Brian Whitworth and Adnan Ahmad contributed a chapter on Socio-Technical System Design for the free Interaction-Design textbook. This is a very interesting, if technical discussion of the subject. While reading it, I kept thinking about how I would love to debate some of the points raised in this Chapter in person. But lacking this opportunity, below are my ideas and thoughts on the subject of Socio-Technical System Design. First, let me give a quick summary of what is a socio-technological system paraphrasing a bit from Whitworth and Ahmad own words: Socio-technology is about technology and people. Technology is any device. IT system is then a combination of software AND device(s). Human computer interaction (HCI) is a person plus an IT system. Introduction of “person” brings physical, informational and psychological levels into the combined system. And finally, socio-technical system (STS) is merger of community and HCI(s). A Bit of Historical Perspective When my son was in third grade, he was given an assignment: compare some technology from today with that of 100 years ago. He chose transportation. Here’s his insight: 100 years ago, going from San Francisco to Berkeley took a very long time. There were no bridges. People had to drive their…
Tag Archive for problem solving
Conceptual Design, Diagnostic Errors, Interaction Design, Interface Design, Perception, Pipsqueak Articles, Product Design Strategy, Scaffolding
Design Solution to Real World Problem — Speeding!
by Olga Werby •
Knowing something about behavior, visual processing, and human nature, designers can nudge users into doing the right (or in this case, lawful) action. Speeding is a problem all over the world. People are notorious for underestimating the real amount of time it takes to get places they need to be. Traffic congestion, car problems, detours, and other (un)foreseen events can make a huge difference in time variability of getting from one place to another. The problem, though, is that we can’t really force people to leave on time or drive the speed limit when the drivers think that no one is looking. So with the law on our side, we can create other ways of forcing people to behave lawfully by changing environmental conditions and relying on human nature not to do what’s right, but to do what they think they have to based on circumstance. Here are a few creative ways of solving the speeding problem on our streets. Using Visual Processing Errors to Slow Traffic Canadian drives misdiagnose the problem and try to drive straddling the “hole” in the road. Everyone is successfully slowed down. The Fake Traffic Cop Threat as a Speeding Deterrent In general, people tend…
Conceptual Design, Interaction Design, Interface Design, Perception, Pipsqueak Articles, Product Design Strategy, Scaffolding, Users
Special Preview: Wearable Computing (Steve Mann)
by Olga Werby •
The next chapter in the Interaction-Design.org tome on human-computer interaction design is now up for an early review to my readers. This chapter takes on Wearable Computing and is written by Steve Mann. Mostly, this is a historical review of Prof. Mann’s experimentations with wearable computing devices, and for those unfamiliar with this subject area, this is an interesting introduction. On the left, you can see an early version of wearable computing: Steve Mann’s backpack based system from the late 1970’s and early 1980’s. But as always, I have a slightly different take on this topic… The Little Mac That Saved My Son’s Life Almost 18 years ago, I went into a preterm labor. At 24 and a half weeks into gestation, this was very scary. At the time, San Francisco Children’s Hospital was pioneering a program for high risk pregnancies (which mine just turned out to be). Two doctors, Dr. Kuts and Dr. Maine, figured out how to use an old Mac SE, a modem, a telephone, a subcutaneous pump, and a belt which measures contractions to allow women like me to stay at home as much as we could (as opposed to spending months in the hospital). Here’s…
Conceptual Design, Pipsqueak Articles, Product Design Strategy
US Rio+2.0 Speed Geeking Session
by Olga Werby •
So I’ve learned a new word: Speed Geeking. It’s like speed dating but for geeks to quickly present their ideas to a small group. You have five minutes strict, and then move on to the next presenting geek. It was a very interesting format, but it clearly had accessibility issue: I walk with a cane and I found it very hard. It would have been impossible in a wheelchair. And others with disabilities clearly had issues with this format. But that said, I’ve learned a lot. Below are my notes on the Speed Geeking event at US Rio +2.0. Noel Dickover — Senior New Media Advisor, Office of eDiplomacy, U.S. Department of State — introduced Speed Geeking and ran the event with an iron fist! FrontlineSMS Demoed by Sean Martin McDonald, Director of Operations http://www.frontlinesms.com Main Point: SMS is cheap data that is easy to structure and moves over cell networks (without Internet) Yahoo Demoed by Gil Yehuda, Director of Open Source Product Management at Yahoo! Gil talk about the use of Flickr for journalism, human rights, and keeping people safe. He raised the issue of copyright. KIVA Demoed by Beth Kuenstler, VP of Marketing & Communications If you haven’t…
Conceptual Design, Cultural Differences, Interaction Design, Interface Design, Pipsqueak Articles, Product Design Strategy, Scaffolding
Designing for the Blind
by Olga Werby •
Not much to add here — how many other cool video games are there for visually disabled? Using tactile clues instead of visual signals is a nice interaction design solution. Well done!
Interaction Design, Pipsqueak Articles, Product Design Strategy, Scaffolding
Special Preview: Philosophy of Interaction and User Experience
by Olga Werby •
A person uses a piece of software, a Web site, or any other product — “virtual” or “real” — to achieve a goal. The design of interaction with these products can either help or form obstacles that interfere with the realization of that goal. A product is easier to use when its interaction is designed to meet the needs of its intended audience. Product designers who consider those needs produce far more effective interaction solutions than those who base their designs on aesthetics or business needs alone. But how does one go about “considering” user needs and then come up with a design solution that works? Oscar Wilde famously said: The pure and simple truth is rarely pure and never simple. Pure and Simple design is similarly rarely pure and never simple to develop. I my class, Cognitive tools for Product Designers, we explore what users bring to usability. We all arrive at the scene with different baggage — our experiences, education, perception, memory, and so on are unique to each of us. No two individuals interpret an experience in exactly the same way. While this sounds daunting, we shouldn’t give up on design all together. We all have some…
Anchoring Errors, Cognitive Blindness, Conceptual Design, Cultural Bias, Cultural Differences, Ethnographic & User Data, Mental Model Traps, Mirroring Errors, Pipsqueak Articles, Product Design Strategy
The Cultural Context for Product Design
by Olga Werby •
Nothing exists in isolation. Design divorced from the context in which the product is used is of little value to its audience. Cognitively, this makes sense—most designers agree that they have to consider the environment, culture, and situation as part of the process of developing a new product (or redesigning an old one). But practically, context and culture get little play in design meetings. This post is aimed at relieving some of designers’ mirroring errors—helping see alternate ways their products might be used in the real world. Enjoy! Cultural Difference in Car Use: livestock Cultural Difference in Car Use: large loads Cultural Difference in Bike Use: large loads Notice the little bike on the left… Cultural Difference: people movers