaces, plus the time to make use of them. Sociable technology must support the four themes of communication, presentation, support for groups, and troubleshooting. How these are handled determines whether or not we will find interaction to be sociable. People learn social skills. Machines have to have them designed into them. Sometimes even worse than machines, however, are services, where even though we are often interacting with people, the service activities are dictated by formal rule books of procedures and processes, and the people we interact with can be as frustrated and confused as we are. This too is a design issue. Design of both machines and services should be thought of as a social activity, one where there is much concern paid to the social nature of the interaction. All products have a social component. This is especially true of communication products, whether websites, personal digests (blog), audio and video postings mean to be shared, or mail digests, mailing lists, and text messaging on cellphones. Social networks are by definition social. But where the social impact is obvious, designers are forewarned. The interesting cases happen where the social side is not so obvious.