The symposium included introductions to Microsoft Research and its New England lab, discussed the possibilities inherent in interdisciplinary research projects, and examined some of the ways that computing will enhance the sciences of tomorrow.
Two talks are very aligned with the themes of this blog, and can be viewed online:
Web 2.0 signals an iteration in Internet culture, shaped by changes in technology, entrepreneurism, and social practices. Beneath the buzzwords that flutter around Web 2.0, people are experiencing a radical reworking of social media. Networked public spaces that once catered to communities of interest are now being leveraged by people of all ages to connect with people they already know. Social network sites like MySpace and Facebook enable people to map out their social networks in order to create public spaces for interaction. People can use social media to vocalize their thoughts, although having a blog or video feed doesn’t guarantee having an audience. Tagging platforms allow people to find, organize and share content in entirely new ways. Mass collaborative projects like Wikipedia allow people to collectively create valuable cultural artifacts. These are but a few examples of Web 2.0.
Getting to the core of technologically-mediated phenomena requires understanding the interplay between everyday practices, social structures, culture, and technology. In this talk, I will map out some of what’s currently taking place, offer a framework for understanding these phenomena, and discuss strategies for researching emergent practices.
I have a personal mantra:
Ultimately, we are deluding ourselves if we think that the products that we design are the “things” that we sell, rather than the individual, social and cultural experience that they engender, and the value and impact that they have. Design that ignores this is not worthy of the name.
If I am right and that the real outcome of the exercise is the experience, then does it not make sense that the quality of that experience be front and centre in the conceptualization, design, and implementation of any product or service? Yet, the vast majority of technology-based products and services stand as testament that this is currently not the case. Unless we consciously take steps to change this situation, we risk losing the potential benefits that such products and services were intended to deliver. Furthermore, as we go further and further down the path of ubiquitous computing, the consequences of not doing so will become ever more serious.
Consequently, the intent of this talk is to address the nature of design, and how design thinking and practice can be integrated into our processes, and help address this situation. From the perspective of integration, we describe a process which is based on three interdependent and equally important pillars that must drive everything from day one: design, technology and business. The argument made is that if there is not a comparable investment, competence, and degree of innovation in each, from the start, then the endeavour will be seriously jeopardized.
In discussing this, we then drill down a bit deeper into what we mean by design. The argument made here is that, despite frequent claims to the contrary, everyone is not a designer; rather, design is a distinct profession, with a distinct practice, which is just as specialized and essential as engineering, for example.
The historian Melvin Kranzberg stated that technology is not good, it is not bad, but nor is it neutral. The whole point of this talk is to help us land more firmly and consistently on the positive side of the equation through an appropriate focus on users and experience through an improved appreciation of the role of design.