As our environments become increasing connected, architects must reinvent their roles and become hybrid designers.
Editor’s note: This is an excerpt by Erin Rae Hoffer from our recent book Designing for Emerging Technologies, a collection of works by several authors and edited by Jon Follett. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Designing for the Internet of Things ebook here.We spend 90% of our lives indoors. The built environment has a huge impact on human health, social interaction, and our potential for innovation. In return, human innovation pushes our buildings continually in new directions as occupants demand the highest levels of comfort and functionality.
Our demand for pervasive connectivity has led us to weave the Internet throughout our lives, to insist that all spaces link us together with our handheld devices, and that all environments be interconnected. Internet-enabled devices creep into the spaces we inhabit, and these devices report back on spatial conditions, such as light, radiation, air quality, and temperature. They also count the number of people stopping at retail displays minute by minute, detect intruders and security breaches, and enable us to open locked doors remotely using our mobile devices; they allow us to modify the environments we occupy.
The space that surrounds us is transforming into a series of interconnected environments, forcing designers of space to rethink the role of architecture and the rules for its formulation. Similarly, designers of emerging technologies are rethinking the role of interfaces and the rules for creating them. During this period of experimentation and convergence, practical construction, and problem solving, architects must reinvent their roles and become hybrid designers, creating meaningful architecture with an awareness of the human implications of emerging technologies. Read more…
A look into a future in which physical and digital converge.
Editor’s note: This is an excerpt by Stephen P. Anderson from our recent book Designing for Emerging Technologies, a collection of works by several authors, curated and edited by Jon Follett. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Designing for the Internet of Things ebook here.In the opening scenes of the Superman movie Man of Steel, one of the many pieces of Kryptonian technology we see are communication devices whose form and shape is constantly reshaping — a tangible, monochromatic hologram, if you will. Imagine thousands of tiny metal beads moving and reshaping as needed. Even though this makes for a nice bit of sci-fi eye candy, it’s also technology that MIT’s Tangible Media Group, led by professor Hiroshi Ishii, is currently exploring. In their own words, this work “explores the ‘Tangible Bits’ vision to seamlessly couple the dual world of bits and atoms by giving physical form to digital information.” They are creating objects (the “tangible bits”) that can change shape.
Even though the team’s vision of “radical atoms” is still in the realm of the hypothetical, the steps they are taking to get there are no less inspiring. Their latest example of tangible bits is a table that can render 3D content physically, so users can interact with digital information in a tangible way. In one of their video demonstrations, a remote participant in a video conference moves his hands, and in doing so reshapes the surface of a table, rolling a ball around. The technology is at once both awe-inspiring and crude; the wooden pegs moving up and down to define form aren’t that unlike the pin art toys we see marketed to children. Having said that, it’s easy to imagine something like this improving in fidelity over time, in the same way that the early days of monochromatic 8-bit pixels gave way to retina displays and photorealistic images. Read more…
Suzanne Pellican on Intuit’s transformation to a design culture.
I recently had a wonderful conversation with Suzanne Pellican, chief design strategist at Intuit. She has spent the last several years coaching both designers and non-designers on how to think of and use design thinking as a core competency to improve business results and spur innovation.
Design thinking admittedly is a quirky phrase. What’s important is that it places design in a context that non-designers can appreciate. Pellican defines it and its relation to service design:
“‘Design for Delight’ at Intuit is our version of design thinking, and we reduced it down to three core principles: deep customer empathy, go broad to go narrow, and rapid experiments with customers. … Design thinking is the practice of problem solving and is based on those three core principles. That’s the actual skill set, the tools, and the mindset that you have. Service design is actually applying that then, end to end, as you’re thinking about very specific experiences for customers across many channels.
“The way that we do service design at Intuit today, a lot of the effort is in, let’s say, care — so when you think about a care experience for a customer you have to think about the many channels that they can access, including telesales and agents and care or the website or on my articles. You’re trying to think about their whole experience and you’re also trying to think about infrastructurally how could you deliver a delightful experience. That is service design.”
A look at the need for design thinking in the IoT, advanced robotics, 3D printing, and synthetic biology.
Editor’s note: This is an excerpt from our recent book Designing for Emerging Technologies, a collection of works by several authors, curated and edited by Jon Follett. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Experience Design ebook here.
Let’s look briefly at the disruptive potential of each of these emerging technologies: the IoT, advanced robotics, 3D printing, and synthetic biology — and the need for design thinking in their formations.
The IoT, connected environment, and wearable technologyThe IoT is a popular shorthand that describes the many objects that are outfitted with sensors and communicating machine-to-machine. These objects make up our brave, new connected world. The types and numbers of these devices are growing by the day, to a possible 50 billion objects by 2020, according to the Cisco report, The Internet of Things: How the Next Evolution of the Internet Is Changing Everything (PDF).
Inexpensive sensors providing waves of data can help us gain new insight into the places in which we live, work, and play, as well as the capabilities to influence our surroundings — passively and actively — and have our surroundings influence us. We can imagine the possibilities of a hyper-connected world in which hospitals, factories, roads, airways, offices, retail stores, and public buildings are tied together by a web of data.
In a similar fashion, when we wear these sensors on our bodies, they can become our tools for self-monitoring. Combine this capability with information delivery via Bluetooth or other communication methods and display it via flexible screens, and we have the cornerstones of a wearable technology revolution that is the natural partner and possible inheritor of our current smartphone obsession. If we consider that the systems, software, and even the objects themselves will require design input on multiple levels, we can begin to see the tremendous opportunity resident in the IoT and wearables. Read more…
Matt Nish-Lapidus on the evolution of product development from pre-industrial through post-industrial eras.
Design is entering its golden age. Now, like never before, the value of the discipline is recognized. This recognition is both a welcome change and a challenge for designers as they move to designing for networked systems. Jon Follett, editor of Designing for Emerging Technologies, recently sat down with Matt Nish-Lapidus, partner and design director at Normative Design, who contributed to the book. Nish-Lapidus discusses the changing role of design and designers in emerging technology.
As Nish-Lapidus describes, we’re witnessing the evolution of product development from one crafts-person, one customer; to a one crafts-person, many customers; to a one craft-person, one product that many people will customize. He explains how the crafted object and the nature of design has changed, beginning with the pre-industrial era:
“If you look at a pair of glasses from the pre-industrial era — anything from Medieval up through the 1700s to 1800s — what you’re seeing is an object that’s the direct expression of a single crafts-person and was made for a single individual to use. It’s a representation of that crafts-person’s view of what glasses should be. They create one, and they sell that one pair. It was often, at the time anyway, also made on commission, so it was rare that they would make large quantities of the same thing and have them sitting around. Pre-industrial, in this way, is an expression of the individual crafts-person involved.”
Our biggest opportunities as designers and product creators lie in a context-driven approach to designing user experiences.
Editor’s note: This is an excerpt from our recent book Designing Multi-Device Experiences, by Michal Levin. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Experience Design ebook here.We have entered a world of multi-device experiences. Our lives have become a series of interactions with multiple digital devices, enabling each of us to learn, buy, compare, search, navigate, connect, and manage every aspect of modern life.
Consider the hours we spend with devices every day — interacting with our smartphones, working on our laptops, engaging with our tablets, watching shows on television, playing with our video game consoles, and tracking steps on our fitness wristbands. For many of us, the following are true:
- We spend more time interacting with devices than with people.
- We often interact with more than one device at a time.
The number of connected devices has officially exceeded the seven-billion mark, outnumbering people (and toothbrushes) on the planet. By 2020, this number is expected to pass 24 billion. This inconceivable quantity not only attests to the growing role of these devices in our digital lives, but also signals an increasing number of devices per person. Many individuals now own multiple connected devices — PCs, smartphones, tablets, TVs, and more — and they are already using them together, switching between them, in order to accomplish their goals. Ninety percent of consumers use multiple devices to complete a task over time (PDF). For example, shopping for an item might entail (1) searching and exploring options at home on the PC, (2) checking product information and comparing prices in-store using your smartphone, and (3) writing product reviews on a tablet. Eighty-six percent of consumers use their smartphones while engaging with other devices and during other media consumption activities. Read more…
Jeff Veen on design teams, flat design and skinny jeans, and full-stack design.
I recently sat down with Jeff Veen, vice president of products at Adobe, and CEO and founder of Typekit. Veen has been a designer for more than 20 years; he is an entrepreneur, writer, cyclist, and lover of burritos. His resume includes Adaptive Path; Wired; WebMonkey; Google; and TypeKit, which was acquired by Adobe. Our conversation covered leadership, hiring designers, and the significance of trends.
Design’s leading role
Design is finally receiving the attention and respect of non-designers. Veen talks about a different dynamic, one in which design plays a leading role in the development of products and services:
“The analogy I always give is that when we started Adaptive Path in 2001, one of our stated values was to have design get a seat at the table, and we meant the board table — like the C level. I feel it is entirely possible to have your own table as a designer and invite other people to have their seats. That is still the exception to the rule, which is probably fine; it probably maps to the wide variety of businesses and products that are out there. But increasingly so, the kind of thinking beind the analytical process and the types of problem solving that designers are particularly good at tends to fit well with the kind of digital interactive, largely consumer-based product development that we’re doing these days.
“I think to embrace design means that you need to populate your company with leadership that has a design background. That is a true signifier — not like, “You know, we should hire a couple of designers. We should spruce up the website,” but really investing in design. Where is the leadership? Where’s the decision-making for the priorities, for the direction and vision of not just the product but the company itself? Where is that embodied? Is it embodied at the same level that a good engineer is? It obviously needs to be. [It’s a sign that] a company understands the value of design.”
Dirk Knemeyer on the changing role of design in emerging technology.
The discipline of design is morphing. Designers’ roles and responsibilities are expanding at a tremendous pace. Jonathan Follett, editor of Designing for Emerging Technologies recently sat down with Dirk Knemeyer, founder of Involution Studios, who contributed to the book. Knemeyer discusses the changing role of design and designers in emerging technology.
Changing roles: Designers as engineers
Knemeyer explains the morphing role of designers as technologies advance and disciplines overlap. Designers are expected to have skills or working knowledge of topics well outside design, including programming and industrial design:
“We’re already seeing a convergence of engineering and design. We’ve been talking about it for a decade, that designers need to know how to code. Designers get it, and they’re out there and they’re learning to code. To remain relevant, to remain a meaningful part of the creationary process in these more complicated contexts, that’s only going to accelerate. Designers are going to need to see themselves as engineers, maybe as much, if not more, than as designers in order to be relevant in participating in the design and creation processes within the world of emerging technologies.”
Behavioral design strategies provide high-level direction for how a product should be designed.
Editor’s note: This is an excerpt from our recent book Designing for Behavior Change, by Steve Wendel. This excerpt is included in our curated collection of chapters from the O’Reilly Design library. Download a free copy of the Experience Design ebook here.How can a product help its users pass all the way through the Action Funnel and actually take action? There are three big strategies that a company can choose from to change behavior and help users take action. Two of them come straight from the research literature and from the difference between deliberative and intuitive actions. The third is less obvious, but immensely powerful — it’s called cheating.
The conscious, deliberative route is the one that most of us are familiar with already — it entails encouraging people to take action, and them consciously deciding to do it. Users have to pass through all five stages of the Action Funnel, and often spend considerable time on the conscious evaluation stage.
The intuitive route is a bit more complex. Recall from Chapter 1 that our lightning-fast, automatic, and intuitive reactions arise from a mix of various elements: associations we’ve learned between things, specific habits we’ve built up, our current mindset, and a myriad of built-in shortcuts (heuristics) that save our minds work but can lead us astray. Of these, habits are the most promising route to developing a sustainable path to behavior change because there are clear, systematic ways to form them. And once they are formed, they allow the user to pass effortlessly through two of the stages of the Action Funnel — the conscious evaluation and the assessment of the right timing for action. Read more…