Category Archive: The Future

For Sale: Fitbit. Like New.

March 7th, 2010

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After waiting six months on a pre-order waiting list, I finally got my Fitbit two months ago. I was really looking forward to it — as a big fan of the Nike+ running tracking system, I was excited about Fitbit’s promise to not only track my running and walking, but to track my sleep patterns as well. And the design was extremely seductive — small in size, elegantly combining form and function (it doesn’t have a clip, it is a clip), and with a magical blue led screen that is invisible when the device is off. How could I resist?

And I was right: I love the Fitbit!

But I don’t want to use it any more. How is that possible?

First, though, you may be asking “What is Fitbit?” Fitbit is a personal health tracking system consisting of a small electronic device that you clip to your body to track your movements and a web site that uses the data from those movements to give you detailed reports and analysis of your fitness and health. The Fitbit device contains an accelerometer to detect anything from a single running stride to tossing and turning in your sleep, and it wirelessly syncs to your computer via a small radio transmitter. The Fitbit has a small digital display indicating the number of steps you’ve taken, how far you’ve walked or run, and how many calories you’ve burned.

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Basically, you clip the Fitbit on your waist all day long, and to a wristband at night, to collect 24/7 data about your body’s movements. The Fitbit web site then slices and dices that data to present some pretty fascinating insights into your personal health.

Sounds simple? It’s supposed to. There is an emerging trend in personal electronics and software to stop bothering users with long explanations of “how it works”, and to instead keep the interactions simple and just make sure the damn things work.  Fitbit is right on that wave. The documentation doesn’t say much about how it works, the web site doesn’t have a big “how it works” page. You’re just supposed to start using it.

So Fitbit cuts to the chase in most of their user experience designs. In fact, I can’t find anything on the Fitbit home page that says “Fitbit is …”. Fitbit is what it does, which is count your movements and interpret that information.

I think that’s part of Fitbit’s strategy: to experiment with giving users a minimal level of explanation to get people focused on changing their behavior and thus their health, and not on requiring users to constantly be manipulating the technology.

Getting Fitbit

Let’s first discuss the centerpiece of the Fitbit system, the Fitbit device itself. It’s about the size of a money clip or a small pack of gum, clips easily to clothing and fits easily in a pocket. Some users complain that it is easy to lose, and while I managed to hold on to it for two months, I can only attribute that to luck. I am really impressed by the “clip” form factor (versus a wristband, a strap, a card, a keyfob). Given the required size, it’s a clever solution.

The digital display is incredibly nice to look at. When it’s off, it’s just a detail-less smooth black surface. When you press the Fitbit’s single button, however, the display shines through the now-translucent plastic like shining a flashlight through your fingertip.

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When you bring the device near the charging/base station, it automatically uploads the latest data from the device. The base station is clever, but I think it over-fetishizes the Fitbit itself by literally placing it on a pedestal, as many upright docking stations do for the iPhone. And its 18″ cord is overkill. While it is quite clever to allow the device to sync automatically, you still have to turn your computer on in the first place, and if you’ve got a laptop you have to plug in the base station anyway. So syncing isn’t invisible for most people, I suspect, but is rather a conscientious and deliberate daily act.

A syncing solution like the original iPod Shuffle’s, where the device itself had a USB plug built-in, would permit charging and syncing without an additional base station device and, as I contend, without adding an additional sync action for most users. A Bluetooth version to sync with high-end laptops without charging would be even better.

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The web site is fantastic. The data displays are lovely, and it’s easy to get around and play with your data. I do have problems with many of the specific information design and charting decisions, but I am not going to complain because the Fitbit folks are constantly evolving and improving the site, tweaking features, responding to user feedback, adding new stuff.

Interestingly, you can use the Fitbit web dashboard without owning a Fitbit. First of all, the site lets you manually enter your food consumption information in order to establish your caloric intake each day. Also, it lets you manually enter your exercise activities as well.

I actually suspect the designers must have conscientiously kept the site device-agnostic, to support future Fitbit devices and to invite non-Fitbit users to join the web community.

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Using the device as a pedometer, which is by far Fitbit’s core function, is simple. I can see the distance I’ve walked at any time during the day, and when I get home I can see a day-by-day report on the web of how far I’ve walked, and how far I walk each day on average. The device’s step-counting accuracy is astonishingly accurate: I did a test, walking and counting up to 1000 steps in my head, then checked the Fitbit and saw it counted 1004. That’s plenty accurate for me.

For running, Fitbit detects the nuances of difference between a running and walking motion, and then recalculates your distance traveled (based on longer stride length) and calories burned accordingly. There is simply need to tell Fitbit that you’re running and not walking. It’s smart enough to tell, based only on the nature of the data it’s collecting. As for running accuracy, I wasn’t able to do a counting test, but the distances Fitbit reported on several over-5-mile runs were 10-20% different from the distances reported in Google Maps. Far from ideal, but on par with the similar inaccuracy of Nike+.

Where Fitbit gets really clever, however, is with sleeping. Obviously a motion sensor isn’t able to tell if you are sleeping or just lying on your ass watching TV. Fitbit requires you to press and hold the devices’s single button for a few seconds, putting the device into a kind of “special activity” mode. Fitbit comes with a surprisingly non-obtrusive wristband that holds the Fitbit device while you sleep. As you sleep, the Fitbit detects your body’s movements and uses these cues to determine how long it took you to actually fall asleep, how many times, and precisely when, you moved around in the middle of the night, and when you woke up. In the morning, you press and hold the button again to indicate that you’re awake and walking around again.

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The sleep data collected is fascinating, and this alone is worth the price of admission. You probably have no idea about how long it takes you to fall asleep, or how often you toss and turn. I certainly didn’t, and was delighted to see the results. I found it incredibly interesting to see the day-by-day durations of my sleeps for an entire month (little more 2 hours more than a few times, around 6 hours most of the time, and 12 hours on one blessed Friday night).

For other activities, such as cycling or weightlifting, Fitbit isn’t so smart. For such things, Fitbit literally requires you to manually manipulate the data. Again, for people in highly-structured weight loss programs where counting calories in and out is important, Fitbit’s web dashboard offers the ability to manually enter your non-walking or running activities to make sure your overall caloric burn rate is kept accurate.

An amusingly large number of people in the forums ask about the fitbit’s ability to measure calories burnt during sex, some with a measure of sexual bravado (”wear on my hip?”), others innocently but rather seriously dedicated to counting every calorie burned. While I admire the free spirited nature of these inquirers, I cannot offer any additional insight into this matter as I, perhaps overly romantically, still beleive that some things remain well beyond quantification.

The Fitbit Ecosystem

The Fitbit web site is constantly changing, and they keep adding features to the site, extending the functionality of the fixed hardware system. This is part of the clever concept that the features entirely lie in the interpretation of data. It’s a radical simplification of what software is all about: Fitbit’s one motion sensor and one binary button (ternary if you count the long 2-second press, and potentially more if you add longer presses, or even double and triple presses as on the iPhone earbud controller) have the potential to enable a lot more interaction and communication than one might think at first blush.

In a way, they are squeezing as much functionality out of the tech as possible. Fitbit is a small embodyment of Don Norman’s recent claim that technology leads and design follows. For Fitbit, it’s an inspired design response to the question “how many things can we do with just this one bit of technology”?

To contrast this with Nike+ for a moment, Fitbit feels far more like a living thing, run by engaged people dedicated to incremental changes in response to the actual usage by their community and feedback in their incredibly active and helpful forums. It’s a Web 2.0 product. Nike+, however, is a more traditional product, with huge and infrequent X.0 product launches. Nike+ stagnated with the same beautiful and innovative — but buggy and slow — web site for years, only to upgrade this year to a new, buggier, and unfortunately even more awkward user interface. Nike+ still never remembers users passwords, for example. I wish Nike+ would follow Flitbit’s lead when it comes to incremental, simple improvements. Focus on a UI that can scale and evolve, and not on one that is sexy and “bold”.

Product Conclusions

There are probably two kinds of Fitbit customers. First, casual users: people who want to know more about what they do with their bodies, people who are curious about their health and the potential to use technology to keep closer tabs on how well they’re doing. This describes my interest in Fitbit.

The second group is serious users: people who are actively trying to change their personal health behaviors and want a way to measure those changes. If you’re trying to change an overly-sedentary lifestyle, to lose weight through careful monitoring of calories burned versus consumed, Fitbit might be a huge help. For people involved in a structured weight loss program, a device that adds to that regime is perfectly normal. But I walk plenty each day (4-5 miles every day). I am an athlete and run often, but I don’t count calories. I’m not trying to lose weight. I use Nike+ to measure my special activities (running), but I don’t want a new device attached to me all the time just to give me data about my normal activities, just to satisfy my curiosity.

So while I found Fitbit useful and delightful, it was only temporarily. But that’s okay. It’s a fantastic tool for self-analysis, to get to know your sleep patterns, your typical daily walking distance. Great information. But once you have that information, if you’re not engaged in a program to change those things, you’re done with Fitbit. I know everything Fitbit can tell me. Maybe I’ll try it again in six months or a year, to see if I’ve changed. I’m a casual user.

The Fitbit is not what I and other casual users might have hoped it would be. It’s not going to be a permanent part of your life, a constant and consistent way to monitor your health. The biggest obstacle to this, I think, is unfortunately still technological. It’s just too big to carry with you in every possible context, so you end up taking it on and off over and over again all day. When you change clothes, you have to move it from one garment to another. At night, you have to strap on a wristband and clip it to that. You have to take it off in the shower.

Inevitably, I ended up forgetting to bring it to work occasionally. Or I’d have it unclipped for part of a day. Which is far worse than it sounds: If you miss a day of walking in a week, it completely ruins the accuracy of your weekly average. Miss a few days in a month, and your monthly average is shot to hell. Fitbit lets you manually enter your information, but I’ll be damned if I’m going to do Fitbit’s job for it! You’ve got have your Fitbit on your person almost 90% of the time for it to produce accurate trends and summary results, the kind of results that justify integrating it into your life in such a serious and committed way.

If the Fitbit was the size of a fingernail, attached with waterproof glue or embedded under my skin, well, then we’re talking. But because of its size, it becomes one more thing to inhabit my intimate attention space, something I have to remember to never leave home without, like my phone, my wallet, and my pants. It’s like having a little adopted pet you have to take care of all day.

In short, you just can’t lead a normal life with Fitbit. If there’s one thing I’ve learned from the Fitbit experience, a lesson about the future of personal informatics, it’s that we simply won’t have accurate and reliable personal systems until the devices themselves are immune to these everyday emergencies and accidents and inconveniences. Until they’re virtually invisible and forgettable, probably embedded under the skin, we will be forced to consider personal informatic hardware as intrusive medical devices rather than as the ethereal, ambient data sources I think many people envision.

If you want an informatically-based weight loss program, with increased walking as a core element, and if you want to count calories in and out, Fitbit is for you and might help you with your program over the months and years.

If you are interested in just finding out about your body and how you use it, it’s great for that, too. Give it a spin, then hand it off to another person. Want mine?

Web 2.0 Incomplete

March 25th, 2009

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Two weeks ago, BusinessWeek’s next Design and Innovation blog asked for my thoughts on this month’s Facebook home page redesign, as a kind of follow-up to my thoughts in those same virtual pages a year ago.

I was asked to opine on the new design without having viewed the actual live site, which was launching the following week. This seemed reasonable to me at the time given that the site’s new features were announced, illustrated, and widely-known ahead of time (via a very comprehensive home page preview announcement) to anyone who was paying attention to that kind of thing.

I was really excited about the real-time feed user experience described in the home page preview. My exact words:

The new FB real-time home page is pretty cool, actually… it’s crossing the line between the old-fashioned page-based web and the live experience of television and broadcast media. In this case, it’s broadcasting from friends to friends — which it always was, of course, but now it’s more visceral and more real. I think people will love it. They’ll be glued to their screens, and will want to add more friends and applications just to increase the flow of content on their home page.

This is “Web 2.0 Complete”: When web people use the term “Web 2.0″, they mean two different things. First, they mean the social web, where *people* make (and are) the content. Second, they mean the pageless web, where web sites react dynamically and fluidly, without page reloads and refreshes. The new Facebook design combines both of these.

I thought it was kind of clever, if a little corny, of me to note that the new Facebook home page was simply conforming to some kind of basic “Web 2.0″ bandwagon orthodoxy, bringing the two flavors of Web 2.0 niftyness into one delicious treat.

But a week later when the new home page actually began to roll out and replace millions of Facebook users’ old home pages, the backlash was immediate and seething and nearly unanimous (a Facebook poll found 94% of users didn’t like the new design). Oh man was I embarrassed! To have praised a user experience so breathlessly only to have my opinion immediately contradicted by the public’s rabid scorn!

Turns out, however, that users were complaining about the new page’s lack of real-time status updates from your friends. And yet Facebook had already clearly and prominently promised that feature as part of the redesign. In fact, I based the core of my analysis of the new site on that very feature, which they had already promised to deliver. They deployed the new design with much fanfare but without real time status updates.

Betrayed! Betrayed by a press release! There I am, praising a non-existent feature. Like an idiot.

Well, happily my premature praise no longer needs to cause me so much shame: Today Facebook has announced that the real-time reporting is going to occur after all. So the BusinessWeek report won’t be such an embarrassment to me after all.

Of course, this is the second time Facebook has announced this feature before delivering anything. Fool me once…

Are We Designing Interactions or Designing Software?

February 11th, 2009

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One of the problems faced by designers trying to integrate their work with most software development processes, even (or possibly especially) with Agile development, is that the literature makes no distinction between software development and software design, or at least no distinction that makes any sense to dedicated user experience designers.

The common complaint among interaction designers working with Agile is that, with some important exceptions, the design of the “user interface” is seen as a cosmetic final stage in the overall software development process. The fundamental designing of the software itself, however — the interactions, the mental models, the metaphors and behaviors — is built-in to the overall Agile process, woven in with with and indistinguishable from the software architecture and code development.

In Mitch Kapor’s Software Design Manifesto, originally delivered in 1990 and included in Terry Winograd’s Bringing Design to Software (1996), it’s clear that this ambiguity has deep roots:

Software design is not the same as user interface design.

The overall design of a program is to be clearly distinguished from the design of its user interface. If a user interface is designed after the fact, that is like designing an automobile’s dashboard after the engine, chassis, and all other components and functions are specified. The separation of the user interface from the overall design process fundamentally disenfranchises designers at the expense of programmers and relegates them to the status of second-class citizens.

The software designer is concerned primarily with the overall conception of the product. Dan Bricklin’s invention of the electronic spreadsheet is one of the crowning achievements of software design. It is the metaphor of the spreadsheet itself, its tableau of rows and columns with their precisely interrelated labels, numbers, and formulas—rather than the user interface of VisiCalc—for which he will be remembered. The look and feel of a product is but one part of its design.

On my first read, the whole terminology of this felt alien to me. Is the paper spreadsheet metaphor not the “user interface design”? It seems “look and feel” is being equated with “user interface” here, but I think he’s implying that what I consider the user interface is, in fact, the software itself. I suppose this is a more glorified definition of the word “software” than what I am accustomed to, one in which the software design included the mental model of the user’s approach to the software.

On my second read, though, it became clear that Kapor is in fact laying the early groundwork for what we now call interaction design. He still sees it as closely bound with programming, although he is clear that it’s not the same thing. He is also working in a climate where user experiences are far simpler than they are now — graphic capabilities were primitive, network interactions were almost non-existent, and interfraces had few modes, even few features. Today, with the high level of complexity of both computer code and user interfaces, it’s easier to consider the two challenges (user experience and code) separately — or even better giving primacy to the user interface — the part that people actually see and use.

Design and Technology

It’s obviously important that interaction designers are well-versed in what the technologies they are designing for can actually do. I wonder, however, what interaction designers today would think of the degree of technical expertise Kapor requires of designers:

Technology courses for the student designer should deal with the principles and methods of computer program construction. Topics would include computer systems architecture, microprocessor architectures, operating systems, network communications, data structures and algorithms, databases, distributed computing, programming environments, and object-oriented development methodologies.

Designers must have a solid working knowledge of at least one modern programming language (C or Pascal) in addition to exposure to a wide variety of languages and tools, including Forth and Lisp.

In preparing the syllabus for my upcoming course this fall at SVA, I am quite certain that I don’t share Kapor’s technical requirements for a software design education, neither specifically (Forth?) or generally. Instead, I think a firm grounding in a broad range of designed experiences far outweighs any need for hands-on experience in the deepest challenges of technology implementation.

Yes, some designers will delve deep into technology, being hands-on coders and fabricators of interactive artifacts. In fact, some great interaction designers already spend most of their days thinking of themselves primarily as technologists. Others, however, will focus on the design parts of interaction design. These people will most often work closely with other individuals and teams to implement their designs.

In short, great design will come from great designers, and great technologists will make those designs happen. Sometimes these skills will be found the same person, but increasingly not. An interaction design education should support both models, of course.

Interfaces and Software

Despite my difference with Kapor’s admonition, I still think that in a way we are coming full circle. The recently-articulated idea that the “interface is the spec“, or even “the interface is the product“, isn’t so different from Kapor’s thinking. The metaphors, mental models, and processes that users experience using the software are, in both cases, the most definitive and salient qualities of the “design” of the software (not, as many software development processes presume, the architecture of the code or the technical features that happen under the hood).
The important thing that Kapor left out, however, is that the “user interface” — the stuff that comes between human beings and cold hard technology –  should be thought of as including graphic design as well as the underlying conceptual models of the interactive experience he rightly praises. In fact, the “user interface” concept should also include the software’s motion graphics, its sound and music, the copywriting, voice and personality, the community that builds around the product, and so many other qualities of software design that, frankly, had not really come to maturity yet in 1990.

We are only recently starting to appreciate the idea that interaction design is really about the intersection of the behaviors of systems and people (a favorite word of mine for obvious reasons). The explosion of new and innovative software experiences brought on since 1990 by the World Wide Web and console video games, I think, has fundamentally changed our understanding of what software can be.

Tubes for the Sticks

February 2nd, 2009

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In his Time Magazine Person of the Year interview, Barack Obama said “it turns out there’s some spending that has to be done on information technology, for example, that we can do very swiftly.”

If recent speeches by the new President are any sign, I sure hope he’s talking about rural broadband access. Like many others, I don’t think we can be complacent about America’s lagging IT infrastructure, and for a good many reasons.

Some aren’t so sure, however, at least about the rural part of that equation. My friend Adam Greenfield is a well-known advocate for humane connectedness through pervasive urban digital infrastructure (I know “advocate” is not the right word — Adam’s work is equal parts caution and possibility).

From near-term omnipresent wireless broadband to a futuristic cloud of RFID gizmos mediating our social and municipal interactions, the vision of living a seamless networked experience using benevolent technology seems both exciting and inevitable.

And, by all accounts, this will happen most noticeably using the city street as the primary test and launch platform. The urban environment is the easiest and most logical place to implement this vision since the “last mile” (moving information from the big pipes that cross the globe to the little pipes that lead into our homes and mobile devices) will always be an costly obstacle, and since so many people can be reached in a small physical area.

But another friend, David Sleight, opened my eyes to another perspective — the view from the country. Although David is currently a Manhattanite, his family roots are in the woods of upstate New York where for many the idea of getting even regular ol’ wired high speed access to the information superhighway is still an impossibility. David loves the country and would, all things being equal, prefer to live there, but for him urban living is quite simply a necessity for a career in the information and technology economy.

And all things simply aren’t equal.

Millions of Americans still live in rural environments where broadband Internet access is not even an option (except through unreliable and expensive satellite connections). Much of the nation is still unserved by 3G, Edge, or even mobile voice access at all. Living in the country pretty much excludes you from participation in the aforementioned technology economy.

So this is what I hope (and predict) Obama is talking about: Bringing the Internet — the *real* Internet, not the dial-up Web 1.0 of 1998 — to the millions of Americans currently living without it. I’m not just talking about high-bandwidth experiences like Flickr, YouTube, and Hulu. I’m talking about the less-glamourous low-bandwidth experiences that happen every day on the Internet: co-workers exchanging PowerPoint decks, transferring medical records to rural clinics and hospitals, downloading hundreds of emails from friends and family, people debating politics on blogs and message boards, or even just regular everyday surfing through dozens of websites without waiting endlessly for them to load.

Some will argue the current situation isn’t so bad given the disproportionally rural residency of our country when compared to broadband leaders like South Korea, Denmark, or Iceland. Some even argue that people in the country don’t really need or even want broadband access.

I don’t buy either of these arguments. I don’t think we should settle for inequality just because we’re a less urbanized nation than our global competitors. What’s more, I really don’t think people who lack access to technology have any idea about the user experience they are missing. It’s not like we’re talking about force feeding cable TV to the Amish here.

Some, like Adam, might say that people who choose to live in the country have by definition chosen to live a technologically backwards (and, importantly, increasingly unsustainable) existence. That the responsible and ethical choice for any modern human is to live somewhere easily and affordably accessible by wires and roads and mass transit (and food and water), in an economically-efficient and environmentally-benign way — i.e., what cities do best.

I find this argument immensely appealing. But I, too, happen to love oceans, forests, lakes, and mountains almost as much as I love the city. I often entertain a fantasy of living at least part of my life in a beautiful, remote rural setting. Perhaps this fantasy is selfish and wasteful, but I also wonder if ever information technology finally replaces the combustion engine as the primary medium of human economic activity could we not, in fact, flatten this ethical disparity a little and make rural life a little more appealing to those of us who want to leave a slighter carbon footprint?

Want vs. Need

Is supporting rural broadband, then, merely a way to make urbanists’ retirements more luxurious, or to explore an impossible utopian future? Is this a matter of want or need?

I’ve never thought that we should cease to push the boundaries of our science and technology in order to ensure that more down-to-earth and pressing needs are met. We need to find a cure for cancer and land a person on Mars, for example. They’re both noble goals.

And although I am deeply critical of its implementation, I never really opposed the One Laptop Per Child project on principle, nor did I ever think that the money would be better spent directly on food or medicine. We need both experimental and conventional programs.

Broadband for rural America should be seen as a “great work” project, like the Internet itself, whose benefits may take years to be fully realized.

In short, we should be investing in technology for everyone, in cities and provinces. Clearly we should pursue subsidized free public WiFi for densely concentrated urban areas, transit systems, and public facilities — it’s the cheapest way per capita to bring our citizens and our economy to where they inevitably want and need to be. But we should also invest in the likely-far-costlier enterprise of bringing broadband and digital cellular access to people in the country: those who can’t walk to a corner Starbucks, who don’t ride a subway, and who can’t possibly use some cool iPhone app to find a great Korean barbecue only a few blocks away.

Economic Benefits

So why do this? Well, most convincingly there is the economic argument: Can it hurt to have tens of millions more people shopping online, consuming online media, opening vast opportunities for information and education and, most importantly, enabling millions to participate in a future of information-based labor through rurally-situated technology industries, telecommuting and self-employment? Can one argue against having as many people (Americans, if you’re patriotic :-) ) as possible learning to use and navigate what will undoubtedly be the primary medium for any future world economy?

This is a matter of global competitiveness. America has fallen from 4th to 17th in the world in broadband penetration. The US began our critical interstate highway system in the 1950s — 20 years after Germany began building their autobahn network. We shouldn’t once again wait until we are two decades behind to do this.

Social Benefits

Beyond of the plain economics of it, I also can’t help but to advocate this idea as a matter of sociopolitical principal: It does harm to the group psyche to perpetuate a have/have not culture, where one cohort is participating in the emerging cultural and economic hegemony and another is excluded. The free market alone cannot make this happen any more than it could bring about universal education, the interstate highway system, or the Internet. This will take government action.

But it’s more than a simple question of fairness to me. As long as rural America is kept in the slow lane with respect to access to information and culture, the more they will feel isolated and resentful of the mainstream “connected culture”, viewing them, incorrectly, as out of touch elites. They will then, I fear, vote regressively and conservatively. I’ll admit this thinking may be a matter of unjustified faith in certain (liberal) ideals, but I actually believe that exposure to diverse ideas and people, combined with full and equal participation in a healthy economy, produces, in general, increased social tolerance, better education, and cultural and intellectual progress. Wisdom, peace, and prosperity through connectedness.

Perhaps best of all, wouldn’t broadband for the sticks enable an actual reversal of the polarization of our culture, ending the “The Big Sort” phenomenon where conservatives and liberals are increasingly locating themselves in self-segregated homogenous counties. Hell, decent Internet access might make life in the country attractive to snobby urban sophisticates who might otherwise find the boondocks economically and culturally untenable. If I can meet city clients online and connect with city friends online, why do I need to live in the city?

Ultimately if you like to walk to the store to buy food, if you like bright lights and hustle and bustle, if you enjoy bumping into hundreds of interesting and diverse people every day, then no amount of broadband access will draw you from your urban world. You can certainly count me in that camp. But I can’t bring myself to simply write off non-urban America to a life of electronic destitution and information poverty — their deprivation does affect my happiness. We’re all too closely connected to let the digital divide continue to grow.

Farewell

January 21st, 2009

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I loved this picture so much I just had to find a way to look at it every day to make the moment last. And now, if you have an iPhone, you can, too.

Presenting the Farewell George Bush iPhone Wallpaper!

Download it.

Credit for this image is “Reuters AFP/Saul Loeb/Pool” (UPDATE: Full credits in comments, below). I touched it up and modified it for clarity and to make it fit nicely on the start screen without the iPhone’s UI elements cropping off any of the important and meaningful imagery.

Enjoy!





Mastering Interaction Design: Deadline January 15th!

January 14th, 2009

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As you might already know, The School of Visual Arts, one of New York’s leading art and design institutions, is gearing up for a brand new MFA in Interaction Design program beginning this September. SVA has for many years been highly regarded, especially for its vibrant and cutting edge MFA programs (for example in Design and Computer Art) so it’s not surprising that they’d be leading the way in the creation of this highly-relevant and much-needed program.

I’m honored to be part of the inaugural faculty for the program, charged with teaching the first-year “Fundamentals of Interaction Design” course. For humility’s sake please excuse me from the following statement, but the faculty roster is an amazing group of professionals and thinkers across a wide variety of disciplines in the interaction design universe. We on the teaching staff are constantly commenting to one another about how much we’d love to take this curriculum ourselves!

Thursday, January 15 (tomorrow!) is the suggested deadline for applications. (although applicants will be reviewed and admitted on a rolling basis after that). So if you’re interested in the program and in the process of applying, it’s time to pull one more all-nighter to put together the best portfolio you can. There are merit-based scholarships available for some 2009 students, based on your portfolio, so going the extra mile could be even more valuable.

The first year of this program promises to be especially exciting, both for the faculty and students, as we try to produce graduates who will make their mark on the interaction design scene both during and after the two-year program. We’re looking forward to a dynamic, cross-disciplinary group on both sides of the lectern, sharing ideas and helping create a new epicenter of cultural, academic, and professional invention.

Also, please note that tonight, January 14, is the latest in the MFA program’s series of public lectures, the Dot Dot Dot lectures, held each month at White Rabbit on New York’s Lower East Side. This month’s episode includes, as usual, a few of my very favorite people:

“The Urbanists,” January 14
Wed, January 14 | 6:30-8:30PM
Through an exploration of new definitions of urban environments, four lecturers will examine the time when public space is more personal, ubiquitous computing is allowing cities to have an impact on users’ experiences, and the design of services to truly be vibrant and meaningful. Speakers: Adam Greenfield, Soo-in Yang, Rachel Abrams, and Phil Kline.

I’ll be at the lecture tonight, so if you’re also there please say hi to me!

Grand Old Redesign

January 4th, 2009

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Newsweek invited four “hot” design firms to “reboot” the brand of the Republican party to appeal to younger voters. Not an easy challenge. And while the design work itself looks good, I think each of them missed the big picture objective by failing to speak to core Republican values.

First up is Pentagram.

Pentagram proposes a solution that zooms in on the “Re” part of “Republican”, tying the prefix to a list of positive, progressive, change-oriented objectives. It frankly and straightforwardly admits that the party needs to do some soul-searching and needs to rebuild some of their ideas from the ground up, but spins it in a positive
way as if the change is complete.

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Awesome Obama flag flying proudly outside Pentagram’s Manhattan headquarters

I’ll admit, however, that I was shocked at Pentagram’s solution from the first moment I saw it: Two years ago I proposed that, in response to the GOP’s habitual use of the term “DemocRAT Party” (rather than the preferred term “Democratic Party”), Democrats should respond by simply using the term “RE-publican”, suggesting that the party’s ideology is just old-fashioned, backward-thinking slapped with a new paint job. But here’s Pentagram using the “re-” prefix as some kind of positive, forward-thinking signifier.

Newsweek explains that Pentagram’s “re-” approach “shifts the dialogue” from potentially negative connotations by commandeering the prefix for positive purposes. I think it does just the opposite, inviting us to fill in our own descriptive words. In fact, I think Pentagram may have already used up almost all of the positive “re-” words in this single design. All the rest are pretty awful: retread, regressive, repressive, retarded, reactionary. I don’t see why any party would want to be “re-” anything, in particular the Republican Party.

In fact, just yesterday a candidate for RNC chair pre-emptively rejected (no pun intended) exactly this approach:

“I’m trying to avoid the use of words that start with ‘re,’ words like renewal, rebuild, recharge, re-this and re-that,” Steele wrote in a memo to RNC members. “I’m convinced we should not re-anything. Instead, we must stand proudly for the timeless principles our Party has always stood for.”

In fact, it’s hard to see Pentagram’s design as anything but anti-GOP propaganda. The editors at Newsweek claim that these four firms are “non-partisan”. I don’t know about the other three, but in the case of Pentagram I suspect they might have a sleeper cell on their hands. If so, seriously: Bravo Pentagram!

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Our next redesign comes from The Groop, the only boutique firm in this mix. I didn’t know much about them before, but their portfolio and clients are really impressive.

Newsweek describes The Groop’s design approach as “Out: ‘old money,’ ‘faith-based.’ In: ‘new wealth,’ ’spirituality-based.’”. And I think right there is the problem. How many Republicans would ever want to replace “faith” with “spirituality”? That’s the kind of thing that Republicans make fun of Democrats for! This is great liberal design.

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Next up is Razorfish, who proposes, essentially (and I hate to be petty), that the GOP should copy Barack Obama’s groundreaking iPhone app almost verbatim, with the biggest differences being fewer features and using a red background instead of blue.

Yes, I know the point is to show that the GOP should use social media more. But seriously, “GOP Issues Trivia?” I don’t even think there is an idea here.

At least Razorfish isn’t asking the GOP to abandon their policies. Let’s move on.

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The fourth firm is Frog Design, who focuses on emotional qualities of freshness and vitality without a radical shift in ideology.

Frog, I think, hit the nail closest to the head. There it says, plain and simple, “small government”, not just getting the GOP’s ideology right, but predicting what will likely be the right’s biggest critique of President Obama’s policies and leadership in the coming years. And while the photo suggests diversity, it’s not too diverse.

My criticism of this design, however, is the weakness of it –  weakness in contrast with strength. Compare it to John McCain’s or George Bush’s graphic design, both of which evoke muscular military and sports brands. Hand-written lowercase lettering and a cute sumi-e elephant don’t quite evoke the “daddy party” strength that the GOP has traded on for decades as its core emotional and psychological attraction. Without this fundamental strength on display, I wonder if this branding would alienate as many Republicans as it embraces.

Perhaps it’s the initial framing of the problem itself that’s distracting these design teams: They were asked to reposition the party to appeal to younger voters. But how can a party appeal to a demographic who already cherishes certain values (such as diversity and tolerance) that are permanently and irrevocably diametrically opposed to the values of at least a third of the party’s base? Not an enviable challenge.

But maybe it’s an even bigger problem, one that branding cannot solve. Re-branding cannot help the GOP any more than re-branding VHS can help it compete with DVD. The product itself is obsolete and needs to be changed.

All these redesigns attempt to paint the GOP as something it is not: an organization in favor of scientific and technological progress, social change, a capable and pro-active government, and cultural diversity. But the party itself has, with great success, for almost five decades specifically defined itself against these things — that’s what loyal Republicans like about their party.

If these four firms really addressed the re-branding challenge correctly, they would have focused on selling the Republican Party’s values to sympathetic customers, not on presenting the party as something it is not. All four approaches would clearly speak directly to the party’s core values. Despite a change of voice and style, the re-branded message should still speak about the GOP’s actual policies: That taxes and regulations are oppressive, that abortion is wrong, that homosexuality is wrong, that excessive cultural diversity is undermining American society, that a strong military is what makes America great, and that individual freedom trumps even well-meaning government intervention.

What’s probably true is that the party itself needs to change and needs to actually embrace some of the values on display in these designs. It seems likely that these design teams were, in a way, suggesting to the GOP that they need to change who they are, not just how they present themselves. But that’s a long way off — a generation of Republican politicians will need to retire and die before the party will bend on many of these policies. These redesigns might be useful in 2025. For now, however, I doubt the GOP will take any of this advice.

Until then, perhaps some of these branding ideas could still be useful: Recycle them and give them to the party they best fit: the Democrats.

Are you a Republican? Do these redesigns speak to you?

UPDATE: This article by Julian Sanchez at Ars Technica outlines exactly how clueless the Republicans are when it comes to using social media and technology to communicate about their message. But more fundamentally it argues that the party itself doesn’t have a clear message in the first place. What’s more, it’s only remaining message — opposition — is weak:

The dangerous temptation right now, especially for a party in the minority, is to seek to recapitulate the Cold War coalition model through oppositional self-definition, when something more robust is called for.

I feel like I better stop before I give the GOP any more good ideas.

UPDATE 2: Okay, I had to add this after I saw it the other night. The Daily Show went to yet another brand agency, this time to Droga5, for one more angle on Republican rebranding.

I don’t know if “Reagraham Lincool” was Droga5’s idea or The Daily Show’s (and in either case Samantha Bee is a genius), but of all the rebranding contenders I think these folks got it just about perfect.
Republicans, take note: This is how you do it.

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Video is a Verb

January 2nd, 2009

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What do you do with a video camera? You video.

I’ve always wanted to coin a phrase or invent a word, to have a term of my own invention be spoken by thousands or even millions of people every day. An astonishingly large number of my friends and peers have done exactly this, some spectacularly so. From ambient intimacy to ajax, blogs to folksonomies, topless meetings to everyware, veterans of the Information Architecture scene have been a prolific lot.

I’ll admit that while I don’t spend a lot of time trying to invent catchy and useful new additions to the lexicon, I do harbor a hope of someday joining this group with a worthwhile word of my own.

For now, then, I wish to formally submit for peer review a humble nomination (so to speak) in the rough vicinity of true coinages. It’s not exactly a real neologism, as the word itself as a string of letters already exists. It’s more like a newly permissible usage:

  • video (verb) to record motion pictures to a medium other than film, such as video tape or digital media, whether recorded directly from life with a camera or transferring from one motion picture medium to another non-film medium.

The word’s current definition doesn’t include a verb form. I think we need one. Examples:

  • I will video my daughter in her school play tonight.
  • Make sure you set the DVR to video the season premiere of Battlestar Galactica next weekend.

We already have one-word verbs for most technological communications: mail, film, photograph, record, tape, phone, and fax. We email, IM, Google, and tweet. We even used to use the one-word verb videotape when video was recorded on whirring VHS, Hi-8, and DV cameras. Why must we bend over backwards linguistically to say “shoot video” (as if cameras were guns) or “record with my digital video recorder” just to avoid the anachronistic “videotape” — when “video” does the job so succinctly?

Interestingly, the Latin origin of the word is a verb: “video” means “(I) see”. And in the future “nadsat” vocabulary of A Clockwork Orange, the word “viddy” is used as a verb, meaning both “to see” and at another level “to understand” or even “to dream”. Perhaps we need to go that far and start using a whole new word for recorded visual experiences as we enter an era where the line between fantasy and reality, truth and fiction, media and life itself, is becoming blurred.

We can always viddy later. For now, however, we need to video.

Finally, I will confess that one of the main reasons for writing this post is to shamelessly and selfishly lay claim to this usage call for making this usage acceptable in the new official history of early 21st century humanity (i.e. Google’s index). Yoo hoo, Google? Guess what? “Video” is now a verb.

Adversarial Design, Part 2: Testing by Discussing

December 17th, 2008

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You can’t really validate or invalidate a design idea just by looking at it and declaring it a success or failure because of some best practice or design heuristic that usually works. You’re just talking about theories. Ultimately, no design disputes can be settled convincingly without making a model and testing it out.

But a theoretical debate about the strengths and weaknesses of a design is a critical first step that design teams must pass through before actually going off and testing their designs. To me, a good design critique is a kind of low fidelity user testing: using our imaginations instead of using a lab and test subjects.

Regarding the inspiration for my previous post, the absurd-looking application “Bulk Rename Utility“, the debate was almost predominantly based on “gut opinions” — albeit by many people with expertise in UI design. And I think that’s great. In my particular gut, I suspected that this app would surprise people and do well in testing. Others felt in their guts (and present compelling arguments, too) that this app would fail miserably in a user test.

What’s great about having this kind of hypothetical discussion at all (especially when the debate might seem to be easily and quickly settled by simply testing the application with real users) is that we learn more about the kinds of things we would need to think about and the questions we should be asking when we actually do test the application. Without debating the options we might not have uncovered (for example) these kinds of questions to ask during testing:

  • Would different types of users react to the app in different ways?
  • Do different apps with the same stated purpose serve different use cases?
  • Is efficiency important, or a feeling of efficiency?
  • Is preventing error of primary importance, or permitting error correction?

Sometimes the expert critiques and gut reactions are so compelling (whether positive or negative) that an experienced designer will know right away that formal user research would be a waste of time. Sometimes it’s just obvious — but only becomes obvious once you’ve thought it through, especially if you’re talked it through with other people.

And, of course, testing can be dead wrong. Seinfeld was famously rejected by test audiences, and finished last in the ratings in its first season.

Then there are the “unknown unknowns” (a Donald Rumsfeld-ism that I think is entirely valid and sensible). There are some design decisions that seem so obvious, and may even test well, but fail miserably because of an completely unforeseen factor in real-world practice. Our goal as designers considering design options is to try to minimize the number of unknown unknowns. And again, the best way to uncover unknown potential problems is to imagine as many of them as possible through lively debate from diverse viewpoints.

Whether you user-test your product or not, there’s no doubt that a lively, opinionated and adversarial discussion about any complex design decision, especially a user experience design decision, can only help the overall product development process.

Designed in Detroit by General Motors

December 13th, 2008

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I am a 37-year-old user experience designer, and I don’t have a driver’s license. I don’t even know how to drive a car. I moved to New York City when I was 18 and I just never really needed to learn.

Moreover, I don’t even find automobiles all that interesting or seductive, at least not the ones I see on the streets today. They’re certainly not, as they were a half-century ago, a glimpse into some hopeful and mind-boggling future. Rather, to me, the automobile is a symbol of a bygone era of American industry, culture, and lifestyle.

Because of my obvious dispassion for car culture, I think I can offer an unconventional and hopefully useful perspective on the struggling American auto industry.

I mean, everybody else seems to have a theory about how to save Detroit. And I’ll admit that I find myself reluctantly sympathetic with those who are calling for a radical, technology- based transformation of the business. Whether admonishing the industry to “Stop Building Cars“, encouraging a conversion to a design-based auto industry (some flat out asking “What if Steve Jobs ran GM?“), scolding the automakers while debating bailing them out (it’s amusing to hear Senator Richard Shelby chiding the automakers for their lack of “inn-o-vation” in his Alabama drawl), or Andy Grove pushing Intel to invest in critical battery research for electric cars, it’s clear that many people think the American auto industry’s ultimate salvation will be in cutting-edge technology and design.

I find myself frequently nodding my head at these suggestions. The tech geek in me agrees that there is something the tech business is doing right that the auto business is doing wrong.

What is it? Well, it’s two things.

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The ‘58 Bulgemobile Catalog, from Bruce McCall’s Zany Afternoons.

Design

The first problem, what everyone focuses on, is the product itself. The design. The whole “car experience”, which really hasn’t changed much in decades. AFAIK, the only truly important developments in the last 25 years have been hybrids and GPS.

And from the industry’s perspective the most significant and successful design innovation has, ironically, also been the instrument of its recent decline: the outrageous and gluttonous giganticness of SUVs (which really isn’t all that innovative when you consider the gigantism rampant in automotive design of the 1950s).

It all seems so dead to me. My desire to learn to drive — to the extent that it exists at all — feels on an emotional level similar to my desire to smoke a cigarette, own a beeper, rent a videotape at Blockbuster, or sign up for 600 free minutes of AOL. Which is to say that the whole idea (of driving!) seems silly and old fashioned and lame.

It’s easy for me to imagine a hundred ways that cars could be better — from energy efficiency to user experience to aesthetics, or even fundamentally rethinking the infrastructure of highways and roads and parking. Plenty of other people are also describing Detroit’s many design and technology shortcomings elsewhere. If it were not for the fact that the auto industry is still an integral part of my country’s economy and the livelihood of millions of Americans, and if the auto business hadn’t in previous generations worked at technology’s bleeding edge, I’d be completely apathetic about the whole question of automotive user experience design.

Unlike many of my peers (most of whom drive, of course), I can barely muster up enough interest in the fate of the auto industry to bother to speculate about the details of how cars might be improved from a design perspective. It’s like trying to get excited about designing a new kind of whaling harpoon or devising a new kind of portable CD player. I mean, who cares? What good will it do?

But that is precisely the problem: How can we expect innovation from Detroit when creative and technology workers like myself have no desire to lift a finger to help the automotive business? And forget about me, middle-aged and settled in my web career: Why should a 22-year-old technology or design whiz kid want to build cars when they could be working with far cooler, more exciting, and less environmentally-damaging technologies?

Designers

Don’t get me wrong: Plenty of extraordinarily talented and inventive people work in the auto industry. But it’s just not at the same level as the excitement and innovation we see in design on the web, on our mobile phones, and on our desktops. It doesn’t resonate with the public imagination.

I ask myself this question: “Would I want to work there?” Or one of my friends and colleagues? A talented young software engineer? A recent design-school graduate? As a future-thinking knowledge worker, someone like me should be strongly tempted to work for an auto company.

The biggest problem is not that the auto companies are making products consumers don’t want — people will continue to buy cars and muddle through the lackluster design and user experiences, the outrageous fuel costs, the physical danger, and the unconscionable pollution. No, the real, long-term problem with Detroit is that the automakers are just not the kind of companies the next generation of innovators will want to work for.

I don’t know the answer to this, particularly from a public policy perspective, but it’s important that we all frame the real question correctly. It’s not about the design, it’s about the designers. It’s about the workers.

(NOTE: I hate to seem sympathetic with the techno-futurist camp. There’s something terribly elitist about scolding Detroit for not being like Silicon Valley. It’s unforgivably crass to suggest that we just let the automakers precipitously fail and let their workers drift into unemployment and poverty. There is knowledge and talent in the industry today, know-how that needs to be used to make the new auto industry even better. A sudden lurch into industrial calamity, with an eventual triumphant rebirth in California garages, sounds like an idealistic and romantic story. But it’s not so romantic to the hundreds of thousands of people without a paycheck. The solution needs to be driven by practical needs, not dramatic storylines.)