"experience design" entries
Heather Wydeven talks about her entry into the field of UX and what helped her succeed as a new UX designer.
Where do new designers come from? In the case of Heather Wydeven, a UX designer at The Nerdery, she came to UX via theater and then graphic design. In a recent interview, Wydeven took the time to speak with me about her route to UX design, what it was like entering the UX field, what new designers should know, and how more experienced designers can help bring new designers into the fold.
After spending several years working in theater, Wydeven decided to channel her creative skills into a career in graphic design. She came to UX design without even realizing what UX was, but the root of her motivation was something that’s familiar to many UX designers: a recognition that things could be better and a desire to solve problems.
“While I was doing graphic design,” Wydeven said, “I started to become more curious about web design and UX design specifically, though at the time I didn’t know it was called ‘UX design.’ I was using websites and being frustrated about my experiences on those websites and thinking, ‘There’s got to be a way to make these better. This has got to be somebody’s job to design these websites better than they are now.’” Read more…
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.”
In this O'Reilly Radar Podcast: David Rose on fairy tale inspiration, and Simon King on designing for future context.
In this podcast episode, David Rose, an instructor at MIT’s Media Lab and CEO at Ditto Labs, sits down with Mary Treseler, O’Reilly’s director of strategic content for our design space. In the interview, Rose defines his mission: “to make technology more elegant, more embedded, and hopefully, more humane.” Technology itself isn’t what drives Rose — he’s looking for inspiration in places that have captured and fueled our imaginations for centuries:
“I’m trying to be very, sort of, fairy-tale driven rather than tech driven. In the book [Enchanted Objects], I go back to some of the patterns that are revealed through Hans Christian Andersen or the Brothers Grimm or other pop culture, like spy culture or Harry Potter or Frodo, and I try to think about what those technologies are or how those services are transferable from one person to another.
“Super powers like Superman’s ability to fly don’t count because he can’t give that to anyone else, but if it’s boots that allow you to walk many miles that you wouldn’t otherwise be able to walk or a purse that replenishes or a magic carpet that could transport anybody, those qualify because those are objects that can be used by many people. I have gone back, studied these crystal balls and other objects of enchantment and magic, and think about how those could be used as a way to inspire the inventors of The Internet of Things today.”
Core competencies and essential reading from hardware, software, manufacturing, and the IoT.
As I noted in “Physical and virtual are blurring together,” we now have hardware that acts like software, and software that’s capable of dealing with the complex subtleties of the physical world. So, what must the innovator, the creator, the executive, the researcher, and the artist do to embrace this convergence of hardware and software?
At its core, this is about a shift from discipline toward intent. Individuals and institutions — whether they’re huge enterprises, small start-ups, or nonprofits — must be competent in several disciplines that increasingly overlap, and should be prepared to solve problems by working fluidly across disciplines.
To use Joi Ito’s example, someone who wants to develop a synthetic eye might begin to approach the problem with biology, or electronics, or software, or (most likely) all three together. Many problems can be solved somewhere in a large multidimensional envelope that trades off design, mechanics, electronics, software, biology, and business models. Experts might still do the best work in each discipline, but everyone needs to know enough about all of them to know where to position a project between them.
Below you’ll find the core competencies in the intersection between software and the physical world, and our favorite books and resources for each one.
Electronics for physical-digital applications
- Practical Electronics, by John M. Hughes: To know what’s possible and where to start, it’s essential to understand both the analog and digital sides of electronics. This is O’Reilly’s authoritative introduction to both analog and digital electronics, with information on circuit design, common parts and techniques, and microcontrollers.
- Raspberry Pi Cookbook, by Simon Monk: The Raspberry Pi is rapidly becoming the standard embedded computing platform for prototyping and experimentation, with enough computing power to run familiar interpreted programming languages and widely supported operating systems.
- Arduino Cookbook, by Michael Margolis: The Arduino microcontroller offers a fluid interface between digital and physical; it’s highly extensible and accessible to people with no prior experience in either electronics or code.
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.”
In this O'Reilly Radar Podcast: Simon St. Laurent discusses the web's potential, and Tom Greever chats about experience design.
Simon St. Laurent, O’Reilly’s strategic content director for our web space and co-chair of our Fluent Conference, recently launched an investigation looking into the web’s potential to change not only computing, but the world in general. For this podcast episode, I caught up with St. Laurent to talk about the timing, what he’s exploring, and why the web isn’t dead. He said that in some ways, it has always been the right time to launch this investigation — after all, the web has continued to grow amidst market crashes and the dot-com bust — but noted the driving factors behind the health of the web are becoming more clear: