Augmented reality Charles Arthur investigates in The Observer [Sunday edition of The Guardian] how the ways in which we watch sport, read magazines and do business with each other could change for ever.

“Augmented reality – AR, as it has quickly become known – has only recently become a phrase that trips easily off technologists’ lips; yet we’ve been seeing versions of it for quite some time. The idea is straightforward enough: take a real-life scene, or (better) a video of a scene, and add some sort of explanatory data to it so that you can better understand what’s going on, or who the people in the scene are, or how to get to where you want to go.”

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Stowe Boyd Stowe Boyd arguest that the metaphors of computing user experience are holding us back from new ways of structuring our interaction through computers.

“the thing that is blocking us from moving forward, to a better user experience centered on social interaction and not physical data, are the existing metaphors of OS’s. Since we are living in a world of general purpose computers running Unix, Mac OS, and Windows — and we need to have them interoperate — we seem stuck in the 90’s.
To have a break with the past, and to make the past a platform, we have to push it under and not pretend that its constructs are desirable. We need to push files, folders and the notion of a desktop under the surface of a better user experience, and keep it under. Let a new generation of user experience shield us from that drudgery and detail.

The only way forward is to build a new user experience on top of the physical hardware and software that form a platform for it, and conceal it’s nasty details from us.

This is one aspect of the genius of the iPhone and iPad generation of devices: we don’t need to know about the files and folders. We don’t need a desktop with data bundles lying in piles.”

But, he says, “This break with the past is made faster and less difficult if the new system is closed.”

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Introduction to UX User experience is one of the most important success factors of a mobile application, according to Nokia.

Therefore the company created a web section that describes the benefits of a good user experience, which also provides links and resources with more detailed material.

Pervasive Information Architecture – Designing information space in ubiquitous ecologies is a book being written by Andrea Resmini and Luca Rosati for Morgan Kaufmann-Elsevier which promotes a holistic approach to information architecture and user experience.

“Information is going everywhere, bleeding out of we thought was cyberspace and back into the real world: increasingly, many tasks we perform every day not only constantly require us to move between different media, but actually have us move from the digital to the physical environment and back.

Computation is everywhere, and so are search and interaction. It’s time to move beyond the computer screen to design information space in these new ubiquitous ecologies.

The book presents an holistic, heuristics- and methodology-driven approach to information architecture and user experience for the design of ubiquitous ecologies, emergent systems where old and new media and physical and digital environments are designed, delivered, and experienced as a seamless whole.”

- Table of contents
- Manifesto
- Anticipatory papers

(via InfoDesign)

Global Aging Experience The latest Intel Technology Journal (Volume 13, Issue 30 reports the research and development activities of the Intel Digital Health Group and its colleagues.

One article, entitled “From people to prototypes and products: ethnographic liquidity and the Intel Global Aging Experience study“, documents how a large-scale, multi-site, ethnographic research project into aging populations, the Global Aging Experience Study, led to the development of concepts, product prototypes, and products for the independent living market.

Successfully leveraging the output of ethnographic research within large organizations and product groups is often fraught with challenges. Ethnographic research produced within an industry context can be difficult for an organization to thoroughly capitalize on. However, careful research design and sound knowledge transfer activities can produce highly successful outcomes that can be thoroughly absorbed into an organization, and the data can lend itself to re-analysis. Our research was conducted by the Product Research and Innovation Team in the Intel Digital Health Group, and the work was done in Europe and East Asia, eight countries in all. Using a mixed methodology, our research examined health and healthcare systems in order to chart the macro landscape of care provision and delivery. However, the core of our study was ethnographic research with older people, and their formal (clinical) and informal (family and friends) caregivers in their own homes and communities. Data from this study were organized and analyzed to produce a variety of tools that provide insight into the market for consumption by teams within the Digital Health Group. As the results of the research
were driven into the Digital Health Group and other groups within Intel, it became clear that the Global Aging Experience Study possessed what we term ethnographic liquidity, meaning that the data, tools, and insights developed in the study have layers of utility, a long shelf life, and lend themselves to repeated and consistent use within and beyond the Digital Health Group.

- Download article
- Download research brochure

Fable David Travis has written a fable that “follows a young man’s journey as he discovers the three secrets of user-centred design”.

“Many years ago, I read a book by Kenneth Blanchard & Spencer Johnson called The One Minute Manager. The book is an allegory about good versus bad management. It describes the journey of a young man who wants to learn how to become an effective manager.

Sitting at home one day, I found myself musing on what Blanchard & Johnson would have to say about user-centred design. Like management, user-centred design is ostensibly simple, yet when it comes to great user experiences many people do it incorrectly. And as with management, there are some simple but powerful rules.

This fable is the result of my thinking. I’ve retained the narrative structure of The One Minute Manager and if you know the book there are some other similarities you’ll discover. But above all, it’s a simple description of the secrets of user-centred design. I hope you en- joy it, apply it and pass it on.”

Download the booklet

Fable David Travis has written a fable that “follows a young man’s journey as he discovers the three secrets of user-centred design”.

“Many years ago, I read a book by Kenneth Blanchard & Spencer Johnson called The One Minute Manager. The book is an allegory about good versus bad management. It describes the journey of a young man who wants to learn how to become an effective manager.

Sitting at home one day, I found myself musing on what Blanchard & Johnson would have to say about user-centred design. Like management, user-centred design is ostensibly simple, yet when it comes to great user experiences many people do it incorrectly. And as with management, there are some simple but powerful rules.

This fable is the result of my thinking. I’ve retained the narrative structure of The One Minute Manager and if you know the book there are some other similarities you’ll discover. But above all, it’s a simple description of the secrets of user-centred design. I hope you en- joy it, apply it and pass it on.”

Download the booklet

Social bank The banking industry is missing out on a huge opportunity to transform itself from a transactional model to an engagement model, writes social media strategist Jay Deragon on AlwaysOn.

“Think about what lies within the system of banking: people and businesses. Now, do banks do anything to “connect” people and businesses to facilitate transactions amongst and between people and businesses? When was the last time your bank actually helped you do the following:

  1. Solve a problem not having to do with a transaction
  2. Introduced you or your business to others who may need your product or service
  3. Provided you with new information or knowledge that helped you or your business be more productive
  4. Helped you or your business grow revenue, besides lending money for you to do it yourself
  5. Helped you find relevant and relative resources that you need

The answer to these questions is a bank simply doesn’t do any of these things, at least not consistently and as a regular part of their relations with customers.”

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ThingM Mike Kuniavsky of ThingM was a speaker at XD Forum, Intuit’s internal user experience design conference, last week. His half-hour talk focused on the relationship between ubicomp devices and services.

The talking points and slides can be downloaded from his blog, Orange Cone.

USPS Augmented Reality is overhyped and abused, writes Matthew Szymczyk in Advertising Age, and we’re in danger of killing off a rather useful technology.

“As web-based augmented-reality applications have exploded, it’s more important than ever to remember AR is a technology based on utility and not gimmicks.

Unfortunately, as with most new and emerging technologies, it’s quickly becoming overhyped and abused. Usability and user experience have been thrown under in the stampede of agencies and brands saying “Hey, look — me too!” Even more disturbing is that most marketers are overlooking the most unique aspect of AR itself: that it’s a technology that can create innovative and sustained engagement between a brand and its target consumer through utility.”

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