Category Archives: Interaction

Scope

Home Sweet Home

Maybe you’ve already heard, but I recently helped launch Adaptive Path’s new home page. A few of the other kind folks at the office designed it, and I cut it up into its hot-and-buttery front-end code. I used 960.gs for the pixel-perfect CSS grid system, and cooked up some slick back-end code for streaming our recent essays and blog posts into their proper sections.

What’s more, I wrote some tight little scripts to hit up our Twitter feed and pull down our most recent tweets. Javascript implementations are nice for low-volume sites, but when you get as much traffic as AP you need something a bit more robust. I developed a lightweight caching module that wraps around our call to the Twitter API, keeping our tweets fresh without hitting Twitter on every single (insanely frequent) page load.

Meanwhile, I’ve pretty much been living at Musée Mécanique the last two weekends, digesting their incredible collection of antique coin-operated arcade machines. While these pictures certainly won’t leave that familiarly cold smell of metal on your hands after you’re done handling them, I’ve nevertheless been dropping my observations into a set on Flickr.

Drop Coin Here

The Cail-O-Scope

Love Tester

Grope

Musée Mécanique

Musée Mécanique

Baseball Score-Board

Usability is not User Experience

And the words are not to be used interchangeably.

…just had to get that off my chest.

Analog Interactions

Life has been wonderful and busy. As a hobby I’ve recently gotten into physical computing, and now properly armed with an Arduino board and a pile of spare parts from Sparkfun and Radio Shack alike I’ve started kinda hacking electronics and building junk. So far I’ve got nothing impressive to show for my efforts, but I’ve been learning a lot about circuits and resistors and transistors and I find myself uttering things that I never in my life thought I would say. Like, “These 1/6 watt 330 ohm resistors are absolute pussies when it comes to waterboarding. I mean breadboarding.”

But see, here’s the thing. Recently I’ve taken an interest into analog interactions, those things in the physical world that you interact with every day. You know, switches and knobs and dials and levers and the like. Or at least, that you used to interact with everyday, until someone got it in their head that everything needs to be a touch-sensitive computer screen interactive kiosk management database-backed networked system utility Ronald Reagan.

Now, I like touch screens as much as the next guy, but as humans, as physical beings that live in a physical, tangible world, I feel that touch screens are pedantic and insulting to the sophisticated sense of touch that we have developed over millennia. Thus, I’ve grown interested in 19th and early 20th century interactions, from slot machines to cash registers to antique cameras, in order to develop a interaction vocabulary that is more rich, nuanced and tactile than the ones we are currently using.

Yes, I’m looking backward to help us see forward. As the wise James Lileks recently said, “You might want to take a look into that big storehouse we call THE PAST, because it’s full of interesting, useful items.” Indeed, I’m curious about ways to take these old “analog” interactions and apply them to modern digital systems in such a way that the digital experience all but evaporates. All that remains on your interface, your beautiful hardwood interface, is levers, knobs, switches, perhaps a rotary dial. Indeed, the user would be “interacting” with a database-backed networked system, but all they would “experience” would be the physical controls and physical readouts. Like the Wooden Mirror for instance, which is backed by a digital computing mechanism, even though the computer does not constitute the experiential qualities of the interaction.

So that’s what I’m investigating, and that’s why I’m suddenly so interested in Arduino. It’s by far the easiest system available for getting started in physical computing. I can plug in a series of LEDs and push buttons, and in no time at all write a tiny script that tells a microcontroller how to interact with these input and output mechanisms. It’s cool stuff, and it gets me thinking of interactive systems beyond the conventional screen, keyboard and mouse paradigm.

Over the weekend I took a long jaunt through Noe Valley, up Twin Peaks and then down into Dolores. I ducked into an antique store to help jog my inspiration, and soon discovered that nothing in the store cost less than $3,000. There was a painting on the wall priced at $80,000. I took shallow breaths, lest my foul proletariat breath peel the varnishes from the $7,000 end tables.

On my way out I struck up a conversation with Isak Lindenauer, the curator of this fine antique store, and we proceeded to have an hour-long conversation about unconventional turn-of-the-century lamp controls that he has encountered in his profession. He mentioned a lamp switch, put out by the Wirt company in 1906, that featured not one, but two pull-chains, that one could use to adjust the brightness of the bulb. A hundred-year-old dimmer switch. Brilliant.

On Sunday I went on a 20-mile bike ride, headed south and then west past Stern Grove and Lake Merced, and taking the Ocean Highway north back to more familiar territory. I stopped at a coffee shop and struck up a conversation with an old-timer, on account of my “I’ve Been To Duluth” shirt. He was fascinated by the incredible innovation of mechanical engineers during the 19th century, and so our conversation covered the wide expanse of steam engines and books of pressure calculations. Once again the topic of interactivity came up, and we discussed railroad circuitry and analog computing machines and other technologies that seemed to come before their time.

I’m no expert on these matters, but I believe that when two random encounters in rapid succession both lead to invigorating conversations about a subject that you were already jamming on, that this is indicative that you are, dare we say, onto something.

“The Other Chris”

Huzzah! This morning I published my first post to the Adaptive Path weblog, and people have been stoked on it all day. I’ve been working on designing the iPhone application to go along with the smart.fm learning website, and a large part of my contribution to the project so far has been sketching. Sketching, sketching, sketching.

I talk about it all in the post, but I can summarize it here as well. Smart.fm has a series of awesome learning games, based on heavy research into human psychology, that are designed to help you learn and retain facts. They have totally hit a sweet spot with people trying to learn other languages, and with the iPhone app we wanted to help people continue their learning, any place, any time. Their existing web-based games feature a sort of “flash cards on steroids” rhythm, which turns out to be a great functional description, but a poor metaphor for their actual gamelike feel. Thus, our goal with the iPhone app is to design something that perhaps resembles index cards at its most basic level, but from an experiential standpoint is a hell of a lot more fun.

Interaction Metaphor Explorations

And so, we began exploring metaphors. What makes something fun? What makes something gamelike? Alexa and Dan turned me loose with my sketchbook, and I began brainstorming enormous lists around such concepts as the materiality of the gamespace, the movements people perform to interact with the artifacts in the game, and how to best represent time and progress. I generated dozens and dozens of ideas, drawing inspiration from dollar store games to radio dials to Wooly Willy. Throughout my thought process I roughed these guys out on paper, giving ourselves a constant stream of tangible artifacts to look at, reflect on, believe in, or challenge. I talk about this process a bit more in this video, where I walk through my sketchbook with Chris and John, my fellow summer associates.

From these explorations I brought a few ideas up into a bit more coherence, which I talk about here:

"Your World" Concept

We shared all this work with the client, who is absolutely stoked with it. In their blog post regarding this project they speak of a “super-talented summer associate” who produced some pretty cool visual explorations, but when they say that I wonder if they have me confused with Dave Pederson (a.k.a. “The Other Chris”, a.k.a. “The Mysterious Fourth Intern”).

Again, the thread at the Adaptive Path blog can fill you in on all the details. Needless to day, it is an absolute delight working with the fine folks at Cerego, and it is all thanks to them that we can be so open about our process in designing their iPhone app.

Proof that the new iPhone has a secret front-facing camera!

Proof that the new iPhone has a secret front-facing camera!

That Apple can activate remotely!

…why else would they tell you to wave your phone around like an idiot?

Fragment

Phew.

Long day. One last jam-packed ride on the 49 Muni to Japantown for Andrew Crow’s closing Interaction Design workshop for UX Intensive. An intense day of prototyping followed by a closing party, complete with an open bar and wonderful new friends with Minnesota and Bay Area connections alike. Then, a dash across town to the Adaptive Path office, for further drinks and entertaining in our inspiring design space.

Back to work tomorrow, with sketching on the menu. Sketching, sketching, sketching.

It is a good life.

Task Flows and Character Counts

Another busy night catching up on work. You might do better trying to catch me over at Twitter.

Hugs,
Dane

The Ganache Guru

Today we kicked off UX Intensive with a rousing session of Design Strategy, hosted by none other than Brandon Schauer. It was a great time and we got to wield Sharpies and Post-It Notes and drafting dots with reckless abandon, all the while being fed like kings.

It’s gonna be like this all week, with heavy-duty learning during the day and working during the night, so my contributions to the Ether will be light.

An Owl’s Life

owl-iphone-banner-v6

Dan just posted the first public transmission regarding our project, with a slick little banner of my design, and now I’m at a bit more liberty to talk about the work I’m doing at Adaptive Path.

Smart.fm is a website dedicated to helping people accomplish goals and learn stuff they want to know, in a supportive and socially collaborative atmosphere. AP just wrapped up a project helping the folks at Cerego clearly define their user experience goals with the site, and now we’re in the process of designing, developing and launching an iPhone application to complement their web-based learning tools. The really cool thing is that these guys are super open about the work they do, and are more than happy to have us share our process as we craft their application.

Alexa and Dan just got back from Tokyo, where they were busy meeting with the brilliant brains behind Smart.fm and scoping out million-dollar cantaloupes in their free time. As we continue our design process we should find ourselves posting regular updates to the Adaptive Path blog, but I’ll try to chime in at this venue however I can.

For now, it’s time to grab some sharpies and start sketching, sketching, sketching!

Oliver’s Simple Fluid Dynamics Generator

God damn this is cool. Click and drag in the black square to make the magic happen. Works best in the smokin’ Safari 4.0, because this beast is heavy on the Javascript. In any other browser you’ll wonder what in the hell I’m gettin’ so worked up about.

Stuff like this just feeds my existing obsession with introducing deliberate thought and consideration into the texture and materiality of our digital interfaces. Seriously, computer interaction that exhibits natural physical properties, either felt, observed or otherwise perceived, really gets my blood going.

fluid-dynamics