John Sculley talks about Steve Jobs

A very honest, humble and insightful interview about El StevO by the man who was hired by him only to fire him later. Of course, the rest is legend.

Some excerpts:

I didn’t know really anything about computers nor did any other people in the world at that time. This was at the beginning of the personal computer revolution, but we both believed in beautiful design and Steve in particular felt that you had to begin design from the vantage point of the experience of the user.

He always looked at things from the perspective of what was the user’s experience going to be? But unlike a lot of people in product marketing in those days, who would go out and do consumer testing, asking people, “What did they want?” Steve didn’t believe in that.

He said, “How can I possibly ask somebody what a graphics-based computer ought to be when they have no idea what a graphic based computer is? No one has ever seen one before.” He believed that showing someone a calculator, for example, would not give them any indication as to where the computer was going to go because it was just too big a leap.

What makes Steve’s methodology different from everyone else’s is that he always believed the most important decisions you make are not the things you do – but the things that you decide not to do. He’s a minimalist.

More here.

The Story of Stuff

The Story of Stuff Project was created by Annie Leonard to leverage and extend the film’s impact. We amplify public discourse on a series of environmental, social and economic concerns and facilitate the growing Story of Stuff community’s involvement in strategic efforts to build a more sustainable and just world. Our on-line community includes over 150,000 activists and we partner with hundreds of environmental and social justice organizations worldwide to create and distribute our films, curricula and other content.

Probably old news to most design colleagues, but I thought I’d post it on the blog for keepsakes.

Link here.

BoEl – an energy efficient ambient interface

This was a project done by my dear friend Sara Tunheden at the Interactive Institute in Stockholm.

BoEL is an experimental social ambient interface and web service that presents daily consumption figures to home owners and neighbours to promote joint savings and foster competitive energy saving behaviours. The service includes an ambient lamp that provides feedback on the energy consumption in the household and these interfaces are installed so that the neighbours can observe each others energy status.

This is one of the many projects the II is working on to spread awareness about energy consumption through design provocations and probes that affect behavior positively.

Oh, and I happened to play a cameo in her amazing video too! This is an edited version. Hopefully I’ll get my hands on the full version soon! :)

Objects Lessons in the Primacy of Interaction @chochinov

This is Alan Chochinov’s presentation at IxD10 (Savannah).

Allan Chochinov-Girls and Women: Objects Lessons in the Primacy of Interaction from Interaction Design Association on Vimeo.

I posted the video to the blog for 2 reasons

a) It is hugely inspiring. To quote 4 key learnings by Chochinov (during his course at the SVA, New York) in the closing parts of his presentation -

  • Raise the Stakes: Make it Personal, Make it Urgent
  • Intervene: Design your products as if they were props in an intervention.
  • Dont Play Fair: Act like a design thinker, but think like a design activist.
  • Facilitate: Its not what you design, its not what you make – its what you facilitate.

b) The work shown in the presentation is yet another indicator toward ‘Design Fiction’ explorations which we currently need more of perhaps at Umea. (sorry, US keyboard!)

Less problem solving by design alone, and more of design-intentions explicit through fiction. For want of a better word – storytelling. (…puke!)

Reflections as a ‘Mobile Guerilla’ at the MWC2010 (Barcelona)

 

MWC2010 Barcelona

We went to MWC Barcelona 2010 for the first and second days.

During our stay there, my colleague JC Fantechi and I covered almost everything we wanted to see. The following paragraphs are some reflections and experiences gathered during my time there. I’m very grateful to my colleagues at Ergonomidesign for having sent me there to represent them despite my relative inexperience. Even though as an interaction designer, I felt woefully out of place at times, I managed to stay afloat through the experiences and emerge with (hopefully) some new opportunities and insight for my team and also some important personal lessons.

On Windows Mobile 7

We did not make it for the actual launch (too costly like everything else!), but were there in Barcelona for the launch of Windows Mobile 7 Series! Woohoo!

The ‘buzz’ (apologies, Google!) that was felt around it was definitely positive. I am pretty sure the MWC2010 event will earmark itself in history as the first time Windows actually gave Apple a real vicious bite. Game on, Cupertino! There are clearly more knowledgeable reviews in Wired and Engadget, so let it suffice to say that from what I saw of the launch online and at their massive stall – my friends at Redmond/Pioneer Square have done an amazing job in bringing together Windows Live, Xbox and Zune experiences to one mobile platform. The UI looks and feels great and I like the panoramic ‘hubs’ that are used to create a very fresh metaphor in user experience design. WM7’s activity-centric UI is in direct contrast to the application-centric world of Apple, which is brilliant. Hopefully it proves to designers like myself that there are several great metaphors that are waiting to be tapped, if the right conditions are set in place. I’m still curious to know how their store and app-world would pan out, but the die is cast. With Google clearly looking to go aggressively mobile with its Android platform (seen all over the MWC) and now Microsoft entering the game as serious contenders – I think we’ll see exciting times ahead in this space.

Ramble: I believe that with the launch of the iPad (last month), and now with Android and WM7 creating some stiff competition for Apple – we’re witnessing the cornerstone of a whole new galaxy of entrepreneurship and creativity. The giants have put their infrastructure in place for entrepreneurs, developers, (hopefully) designers and ultimately - people to create a world where content of all kind are fluid currency in the form of actionable knowledge. It’s takes no rocket science to guess that once the iPad and other clones enter the market we’re stepping a little closer to making the world witnessed in the living room of Minority Report.

Round 1 : Getting my bearings

From

The MWC was a massive melting pot – an ocean of opportunities and new discoveries. I heard languages from nearly every part of the World discussing business in every nook and corner of the venue. I’d never seen so many people in business suits and ties in one place! Everyone had something to sell – from the smallest headsets, handsets and apps to the largest antennae. There was some exciting new technology on display, some even bordering on the ridiculous. The halls were like giant aquariums and there were fish, sharks, whales and bait of all sizes. The App-World stall was particularly colorful, though I failed to see any app or idea that really blew my mind. My favorite stalls had to be the Samsung and Sony Ericsson stalls.

It was a very different language of profit, business interests and salesmanship that I was exposed to. This was clearly the place where business houses came to sell themselves to those with the right kind of interests. Time and talk were precious; badges were continuously checked to see if credentials matched the interests of those concerned. It took the first few hours to refine our ‘approach’ for the stalls we wanted to see and talk to. We had to learn to fish out the right people to talk to about design, without wasting anyone’s time or energy.

We were quite dazed on the first day, perhaps because I went with different (in retrospect, almost naïve) expectations that people would really be open to ‘user experience design’ and roll out a red carpet. What I learnt was immensely humbling, and a bit confusing at the same time. It was humbling to learn how small we were in this large ocean of competitors. Yet, when we spoke and presented to people – their awe and appreciation would always leave us feeling warm and fuzzy.

Without naming specific cases, we had a pretty 60-40% first day. Several contacts were made and will be followed up on. I felt it was a great christening to the big bad World of ‘sell, sell, sell’ and was glad to have the experience of my colleague JC to lean on.

Round 2 : Picking up momentum

Day two at the MWC was a relative feeling of déjà-vu. However we were emboldened by our experience from the previous day. We approached stalls with greater clarity and conviction and mostly followed up on discussions and loose-ends from the previous day. There were social events and gatherings planned for the evenings, but unfortunately I’d be back in Stockholm by then.

Experiences:

  • Express check-in (via barcode) was very efficient; buying a pass was a bit slower and tedious but given the manic crowds – very efficient overall.
  • Tip for 2011: Get to lunches earlier to avoid long queues.
  • Mobile presentations work in such large venues. A venue as large and indifferent as the MWC2010 needed presentations tailored for short attention spans. Our strategy to use a 1-minute presentation/show-reel on iPhones worked! Since we didn’t have any sit down meetings booked in one of the expensive VIP-lounges at the venue – our best strategy was going to be to approach the right people at the stall directly and hopefully get them interested enough in 5 minutes. No laptops, nothing clunky. We showed our video in 1 minute, left ED-books wherever needed and spoke about work and ideas through the rest. Can’t wait to get going with better versions of the show-reel, on an iPad! 
  • Quite understandable – the biggest enterprises were next to impossible to connect to without some serious prior appointments. If you’re planning to get real, meaningful relationships from such an event, you’ll definitely need to book, pay, grovel and do a lot of follow-up work to get royal audience.
  • Not the ideal venue for designers unless you make a clear stand (literally!) - I do not believe the MWC to be the most ideal venue for industrial design to be showcased. However, service design heavyweights like Fjord and The Astonishing Tribe were there with big stalls and they definitely made their presence felt. There was quite a lot of talk around app-development, services, infrastructure and strategy so it wouldn’t entirely be out of scope for representation on these fronts.
  • Design (especially interaction, service design) was not a clear, tangible offering to make in 60 seconds as ‘mobile guerillas’. It would require a slightly different approach in future. We found ourselves often being ‘reduced’ in conversation to mere handset manufacturers. Many understood what we were talking about as user-interface design, but the language of the marketplace was intensely reductive. We were either handset designers, or icon designers.

There are several other reflections I had, which I shall reserve for my colleagues at work. They concern our own approach and strategy to this intersection ahead. It’s a space we’re not entirely entrenched in yet – and it requires a fresh approach, thought and action. Until next year! :)

(More pictures to come.)

My shaky debut on Johnny Holland…

via JohnnyHolland

Great interaction design is a delicious soup. You boil a variety of different ingredients and spices in the right proportion,  and voila – pure bliss! Unlike other branches of design, however,  it’s extremely hard to write a recipe for interaction design. By its very nature, the interaction design process needs to be fluid and dynamic.

Interaction design tingles the complete experience over time. It tastes most satisfying in conditions when multifaceted flavors and ingredients are brought together. The bigger the challenges are —the more diverse and mixed the ingredients need to be. This beautiful paradox sits at the heart of the interaction design menu, very differently from other design cuisines.

During my time as a Master’s degree student in Interaction Design at Umeå (Sweden), I often found our group repeatedly doing the following:

  • Obsessing with finding the ‘perfect’ solution to a problem.
  • Frequently questioning the value of having mixed, diverse groups of professionals studying Interaction Design together. Were frustrating debates stemming from disparate backgrounds and differences of opinion really the most efficient way to designing interactions?

I haven’t found ’the perfect solution’ yet, but I do believe the process is a lot more interesting. Having experienced the inherent value of a multifaceted approach professionally, I believe that mastery in the interaction design process lies in perfecting those moments when the room is packed with people who won’t share your views and probably don’t have your skills.

Mastering the science of ‘We, not I’.

The quest for perfection and the myth of genius are timeless aspirations that meet with sporadic and rare success. Genius chefs (like genius designers) never seem to be able to cook the same dish twice.  Some modern authors, such as Malcolm Gladwell in Outliers: The Story of Success, debunk the notion of genius altogether. According to Gladwell, even geniuses like Mozart, The Beatles and Bill Gates had more than 10,000 hours of practice at doing what they did—iteratively—constantly improving their craft while focused on process. I believe that a mastery of interaction design process does not rest in divine inspiration and confined sketching (read: genius!). The key probably rests in learning to churn together – a pool of motley professions, backgrounds, skills and interests. Interaction design is a team-sport at its most intense, meaningful climax, and we need to change the way we train for this sport. We need to rearrange our kitchen in order to cook this soup – and we need to do it often, depending on what we’re cooking.

The big hurdle – we’re conditioned to think and act as individuals, not as groups. Could this be the un-learning needed in order to be able to synthesize truly well-rounded experiences?

As a former architect, the process of design was inevitably intensely personal. My colleagues in architecture were all inspired by the singular genius of Corbusier, van der Rohe and Gehry. Moments of solitary and inspired sketching were thought to be the catalysts for the ‘eureka’ moment. Graphic and product design Masters of that era worked in much the same way. Processes in interaction design, on the other hand, seemed to work in quite stark opposites. After migrating to interaction design, students from very different backgrounds were thrown amidst multifaceted peer groups—something many struggled to cope with. A group of motley backgrounds, each with their own stubborn opinions, conflicting ideas, dissimilar skills oft resulted in frustrated groups and heated differences of opinion during projects. Many were left questioning the value and efficiency of such a process. Product and transportation design classmates seldom faced this problem. They were still relatively blissful in the peaceful confines of their work-spaces, diligently pursuing that perfect sketch.

Wouldn’t too many cooks in the interaction design kitchen spoil the broth?

Read more HERE

Explaining our vision for the Future of Healthcare.

For the past few months, I’ve been intensely involved in concept-development, scenarios, Microsoft surface prototypes, writing and video production for our project titled – ‘Helping Hands – The Future of Integrated Healthcare’. The video below along with the article attached caps intense collaboration between several of my most talented team members working with limited resources and time.

After over 40 years of pioneering work in the Life Science industry, we have been working for the past months to put together our take on the future of Life Science. Our story comprises not only scenarios and a clear picture of the eco-system in which Life Science might exist (in 2015) – but we have gone as far as prototyping glimpses of how interaction might occur with doctors and other medical professionals and services. The future concept and prototype was developed by the Life Science team at Ergonomidesign including user experience and interaction designers, design strategists, graphic designers, developers and health care professionals. Our challenge was to envision the future of Life Science and develop possible solutions for the world to test, use and reflect on.

The future of Health Care is a subject that has aroused intense speculation recently across different forums. Several interesting scenarios and points of view have been discussed. Professionals and designers alike have tried to make sense of a fuzzy future. Predicting possible futures for the Health Care industry is an ambitious task, fraught with great risk. There are far too many disparities in various global Healthcare Systems today that make it impossible to present one comprehensive solution that fits all. The industry is constantly affected by Government legislation, making their rate of development impossible to predict in isolation from external factors. Most importantly, Health Care is about us – ordinary people – for whom tailoring one universal solution is out of question.

Often the best way to predict the future is by attempting to design and build critical glimpses of it. Storytelling has usually been the most favored approach – usually giving rise to compelling and believable scenarios. The approach taken by us at Ergonomidesign was to bring in elements of prototyping at crucial moments in the scenario, in order to demonstrate key interactions actually taking place. Right or wrong is always subject to debate – a process of endless iteration.

More to come, once our press-kit is released.

Medical Ecosystem in 2015

Medical Ecosystem in 2015

Personally, I’m very excited, exhausted and delighted that this project came as far as it did. We started with no real plan except to talk about the Future of Health Care at the World’s biggest medical fair in Dusseldorf – Medica. What followed was some intense periods of creative thinking and making, learning new tools along the way and alot of positive energy from everyone involved.

IxD + Agile = A great iterative approach to Design Making.

I’ve recently been working a lot using the Agile method – a method used alot in the software development World, but something that has immense value for us to use as Interaction Designers.

I’m sure alot of my colleagues/alumni are now experiencing this method wherever you are in the World. Please feel free to add to this post.

Johnny Holland recently posted an amazing article titled ‘ How UCD and Agile can live together’ where a lot of the definitions are given. I think it would be very interesting for us to read and try to implement this method more into how we approach projects – especially those in teams. Several projects of our’s are done in teams, with different backgrounds – experience levels, skills and roles.

Excerpts from the amazing Johnny Holland blog:

User Centered Design is the methodology by which you design a holistic product while considering the needs of stakeholders and users. Agile Development is a programming methodology and philosophy intended to overcome the challenges of the waterfall development process and to deliver clean and functional code. How can these two methodologies come together?

Framework

In order to have this discussion, I would like to define a few terms as they will be referred to in this article. These are by no means absolute definitions, but in writing this article and soliciting feedback from practitioners I thought it prudent to define what I do (and don’t) mean by certain terms for the sake of the article.

  • Agile Philosophy: the tactical, iterative and transparent perspective on a project engaging all stakeholders and members of a project team. The ultimate goal is a clean and functional product built through transparency and accountability;
  • Agile Method: also referred to as scrum, the actual development process including all the hard deliverables including user stories, backlog, burndown charts and all the other tangible by products of an agile team;
  • User Centered Design, The iterative strategy where design and research practitioners involve stakeholders and users to gain a cohesive view of a project and to empathize with users. The ultimate goal is a cohesive vision and product definition backed with qualitative and quantitative findings;
  • User Experience, or IxD, or any other of dozens of titles: the actual process of qualitative and quantitative research, concept validation, and design. The end deliverables include system visualizations, information architecture, and design spec’s.

flow

Scrum at work
Scrum at work

The picture above is from my flickr-stream and was taken during one of the projects to show the all important ‘Scrum-board’ where time and responsibilities were mapped.

You can read more about the Scrum method and order your own FREE copy here. (highly recommended!)

I hope to blog in greater detail about my experiences with this method in the near Future.