Tag Archive for contextual actions

Good Idea, Bad Idea

In the spirit of Animaniacs’ “Bad Idea, Good Idea,” enjoy the following product ideas. And for those who’ve never heard of Animaniacs, please watch the short segment (you can see more on YouTube!). Need a bit of assist in your bedroom? Add springs for the extra bounce. Find yourself in need of a sure grip? Make room for fingers. Short on space? Don’t waste the cupboards under each stair. Need more animation in the morning? Use the light. Bored with tea? Get a personal assistant. Worried about your waistline? Get measured. Live to serve? Bump it up. Too sure-footed? Make every climb a challenge. Too close? Give your photos some distance. Product design is limited only by imagination. A Short Introduction to Animaniacs’ “Bad Idea, Good Idea”

Knowledge, Context, and Expectation Part II

I first came across this image years ago in our pediatrician’s office. It made everyone who saw it laugh. The young boy—less than a year old, probably—has very limited world experience. But somethings he knows well—food comes out of those! The boy recognized the imagery, but with his limited background knowledge of art and contextual experience, his expectations of milk were quickly dashed (to the complete amusement of his mother). While we enjoy the boy’s predicament, it is good to keep in mind that the products we create can put our users at a disadvantage. The product’s audience can similarly have limited background knowledge, misinterpret the context, and be left with unexpected consequences. And a loving mother might not be there to console them…

Knowledge, Context, & Expectation

These are three necessary components of any product design: Knowledge: the background information that forms the foundation of product design Context: the ecosystem in which the product will be used Expectation: the alignment of goals between product creators and the users for which it was designed A failure to fully understand any of the above variables results in errors that propagate throughout the product system. But what if the product is disaster preparedness? Consider the design of an evacuation plan ahead of a disaster. You would need to understand the what kinds of damage the disaster is capable of wrecking; the probabilities for each outcome; the people and the ecosystem in which the disaster will occur; and expectations of all the participants in the evacuation plans. Tsunami and The Zoo A few years ago, I was teaching a fifth grade science class where we were discussing the possible damage from a tsunami in San Francisco (we just visited the Bay Model). The problem I posed to the students was to design a reasonable evacuation plan for The San Francisco Zoo animals. The Zoo lies on the tsunami flood plane, and as far as we knew there was no plan for…

Decision Scaffolding and Crisis Mapping

I’m working on a series of illustrations to highlight the need for decision scaffolding during an aide mission. The ideas are based on the Ushahidi deployment experience in Haiti after the 2009 earthquake. But the idea is to make this more general. I would love ideas and recommendations on how to make this visualization better and more communicative. (read more about crisis mapping here) Crisis: Smoke Signals from Eye-Witnesses Let’s start with a crisis—a natural disaster or a political upheaval leaves thousands of people in desperate need of help. The people on the ground witness the suffering and use ICT (Information Communication Technology) to send up the spoke signals. Please not that Internet services might be compromised (due to deliberate actions taken by the authorities; infrastructure failures; chaotic conditions on the ground), but people tend to be very creative and use phone lines, radios, satellite links, and just person to person communication to get the information out there. During the current Libyan crisis, people were very creative: “To avoid detection by Libyan secret police, who monitor Facebook and Twitter, Mahmoudi, the leader of the Ekhtalef (“Difference”) Movement, used what’s considered the Match.com of the Middle East to send coded love…

Bullying in a Workplace

On Valentine’s Day, February 14 2011, New York Times ran an article “Web of Popularity, Achieved by Bullying” by Tara Parker-Pope—recent research shows interesting patterns in bullying and victimhood distribution in the school student body. As I was reading the article, I realized that much of what is being described there had a direct parallel in a workplace. I don’t have the data to back this up, but I had personal experiences giving me some anecdotal evidence. Perhaps you have had similar experiences as well (academia is ripe with them). To make my point I’ll quote part of the article below and use bold on text that I’ve replaced in the article: students to co-workers; student body to employees, and so on. Enjoy! Web of Popularity, Achieved by Bullying By TARA PARKER-POPE For many employees navigating the social challenges of a workplace, the ultimate goal is to become part of the “popular” crowd. But new research suggests that the road to workplace popularity can be treacherous, and that employees near the top of the social hierarchy are often both perpetrators and victims of aggressive behavior involving their peers. The latest findings, being published this month in The American Sociological Review,…

Toilet Games

If you have small children…boys, you are undoubtably familiar with things like: “My Wee Friend”; “Piddlers Toilet Targets for Potty Training”; “Potty Training Targets – Look like real targets!”; “Tinkle Targets for Boys”; “Wee Wee Pals”; or “On Target Infant Toilet Training Balls” from Amazon. Problem: boys have to learn to aim; boys attention span is shorter than the time it takes to empty their bladder; Solution: make going to the bathroom fun; design an activity that extends the attention and improves aim; The conceptual design is pretty straightforward: align the goals of the parents (teaching bathroom skills) with the goals of a toddler (have fun) to improve the toilet experience for all concern–basic goal alignment! Unfortunately, the problem doesn’t seem to go away as these boys grow up. Product design to the rescue! The Urinal Lips design uses the same product design strategy: make aiming fun! What sign on the walls of the bar’s men’s room couldn’t achieve, a playful design did–these men’s room stay clean. One Step Farther… While attention controls might lag during a long bathroom break, video games seem to have a tighter control over attention. So welcome to the future of urinals: These are the…

TSA: the Good, the Bad, and the Ugly

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…