topic: interaction design

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Hard measuresan ethernet hub spidering over an otherwise "nice" boardroom table

I was recently at a meeting with my friends from the Fuse Factory over at the office of one of our sponsors/board members. When I came in, I saw this tangle of wires, which I later learnt was the only reliable way of connecting to the Internet from that room. Why would this complicated, hard to work system be in place? (only two of us were able to reliably get online, even though there were 4 wires).

Now, this could be because this company's IT department is not very sophisticated (or, being a startup, not really exist), hence the lack of a slick piece of paper with a wireless password on it for us to use (the company did have wireless).

But the circumstances under this which happened complicate the picture a little more

  1. we were there after hours (there was no one from IT to give us the password)
  2. we were guests: letting us onto the company's internal network is a security risk

Yes, there are ways to manage wireless networks to avoid this situation - though it has never been claimed those ways are easy :)   But there are at least two other things to consider: the way this setup creates cues for action, and the way it is transparent & accountable.

interaction cues

Since we were there after hours, there was no one to tell us what to do. But, seeing this box on the table with wires sticking out of it cued us to how we might get internet access. No one had to print instructions on paper and try to hand it to us, or create signage, or be physically present, or have to be called. Which leads us to...

transparency

This setup is transparent - it is possible to tell, on looking, what it's for, how to use it, whether it's in use, and who's using it. More importantly, anyone can do this act of examination, given sufficient knowledge about technology (and this level of knowledge is pretty basic - all you have to know is that if you plug the cable in, you'll be connected). Contrast this with a wireless network: only the sysadmin has the mojo, and the password to the router. Having transparency (in this sense) makes it possible to have...

accountability

Since anyone can see what is being done with the system, it's also possible to tell a story - an account - around how it has been used or is being used (whatever reason there is to tell such a story). Contrast this with the wireless solution - again, unless you're the sysadmin, it's hard to figure out who is connected and when, and whether they're allowed to be.

So, far from this being mismanagement of technology, this setup may well be a deliberate decision to control & monitor access to the internet from within the office. Considering that it's complex & hard raises questions for how technology is designed to be managed, and how it's really managed. What would a transparent, accountable wireless network solution look like? How can the process of negotiating access (which we all do everytime we try to get onto someone else's wireless network, at homes and cafés and offices everywhere) be made more discoverable?

symmetry

The fact of accountability is also symmetrical: knowing that this setup is transparent & accountable also opens up avenues for altering the story that's told (this is essentially the premise behind the Electronic Frontier Foundation). In this case, the setup affords not only observation, but it also the realization that one is being observed. It also raises questions about the larger patterns that this symmetry (or lack thereof) is a part of - would this exist in a world where liability could not be assigned to a party on the basis of having allowed access through their infrastructure? Conversely, what structural differences do asymmetric systems create on a larger scale?

Further reading:

Greenfield, A. (2006). Everyware: The Dawning Age of Ubiquitous Computing (1st ed.). New Riders Publishing. 

Erickson, T., & Kellogg, W. A. (2000). Social translucence: an approach to designing systems that support social processes. ACM Transactions on Computer-Human Interaction, 7(1), 59–83. 

A snaggle of Talking Carls

At a lunch the other day, someone introduced the Talking Carl app for the iPhone, which has the delightful feature of repeating what it hears (after a slight delay) in a suitably humour-inducing manner. Carl (who is essentially a simple sound processor/modulator) can also be tapped or poked to produce sounds congruent with his character. This being a meeting full of designers, iPhones were promptly produced, Carls downloaded, and a chorus ensued.

What the designers did not probably anticipate was the way a number of people at the table decided to put their Carls together as in the photo above, thus creating a self-sustaining feedback loop with unpredictable sounds, and consequently, much experimentation. Two things coincided to create this happy raucuous system of Carls: the fact that Carls 'speak' after a slight delay, allowing a person to 'activate' their Carl and having time to move it into position; and the fact that the iPhone's microphone & speaker are at the same end of the phone.

This is a moment of emergence, wherein the ant becomes the anthill. Here, a set of people have taken objects (for that is what running apps are, after all) designed for single-person use, and combined them to create a group behaviour that is completely different from the individual one. Insofar as this is much like how Unix is constructed or how computer software collaborates, this is nothing new. However, in that this act of composition is being performed without any acts of construction (programming), this use of digital interactive objects as tools for creating yet other kinds of interaction - because the Carl you engage with alone is not the Carl you 'prime' for the symphony - is exceedingly rare (because rarely designed to afford). The symphonic Carl is not mediating the interactions between people, but is a tool with which people have different kinds of interactions, and a tool which enriches interactions.

Two lessons: first, that it's better to create tools for experiences instead of trying to create experiences (i.e. give me the vegetables, not the processed soup). Second, that technologies (through use) can interact to create unpredictable outcomes, which might not always be as benign as our lunchtime cacophony.

[the following is a response to a thoughtful and provocative essay by the wonderful folks at Johnny Holland, where Stephen Anderson attemps to outline an informatics-based behaviour influence/modification system for email, and I contend, arguing that it's technology, not behaviour, that needs to be fixed. you should read the article, followed by my comment and Stephen's response in order for the following to make sense.]

Stephen writes:

If I was designing a new email platform from the ground up with these things built in, the execution would probably be different– I’d build some of these ideas into the architecture of the system– take a “break away from the conventional ideas that have got us in this mess, ” to quote the article. But, that would introduce a bigger problem: asking people to change their email platform (which is a much, much more daunting challenge than the gaming I describe in the article!)

Yes, its a tricky business1. Create a temporary fix on a broken system and risk cementing it even further, or create an entirely new system and cause upheaval? I don't have any good answers, but I suspect a redesign of email needn't cause much upheaval at all, and in fact might make things even more invisible.

Stephen further comments on context:

Your comment about context seems to me the more challenging one– and a critical consideration.

Context is a tricky business. Paul Dourish has written extensively on context; if you can survive his invented terminology ('technomethodology'?!!) - and 'where the action is' is an excellent read - he has interesting things to say about context, the most consequential of which is that context is created through interaction. What this means for our email quandary is that email software could become much better at knowing what to support by paying attention to its interactions with the user.

To elaborate: most (desktop) software at present is usually state-ful but path-agnostic. If you think of software as something that's a set of states (displaying email, writing email, downloading attachments etc), then interaction is a path through software states. [most web software is actually stateless on the server side, which is why cookies are used to track state on the client side].

Most software doesn't actually track the path through a particular state was reached. For instance, when composing a new email, it doesn't matter if you are replying to an existing email or starting a new thread, whether you were just viewing a project folder or your inbox. The email compose window functions the same way, and what it does and presents to you are largely identical in all cases (if you use the postbox email client, the sidebar always shows all attachments, regardless of who is involved in the email.)

But if email software were to act differently depending on the path taken to the current state, then each state has actually a lot more information to act on, and this makes for opportunities to better understand what the user is doing and adapting accordingly. So, if you were viewing a project folder and composed a new email, that email could get automatically put in the project folder. Or if an email is referred to repeatedly during the course of a day to then suggest showing it in a more persistent view. Or when responding repeatedly to emails from a particular person, to prioritise new mail notifications from that person. (these are just crude examples: actual behaviour would probably have to be a lot more sophisticated)

These are ways to be path-sensitive (and hence interaction-sensitive, and context-sensitive) within an application. But the notion of context extends a little further than that - full context-sensitivity must, I think, consider:

  • interaction paths (whether within or across applications)
  • contemporaneity (what else is being interacted with/running/happening)
  • tendencies (what happens more or less often - this is where most personal informatics focuses, and its the idea behind gmail labs' ‘Bob’ features - ‘Don't forget Bob’ and ‘Got the wrong Bob?’ and Firefox's awesome bar)
  • interaction patterns (sequences that are semantically meaningful, even if not constantly repeated)
  • organizational structures (or information relationships)

[This is not even taking into account the place (say, a meeting room), the people involved (and their relationship to you), and the actual content of the email (or whatever else) itself. Which is a discussion for another day.]

This is where we can return to the central quandary posed by the personal informatics behaviour modification system Stephen proposes: bandage a broken system or force re-learning? I think that this may be a non-issue: if email clients are ‘smarter’ in this sense, we might be able to use the same interface to deliver much more complex behaviour. So, when Stephen writes

For one person, 10 emails a day is the norm. For someone else, juggling several 100 emails a day may present no problem

he's actually thinking of how to make an interface that has to work for different people with different behaviours. But this notion of context-sensitivity suggests interfaces that behave differently depending on, say, the number of emails a day, and so work for the same person when they receive 10 emails a day equally well as when they receive a hundred. (That's within-subject, not across-subject variance, for you psych geeks).

Which also brings us to the issue of whether normative behaviour modification when it comes to email is a good idea in the first place: email use co-evolves with the existence of other collaboration & communication tools, and some of the reasons for behaviour modification (or context-sensitivity, for that matter) might no longer exist, and the associated behaviours might simply cease to be. 

This is a worthy experiment. Are there any interaction designers, inspired engineers or tinkerers who want to take this on? I'm interested in developing this further. 

Notes:
1. Gratuitious arguments using the Chandler Project will be summarily ignored. 

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