IADIS conference on ICT, Society and Human Beings, Rome, July 24-26, 2011 Proposal for a Joint Multi-conference Session Title: ICT and Human Rights: A Round Table Chair/Organizer: Olga Werby Background and Purpose Information and Communication Technologies (ICT)—internet, web, and social media—are fast becoming a comprehensive repository and soon an archive of human knowledge. With access to ICT, an individual can become informed on everything from healthcare issues to civic problems to legal concerns. One hundred years ago, people were discussing the need for basic literacy and its impact on the human condition. Today, we should be discussing digital literacy and access in the same way. Digital literacy can be seen as a basic human right. Individuals can also impact society, react, and reach out. ICT is both a powerful tool for materializing human rights and is also challenging human rights. I propose a Round Table Session, which is open to all participants of IADIS multi-conferences, to be titled “ICT and Human Rights.” This session would provide a forum on cross-disciplinary research and development, and action, in the fields of what rights are important and can be better facilitated by ICT in: e-Democracy, ICT and Society, e-Culture, e-Health, e-Learning, human-computer interaction,…
Conceptual Design
What does the product do?
Anchoring Errors, Causal Net Problems, Cognitive Blindness, Conceptual Design, Cultural Bias, Cultural Differences, Errors, Group Decision Errors, Mental Model Traps, Mirroring Errors, Misapplication of Problem Solving Strategies, Pipsqueak Articles, Product Design Strategy, Scaffolding
TSA: the Good, the Bad, and the Ugly
by Olga Werby •
There has been a lot of stories lately about the Transportation Security Administration (TSA), and most have been less than flattering (to say the least). How can an agency that was designed to “serve and protect” the citizens of the United States from harm evoke such wrath from ordinarily shy and non-vocal travelers? This blog is about product design, and so my analysis of the situation will treat this as a failure of product design. Where are the failures? Mistake #1 TSA Conceptual Design: Blocking There are bad guys out there that want to do us—citizen travelers from US—harm. There are the box-cutter carrying terrorists, the shoe-bombers, the liquid explosives bandits, the underwear-bombers, the printer cartridge explosives engineers. TSA installed airport security measures that would counteract each of these threats as they revealed themselves. The basic conceptual design strategy here is blocking: identify a threat and find an effective block. This is a strategy based on hindsight: if we knew that people could sneak bombs in their underwear, then we would have had a way to block it. We didn’t know, but now we do, and so we created systems to block this threat in the future. TSA Game Plan: Escalating…
Cognitive Blindness, Conceptual Design, Contributor, Cultural Bias, Cultural Differences, Ethnographic & User Data, Group Decision Errors, Interaction Design, Interface Design, Product Design Strategy, Users
Lessons to be Learned from the GAP Logo Debacle
by Sheetal Elangovan •
Geoghegan, T. (2010). “Lessons to be learnt from the Gap logo debacle.” BBC News Magazine. Retrieved on October 12, 2010: http://www.bbc.co.uk/news/magazine-11517129 A new logo can brighten up a company’s image or enrage loyal customers. In the case of GAP, the latter was obvious. The release of the new logo led to a huge online backlash from customers on FB and twitter conveying how unhappy they were with the logo. Within a week of release, GAP chose to revert back to the original logo after a slew of criticism. GAP LOGO The importance of being an iconic brand has been severely undervalued. The association of the image and brand is overlaid in the minds of people for the last 20 years. Changing the visual must have pre empted GAP to have tested the logo with focus groups and understand the reactions of the audience. The changed their visual imagery without upsetting customers. The logos below have retained their sense of familiarity which is refreshing and yet without really giving customers the need to process an all together new image to associate with the brand. Companies uniformly moved from serif font to a more elegant Helvetica. MSNBC LOGO GE LOGO Product Positioning:…
Conceptual Design, Ethnographic & User Data, Interaction Design, Pipsqueak Articles, Product Design Strategy, Scaffolding
Cheating by Design
by Olga Werby •
The Road to Hell is Paved with Good Intentions. This year, the Metropolitan Transpiration Commission introduced the new Clipper Smart Card. Public transit riders all over the Bay Area can now use a convent piece of plastic to pay for their BART trains, buses, MUNIs, etc. Just swipe the Clipper Card past one of the little readers, and the gates open to let you in and out of the station or pay for the bus. The cards could be purchased in stores and vending machines all over the area—$2 cards are the minimum value cards. More money can be easily added to these cards at all BART train stations. The designers of Clipper Card envisioned happy riders and happy transpiration authority. “We’ll make it easy,” the designers said. “Easy to use, easy to fill up. And if the passengers accidently run out of money on their cards, we’ll allow them some small negative balance so they can leave the train station and pay for their rides later.” In the Bay Area, the cost of public transportation is pretty high and it’s highly dependent on how far you want to go: travel from City Hall to Airport, pay $8.10 for a…
Cognitive Blindness, Conceptual Design, Contributor, Cultural Bias, Cultural Differences, Ethnographic & User Data, Interaction Design, Interface Design, Product Design Strategy, Users
Japanese Playing a New Video Game: Catch-Up
by Van Nga •
Tabuchi, H., “Japanese Playing a New Video Game: Catch-Up.” New York Times Online. Visited on October 4, 2010: http://www.nytimes.com/2010/09/20/technology/20game.html?_r=1 This article discuss how Japan is partnering with Westerns in the gaming industry. In the mid 1980s’ through 1990s most game franchises were developed from Japan. Some of Nintendo’s Mario, Pokemon, Sonic the Hedgehog from Sean and Gran Turismo from Sony. Japan is now at least five years behind in the industry. The best selling game was Call of Duty: Modern Warfare 2 which was developed in the United States. Concept Design: Japan use to define the gaming industry. Part of it’s problem is that they need to appeal to players that are located overseas. Interaction Design: Developers want to try and reach out to the West and collaborate. Collaboration in trying to make games have a more global appeal can possibly generate a bigger target audience. Capcom for example developed Take Shadow of Rome. This 2005 action game was made for European and American markets. Instead of designing over sized samurai swordsmen they designed over sized gladiators. Interface Design: The interface design are collaborating with people from overseas and learn their culture in order to appeal in the market. They…
Conceptual Design, Contributor, Cultural Differences, Interaction Design, Interface Design
Dating by blood type in Japan
by Roman Shumikhin •
Buerk, R. (2010). “Dating by blood type in Japan.” BBC News. Retrieved on 3 October, 2010: http://news.bbc.co.uk/2/hi/8646236.stm People in most parts of the world do not think about their blood group much, unless they have an operation or an accident and need a transfusion. But in Japan, whether someone is A, B, O or AB is a topic of everyday conversation. There is a widespread belief that blood type determines personality, with implications for life, work and love. Interest in blood type is widespread in Japan, particularly which combinations are best for romance. Women’s magazines run scores of articles on the subject, which has also inspired best-selling self-help books. There are employers who are discriminating against prospective candidates by asking about their blood type. A term for such behavior in Japan is burahara, which translates as blood group harassment. The preoccupation with blood ultimately dates back to theories of eugenics during the inter-war years. Stripped of its racial overtones, the idea emerged again in the 1970s. Now, blood typecasting is as common as horoscopes in the West, with the whiff of science—although dubious—giving it added credibility. Scientists regularly debunk the blood group theory but it retains its hold—some believe because,…
Conceptual Design, Contributor, Ethnographic & User Data, Interaction Design, Interface Design
On “Why companies watch your Facebook, YouTube, Twitter move” by Weber
by Ketil E. Jensen •
Weber, T. (2010). “Why companies watch your every Facebook, YouTube, Twitter move.” BBC News Online. Retrieved on October 6, 2010: http://www.bbc.co.uk/news/business-11450923 Summary: Weber makes the point that many companies are changing the way they are monitoring, interacting, and responding to social media. Although many companies have not fully encompassed the impact social media can have on their businesses, those that have, are actively incorporating it into both a communications tool and to a customer relationship management channel. Through social media, companies now have for the ability to collect people’s thoughts, feelings and sentiments in real-time, thus unlocking anything from current trends and hot topics to the reach of their brand and how the completion is doing. The fact that the application of social media is still not mainstream, means that businesses that have fully embraced its potential likely have a level of insight their completion is lacking, and thereby are creating a competitive advantage vs. their peers. While some companies are still on the fence trying to figure out what to make of it, others have already come to the realization that marketing outside the social media channel is thinkable! User Groups: Weber makes the point that in order to…